nintendo Archives - I'm Not Doctor Who https://imnotdoctorwho.moegamer.net/tag/nintendo/ Memoirs of a nobody Thu, 23 Jul 2026 20:08:43 +0000 en-US hourly 1 https://wordpress.org/?v=7.1.2 https://imnotdoctorwho.moegamer.net/wp-content/uploads/2024/11/cropped-pete-32x32.png nintendo Archives - I'm Not Doctor Who https://imnotdoctorwho.moegamer.net/tag/nintendo/ 32 32 237362437 #oneaday Day 776: Splatting Salmonids https://imnotdoctorwho.moegamer.net/2026/07/23/oneaday-day-776-splatting-salmonids/ https://imnotdoctorwho.moegamer.net/2026/07/23/oneaday-day-776-splatting-salmonids/#respond Thu, 23 Jul 2026 20:08:41 +0000 https://imnotdoctorwho.moegamer.net/?p=40580 Splatoon Raiders arrived yesterday, a day earlier than I was expecting it, and I've been playing it. It's a good time! It's the latest in an increasingly long line of titles from Nintendo that feel like video games used to feel like. It's not trying to be a movie, it's not trying to be an … Continue reading #oneaday Day 776: Splatting Salmonids →

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Splatoon Raiders arrived yesterday, a day earlier than I was expecting it, and I've been playing it. It's a good time! It's the latest in an increasingly long line of titles from Nintendo that feel like video games used to feel like. It's not trying to be a movie, it's not trying to be an overly elaborate piece of art, it's not trying to tell an in-depth story — it's just trying to be a fun, enjoyable game. And it's succeeding at that. (This is not to say that there is no artistry within the game itself, mind. Rather, attempting to "be a work of art" is not its primary focus.)

For the unfamiliar, Splatoon Raiders is a Nintendo Switch 2 game that, in contrast to the prior three Splatoon games, places the single-player experience at the forefront. Those of you who have never played a Splatoon game before may be surprised to note that there is, in fact, a single-player game in every Splatoon game, and even more surprised to hear that it has been consistently very good in the past — it's just very few people ever really talk about it, as the focus of the series has always been on its competitive multiplayer modes. And that's a pity, because although each game's single-player campaign is perhaps a little on the short side, they (and the DLC for the more recent ones) have been consistently excellent, featuring top-notch level design and some quality gameplay that blends action, platforming, puzzle solving and simple observation skills.

Splatoon Raiders is a little bit different. Although it unfolds in a series of self-contained levels, these are, for the most part, a tad more open than the rather linear, abstract levels of prior Splatoon campaigns. There are some stages that very much have the feel of classic single-player Splatoon — mostly the "Sample Dungeon" stages which challenge you to overcome a series of obstacles and encounters with a specific loadout — but on the whole, the focus is a bit different.

That's no bad thing, though, and one thing Splatoon Raiders does pretty well is keep things varied. On some levels you'll be fighting your way through a relatively linear path to an end point, where you receive a treasure. On others, you'll be in an arena, battling to defeat enough enemies to build up an energy bar before time expires. Some levels present you with a series of these arenas. Others still are more open, tasking you with building up energy by defeating enemies on a relatively large map until you are able to mine a large crystal and obtain its resources.

The very nature of the game means that there's not quite as much of the clever platforming and observation challenges of classic single-player Splatoon, but that's not to say it's completely absent. In fact, most of the non-arena stages have a series of hidden items on them, and tracking these down very much has the feel of the older Splatoon campaigns, because they will require you to go a bit off the beaten track, investigate interesting-looking areas and sometimes take a few risks. And the rewards are worthwhile; besides scrolls that contain lore, most of these stages also contain a compass, which unlocks access to a semi-secret level — one of the aforementioned "Sample Dungeons".

I'll doubtless have more to say about the game when I've played it a bit more, but so far I'm impressed. The "looter shooter" element provides plenty of interesting opportunities for progression — and incentive to try various different types of weapon — without being overly obnoxious or overloading you with pointless variants on the same equipment. A variety of simple and straightforward crafting systems allow you to unlock new abilities and features. And the ability to revisit past levels in "Spicy" mode provides alternatives for gathering materials and loot than simply grinding the same level over and over again.

The only thing I'm not entirely sure about is the music. I get why it is the way it is — it's an attempt to reflect the chaos of the battles in which you find yourself — but dear Lord, there are certain tracks that sound like a school orchestra tuning up and then immediately launching into a failed attempt to play the complete soundtrack to Darius. I would have much rather had music somewhat akin to what there was in the multiplayer matches of regular Splatoon, but you can't have everything I guess. It certainly creates an atmosphere of sorts, I'll give it that!

There will, of course, be a full write-up of Splatoon Raiders on MoeGamer when I'm satisfied that I've played enough of it to be able to speak with complete confidence about it. But for now, I'm happy to say that I'm having a good time, and I'm looking forward to playing some more!


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#oneaday Day 756: Video games like they used to be https://imnotdoctorwho.moegamer.net/2026/07/04/oneaday-day-756-video-games-like-they-used-to-be/ https://imnotdoctorwho.moegamer.net/2026/07/04/oneaday-day-756-video-games-like-they-used-to-be/#comments Sat, 04 Jul 2026 00:02:24 +0000 https://imnotdoctorwho.moegamer.net/?p=40475 Around the same time Sony is doing its best to completely murder the traditions and culture surrounding video games, and Xbox continues to implode, Nintendo has gone and put out multiple games that feel… almost out of their own time. And I mean that in a very complimentary way; both Star Fox (released on the … Continue reading #oneaday Day 756: Video games like they used to be →

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Around the same time Sony is doing its best to completely murder the traditions and culture surrounding video games, and Xbox continues to implode, Nintendo has gone and put out multiple games that feel… almost out of their own time. And I mean that in a very complimentary way; both Star Fox (released on the 25th of last month) and Rhythm Paradise Groove (released yesterday, also known as Rhythm Heaven Groove if you're American) feel like games from at least two hardware generations ago, and that's absolutely a good thing.

The two games are very different experiences, but the one thing they have in common is that they respect your time in the way that titles from, say, the PlayStation 2 era did. You can do a complete playthrough of Star Fox in under an hour, and Rhythm Paradise Groove consists entirely of self-contained sequences that are no more than two or three minutes, tops. You can blast through all the "content" both games have in a relatively short space of time, but their longevity comes from their replay value: Star Fox for the pursuit of "medals" by attaining specific scores on each level while ensuring all your computer-controlled companions survive, and Rhythm Paradise Groove for attaining "Amazing" and "Perfect" ratings on each stage.

I'm growing increasingly fond of games that aren't a huge commitment to play; games that you can just pick up and enjoy whenever you feel like it, without feeling that strange sense of "guilt" many of us have if we already have a "big game" on the go and start something else that is likely to take more than 40 hours to get through. I'm not just talking about bite-sized arcade-style games, either; the other night I started playing Soul Blazer on Super NES, and I know that's relatively short in the grand scheme of RPGs, so I'm looking forward to finally making my way through the whole thing; something I've been meaning to do for ages.

I like a good long game to get my teeth into now and again, you know that — but I won't lie; there are times when I start something that I think is going to be relatively light and breezy, see it has an endless skill tree and various numbers to grind up very slowly in the name of increasing my poison damage by 0.1%, and just think "oh no, this is going to take ages, isn't it?" There are a significant number of games that have been released over the course of the last 10-15 years or so that would have really benefited from just scaling back, like, a lot, and providing a much more focused experience. They usually don't because they have to justify their massive budgets and thousands of people working on them — plus, unfortunately, there is a subculture among capital-G Gamers™ who complain any time something comes out with what they perceive as "not enough content".

It's unfortunate that so many developers have listened to the people who whine in Steam forums about games being "abandoned" because they haven't had an update in the last three weeks (protip: sometimes those games are finished) or that they need to see a "roadmap" of "new content" coming down the pipeline. I always feel the exact opposite to this; if I see a game that has a lengthy roadmap — particularly if that roadmap involves copious amounts of DLC — I lose a lot of interest in that game. Sometimes I will return to it later to see if there's some sort of "complete" edition available, but most of the time I will just shrug my shoulders and go and play a game that is actually finished instead, rather than spending valuable time playing something that I know is probably going to change and expand in the time it takes me to beat it.

I like both Star Fox and Rhythm Paradise Groove because they are both finished games, and seeing everything they have to offer is within relatively easy reach. Both will require some practice and some actual playing skill to see all that stuff, but neither of them feel like they're going to be commitments with hour counts that number into the three digits just to see the credits roll.

I suspect Star Fox might see some updates to its multiplayer mode if it proves popular, but as a single-player experience, it is completely self-contained and does everything it needs to. Rhythm Paradise Groove I suspect will just stand as it is — it didn't even need an update when I put the cartridge in for the first time earlier, which is always a very welcome sight these days.

I hope we see more games like this. Nintendo seems to be quite keen on them right now, and I'm not complaining when they are as good as Star Fox and Rhythm Paradise Groove are — and speaking of which, I'll have more to say about the latter over on MoeGamer when I've played a bit more of it. For now, I'll just say "cha, cha, cha, bom bom" and leave it at that…


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#oneaday Day 698: Star Fox is back... again! https://imnotdoctorwho.moegamer.net/2026/05/06/oneaday-day-698-star-fox-is-back-again/ https://imnotdoctorwho.moegamer.net/2026/05/06/oneaday-day-698-star-fox-is-back-again/#respond Wed, 06 May 2026 23:08:34 +0000 https://imnotdoctorwho.moegamer.net/?p=37503 Nintendo surprised everyone with an out-of-the-blue Star Fox Direct earlier today, announcing a reboot of Star Fox for Switch 2. This is, I think, the third time they've "redone" the original Star Fox at this point, as it went Star Fox/Starwing (SNES), Star Fox 64/Lylat Wars (N64), Star Fox Zero (Wii U) and now this, … Continue reading #oneaday Day 698: Star Fox is back... again! →

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Nintendo surprised everyone with an out-of-the-blue Star Fox Direct earlier today, announcing a reboot of Star Fox for Switch 2. This is, I think, the third time they've "redone" the original Star Fox at this point, as it went Star Fox/Starwing (SNES), Star Fox 64/Lylat Wars (N64), Star Fox Zero (Wii U) and now this, which, in the tradition of all good reboots, is just called the name of the original thing it's rebooting. Star Fox. At least it won't be confusing in Europe.

I love Star Fox. It's probably one of my favourite Nintendo series. Specifically, I love the Super NES original, because while it's perhaps not the most technically impressive game when looking back on it retrospectively, it's still a great game that I enjoy a lot — and it has an amazing soundtrack. I rate the original Star Fox's soundtrack light years ahead of its 64-bit counterpart, because Star Fox 64 hailed from that age where Nintendo games had music that was beautifully composed, but played back on one of the worst MIDI synths a console has ever had. The new one takes what sounds like the music from Star Fox 64 and fully orchestrates it, which is just lovely.

The new game looks like it's going to be mostly keeping to Star Fox's roots as an arcade-style game with a level-based structure, and branching paths through the complete sequence of levels depending on the things you do and your overall performance. I'm interested to see how this will be received in the modern age, since the vast majority of big-budget games that come out today are designed to be huge, sprawling timesinks that take hundreds of hours for a single playthrough. Making a game that is short but highly replayable feels like it's a ballsy thing to do these days — and it really shouldn't, but it does.

It does look like the new Star Fox will be highly replayable, too. As well as the main story mode with its branching paths, it looks like there's a "Challenge" mode where you play a single level and attempt to complete specific objectives in it. This could either be great fun or extremely annoying, but I think it's the right decision to separate it out into its own mode rather than integrate it into the main story.

There's also what looks like a really fun multiplayer mode, too, with 4v4 battles between Star Fox and Star Wolf. It doesn't look like any of the three modes on offer are a simple deathmatch, either; there are different objectives to complete on each one, which will reward fancy flying as well as keeping the enemy off your back.

All in all, I'm excited and pleased to see Star Fox get yet another chance. Part of me wishes they'd let the story, such as it is, move on a bit instead of continually remaking the same one over and over again, but ultimately this is a gameplay-centric experience — at least previous installments have been — and so the reason you're blasting everything out of the sky doesn't matter too much. It does look like the whole thing is much more "cinematic" now thanks to the advances in technology we've seen over the last few console generations. It's nice to see Fox and company be able to chat with one another as fully modelled characters rather than just avatars chattering away during gameplay.

So I guess that's a Switch 2 game I'll be adding to my library when it arrives, although if it's on a Game Key Card, we are going to have words, Nintendo.


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#oneaday Day 678: Chillin' with my Tomodachi https://imnotdoctorwho.moegamer.net/2026/04/16/oneaday-day-678-chillin-with-my-tomodachi/ https://imnotdoctorwho.moegamer.net/2026/04/16/oneaday-day-678-chillin-with-my-tomodachi/#respond Thu, 16 Apr 2026 23:30:15 +0000 https://imnotdoctorwho.moegamer.net/?p=37373 On something of a whim — and after seeing a number of people whose opinions I generally trust enthusing about it — I decided to pick up the new Tomodachi Life game for Switch. I didn't really know much about it going into it, and I bounced hard off the two separate attempts I've made … Continue reading #oneaday Day 678: Chillin' with my Tomodachi →

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On something of a whim — and after seeing a number of people whose opinions I generally trust enthusing about it — I decided to pick up the new Tomodachi Life game for Switch. I didn't really know much about it going into it, and I bounced hard off the two separate attempts I've made to get into Animal Crossing, so it's not a decision I took lightly. But I'm pleased to report after a brief play at lunchtime — and a much, much longer play this evening — I'm well and truly charmed.

This is Nintendo at its most "software toy" I think I've ever seen them — although I say this with the caveat that I never played the 3DS version of Tomodachi Life. It's a delight. It's like playing The Sims without having to do the boring and annoying bits. It's like playing a citybuilder without having to worry about complicated management things. It's what mobile and social games might have been if they had never been corrupted by greed and predatory monetisation strategies.

Above all, though, it's a medium through which you can express and play with your creativity and imagination, and I love that. While the first couple of hours or so are deliberately constrained to introduce you to the basic features of the game and its interface, it doesn't take long to get to a point where you've unlocked most of the main "mechanics", such as they are, and can start using them to play with your creations in the little world you gradually build for them.

It's possibly the best use of the "Miis" that Nintendo have had on their consoles since the Wii days, and the delightfully lo-fi synthesised speech they talk in — no AI-generated voices here — is a pleasant reminder of a more innocent age.

That can be said about the whole experience, really. It's a reminder of when we all had the capacity to play imaginatively, only now our imaginations can be supported by interactivity. No longer do you have to pretend your dolls are talking to one another, because now they actually do talk to one another — although you're not always privy to the details of all their conversations. (Rather charmingly, you can catch the odd word here and there, and most of these are things that you've previously entered into the game as subjects for them to talk about with one another, meaning my little collection of Miis likes talking about flatulence, eating sausages, cats and F-15 Strike Eagles.

I'll have some more to say about this delightful little game over on MoeGamer when I've spent a bit more time with it. But for now I can say confidently that I'm glad I decided to take a punt on this silly little game. The kind of silliness it offers is precisely what the world needs right now — much as Animal Crossing came along at the exact right time when the pandemic hit. (Even if I didn't get along with Animal Crossing personally, I at least appreciate what it represented.)

Anyway, I've peppered this article with a few screenshots from this evening's session. As I say, I'll have much more to say in the near future, but for now, I should probably go to bed rather than checking in on everyone one last time this evening…


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#oneaday Day 531: Riding the air https://imnotdoctorwho.moegamer.net/2025/11/20/oneaday-day-531-riding-the-air/ https://imnotdoctorwho.moegamer.net/2025/11/20/oneaday-day-531-riding-the-air/#respond Thu, 20 Nov 2025 23:54:42 +0000 https://imnotdoctorwho.moegamer.net/?p=34991 Kirby Air Riders is out today, and I've spent the evening playing it. Specifically, I've spent the evening playing the "Road Trip" mode that I didn't know anything about prior to starting the game. This is a single-player mode that is presumably intended to get you up to speed on everything you might be doing … Continue reading #oneaday Day 531: Riding the air →

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Kirby Air Riders is out today, and I've spent the evening playing it. Specifically, I've spent the evening playing the "Road Trip" mode that I didn't know anything about prior to starting the game. This is a single-player mode that is presumably intended to get you up to speed on everything you might be doing at any point in the other modes, but it also unlocks a bunch of stuff in a similar fashion to Smash Bros.' single-player modes from over the years.

The whole package is very Smash Bros., in fact, including the way you navigate the menus, the way you adjust your settings for a play session and the overall structure of the game. It's a very customisable game, from the look of things, so I'm looking forward to investigating the other aspects of it soon.

Road Trip, meanwhile, that I can talk about. In this mode, you pick a character and initial "machine" to ride on, and progress through a series of stages, each of which is split into a series of "encounters" on the road. Under most circumstances, you have a choice of three encounters to choose from at any point, with different rewards on offer for each. Successfully beating an encounter generally rewards you with some Road Trip-specific currency and a stat increase or two. Outside of the competitive events, you may also run into shops (where you can, of course, spend the aforementioned Road Trip-specific currency) and weird things that determine which of several branching paths you will take at the conclusion of the current stage.

The events you'll compete in on the Road Trip are generally pretty short in duration — races tend to be one or two laps at most, and the events which aren't races are all time-limited. It's enough to give you a look at the different things you can do in the game's other modes, but in a way that you never get particularly bogged down in anything. You rarely do the same type of event twice in a row, and the difficulty curve progresses nicely from "very easy" in the early stages to "genuinely quite challenging, but not annoyingly so" as you get closer to the conclusion.

As you progress through the Road Trip, you'll gain the opportunity to earn "memory shards", which tell the unfolding story. This is surprisingly dark, considering this is a Kirby game, involving a mechanical creature that has sat for aeons without being able to move because it requires someone's "strong will" to allow it to do anything, a terrifying orbital satellite that, among other things, constructs an army of robotic ants to rip this aforementioned creature to bits and rebuild it into a world-crushing weapon, and the implication that everyone's vehicles in the game are like Pokémon, if Pokémon were forms of sentient transporation rather than creatures that liked to fight. So maybe not all that much like Pokémon at all, other than the fact that they clearly have "personalities" of sorts, and partner up with the people of Kirby's world, Popstar, in a quasi-symbiotic relationship.

In the events, Kirby Air Riders is chaotic. For those concerned that it might be a bit too much like Mario Kart: it's nothing like Mario Kart. My wife saw me playing it briefly and said it looked like "Wipeout, but Kirby" and honestly she's not far from the truth there. There's a touch of F-Zero, a bit of Burnout, even a bit of Twisted Metal in there, depending on the type of event you're playing. I can see it easily being overwhelming for some players, but there is clearly method in the madness.

Probably the most clever thing it does is use an incredibly simple control scheme, much like Kirby platformers tend to. There are only two buttons to worry about: characters accelerate automatically, and the only time you need to press a button is when you want to slow down (which also charges up your boost) or use your character's "Special", which can only be used when a particular meter has charged.

The "Boost Charge" mechanic has a nicely tactile feel. You're effectively "pulling back" your character, winding them up and then letting them twang forward, though the exact implementation of this depends quite significantly on the machine you've chosen to ride. Some are built for drifting around corners; others stop dead when charging a boost and can thus immediately change direction when going around 90-degree bends; others still can't drift or boost at all, but make up for this with other strengths.

These differences between the machines, along with individual machines' special capabilities (such as the "Vampire Star" machine's ability to "bite" opponents, damaging and slowing them down and stealing their power-ups) and the stat growth throughout Road Trip mode mean that there's a surprising amount of depth considering how simple the game is to control. Different machines are eminently suitable to different types of event, so it pays to try and build up a collection — indeed, I believe to get the "true" ending for the game, you need to collect all of them prior to reaching the final encounter, though this is made more straightforward through a New Game+ option that lets you carry over the stuff you've already acquired.

There are some other interesting little things, too. A significant portion of the Road Trip mode involves the "Top Rider" mode, which is racing from a top-down perspective on simplified tracks. This is a lot of fun, though obviously less spectacular and chaotic than the 3D races — and it's nice that this is a whole mode you can play given equal weight to the "main" game mode. There are even different control options, depending on if you prefer "turn left and right" or "push the analogue stick in the direction you want to go" for these top-down sequences.

All in all, it seems like a really solid game given that distinctive Sora Ltd. polish. I'll be interested to see whether it has the juice to go for the long term on the multiplayer circuit; I can see this being a really solid multiplayer game, but, of course, it needs a community for that to work over the long term. I don't yet know if the broader community will take to it in the same way as something like Mario Kart — but then, Splatoon came out of nowhere on Wii U and managed to be a big enough hit (on the Wii U!) to spawn two sequels, so there's precedent for a Nintendo game not called Mario Kart or Smash Bros. to have a thriving online community.

More than anything, it's nice to see the Switch 2 finally picking up the pace with some solid releases — and on proper game cartridges, too. Now, if they'd just quit doing that dumbass Game Key Card thing completely I'd be very happy indeed…


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#oneaday Day 519: Hero of Hyrule https://imnotdoctorwho.moegamer.net/2025/11/08/oneaday-day-519-hero-of-hyrule/ https://imnotdoctorwho.moegamer.net/2025/11/08/oneaday-day-519-hero-of-hyrule/#respond Sat, 08 Nov 2025 22:22:11 +0000 https://imnotdoctorwho.moegamer.net/?p=34954 In my head, I've had a bit of a weird relationship with the Legend of Zelda series over the years. There have been large tracts of time when I haven't played any games in the series, and there are still a number of entries (primarily handheld) that I haven't tried at all. I've known Zelda … Continue reading #oneaday Day 519: Hero of Hyrule →

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In my head, I've had a bit of a weird relationship with the Legend of Zelda series over the years. There have been large tracts of time when I haven't played any games in the series, and there are still a number of entries (primarily handheld) that I haven't tried at all. I've known Zelda obsessives over the years, and I've never counted myself among them; likewise, I don't think I've ever bought a Zelda game on launch… with the exception of the new Hyrule Warriors: Age of Imprisonment, which I'm sure someone will argue isn't a Zelda game, but it actually is — just a different kind of Zelda game.

Anyway, I think I've come to the conclusion, many years too late, that yes, I, in fact, do like the Legend of Zelda series, and I always have done.

I think I know where my hesitancy over this came from, and it dates back to the late 1990s. I had just discovered console-style RPGs with Final Fantasy VII, and then Ocarina of Time came out, offering a very different sort of game to Final Fantasy VII, and… I felt like I didn't like it as much. At least, not in terms of story. Final Fantasy VII's narrative was unlike anything I'd ever experienced in gaming at that point, while Ocarina of Time was basically reading from the same script as A Link to the Past, which I had played (and enjoyed a lot) several years earlier.

Link didn't speak, either, which made the narrative immediately less interesting to me.

Of course, I know this is a silly comparison now, because Final Fantasy VII and Ocarina of Time are so different from one another as to basically be completely different genres — and that's not getting into the interminably tedious arguments over whether Zelda is "an RPG" or not.

No; I can see very clearly now that the intent behind the two series, and those entries in them in particular, is very different. Final Fantasy VII was all about delivering a spectacular, emotionally engaging narrative; Ocarina of Time was about being a well-designed video game. And, although Zelda plots have become more and more elaborate over the years — not to mention the series' timeline becoming ever more convoluted — this distinction has, for the most part, remained.

This isn't to say that Final Fantasy has bad gameplay or that Zelda has a poor story, mind. It's simply that their focal points are different, and, as with anything, if you go in with the wrong things in mind, you're almost certainly not going to resonate with it as much as you would if you had more realistic expectations.

Anyway, I think back over the years and the many Zelda games I have played, and I don't think I've ever had a bad time with a Zelda game.

My first ever encounter with the series was with Zelda II: The Adventure of Link on a family friend's NES. When I first played this, I didn't understand it at all, as I was very young and had never really encountered a game like it before. With how different Zelda II was from the rest of the series, I at least know I wasn't alone in feeling like that — although today I respect Zelda II immensely for having the balls to do something so drastically different from its predecessor.

I have a few oddly vivid memories of that first time I played Zelda II. The towns of Ruto and Rauru, both of which would lend their names to characters in the series many years later. The slightly wobbly melodic line on the music. The distinctive overworld map theme — which starts very similarly to the well-known Zelda theme before branching off in its own direction. The caves that are too dark to see until you get a candle. Link making a noise that sounds like he's going "whoops" every time he takes damage — a sound effect shared with Simon Belmont from Castlevania. The BLBLBLBLBLBLBLBLBLBL noise and strobes when you lose a life. And the fact I always thought Link looks like a chef when he's doing his "damage" pose. I saw it once, I can't unsee it now.

A few years later, I got a Super NES, and one of the games I asked for one Christmas or birthday was A Link to the Past. I knew absolutely nothing about this game, save for the fact that magazines talked about it in tones of reverence, and I remembered quite liking my time with Zelda II.

I got it. And I was absolutely blown away by it — particularly the music. To this day, I'm still impressed that the game has full-on orchestral cymbal clashes in its music. Absolutely one of the best uses of the SNES' sound chip there ever was.

Anyway, I dutifully bought Ocarina of Time like every self-respecting N64 owner was supposed to back in the day, and I quite enjoyed it, with the caveats mentioned above. What I liked a whole lot more, though, was Majora's Mask, the direct sequel, which never seemed to resonate with the public in quite the same way despite getting good reviews — but which gets its dues much more frequently these days.

Majora's Mask basically corrected what I felt was lacking a bit from Ocarina of Time: the emotional engagement angle. Because it offered a story that wasn't just a retelling of the usual Link vs Ganon legend, it was immediately much more interesting — and its time-based mechanic allowed the narrative to go to some seriously interesting places. To this day, I'm yet to see anything quite like the conclusion of the "Anju and Kafei" questline, which resolves with literally seconds before the world ending.

I didn't get along with The Wind Waker when I first played it on Gamecube, but when I played the rebalanced Wii U version some time later, I enjoyed it a lot more. Likewise, I skipped Twilight Princess on its original release and played the Wii U version, enjoying it greatly.

I was late to the party with Breath of the Wild and it took me a long time between starting it and actually finishing it, but when I had done so, I was very glad I had taken that journey. I am having a similar experience with Tears of the Kingdom in that I have come to it very late, but playing it alongside the new Hyrule Warriors, which acts as a prequel and/or parallel storyline, is going to be very interesting indeed, I think.

I know some folks don't love the direction the series has taken with Breath of the Wild and Tears of the Kingdom and to an extent I get that — but then there has also been the excellent Link's Awakening remake and the equally good Echoes of Wisdom for those hungry for a more "traditional" Zelda experience.

All in all, it's a thoroughly interesting series, and one that very much deserves its long and proud history. And, at this point, I may as well admit that I think I'm a Zelda fan. Particularly as I've played 15 hours of Hyrule Warriors: Age of Imprisonment since yesterday evening.

Now time for a bit of Tears of the Kingdom, I think…


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#oneaday Day 517: First impressions from Hyrule Warriors: Age of Imprisonment https://imnotdoctorwho.moegamer.net/2025/11/06/oneaday-day-517-first-impressions-from-hyrule-warriors-age-of-imprisonment/ https://imnotdoctorwho.moegamer.net/2025/11/06/oneaday-day-517-first-impressions-from-hyrule-warriors-age-of-imprisonment/#respond Thu, 06 Nov 2025 22:44:36 +0000 https://imnotdoctorwho.moegamer.net/?p=34948 Hyrule Warriors: Age of Imprisonment arrived today and, keen to see quite how wrong that awful review from the other day was, I booted it up right after work and have been enjoying it since. I'm not very far in yet, and there seem to be a lot of mechanics and structural elements that are … Continue reading #oneaday Day 517: First impressions from Hyrule Warriors: Age of Imprisonment →

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Hyrule Warriors: Age of Imprisonment arrived today and, keen to see quite how wrong that awful review from the other day was, I booted it up right after work and have been enjoying it since. I'm not very far in yet, and there seem to be a lot of mechanics and structural elements that are still locked, but I like what I see so far.

It's going to be interesting playing this alongside Tears of the Kingdom because, as anyone who has played the latter will know, a plot point in that is Zelda being sent back in time to the founding of Hyrule, and through a sidequest, Link can get occasional visions of key events during her time in the past. What Age of Imprisonment provides is a complete story from Zelda's perspective, from the moment she arrived in the past and was discovered by King Rauru and Queen Sophia, up until… well, I don't know, yet, but I assume some form of "imprisonment" will be involved, likely with Ganon(dorf) at the middle of it.

Thus far the game feels like it's taking some elements from previous Hyrule Warriors games (I say this with the caveat that I've not actually played Age of Calamity as yet) and combining them with some fun new(?) elements. Of particular note is a counterattack system, where major enemies do heavily telegraphed attacks, and you can use your characters' cooldown-based special abilities to interrupt them. This is never not satisfying, particularly when combined with the "weak point" mechanic introduced in the first Hyrule Warriors, where after certain attacks, some enemies reveal a weak spot and, if you batter this down enough, you get to perform a fancy cinematic attack on them.

There are also giant enemies, much like in the original Hyrule Warriors, and these have their own ways of being dealt with. They're not quite so rigid in their "solutions" as the original Hyrule Warriors, though, which is nice. You can, in many cases, jump on them and wail on their weak points while standing on top of them, though, which is always a delight to do in any game that allows you to do so.

The characters seem like fun, too. Particular highlight so far has been Mineru, sister of King Rauru, who is a Zonai scientist lady who commands constructs to do her bidding. Her "run" animation is her riding a motorised unicycle type thing, and most of her attacks involve summoning giant mechanical things, cannons and all manner of other fun stuff to cause chaos over a wide area. I think she's going to be enjoyable to play with, though I'm also intrigued to see what other characters are on offer and how the game incentivises you to play as them.

Mecha-Link has made an appearance, too, and he's predictably fun to play as, handling much as he did in the older Hyrule Warriors. He did conclude his first appearance by literally turning into a spaceship and flying off into the sunset, though, so I am looking forward to the first of his apparent Star Fox-esque sequences, whenever that might arise.

My concern with Age of Imprisonment (and indeed Age of Calamity, when I eventually get around to it) is that neither of them will live up to the original Hyrule Warriors in terms of Stuff To Do. For the unfamiliar, the original Hyrule Warriors, particularly in its Definitive Edition incarnation on Switch, not only had a lengthy story mode to play through (multiple times if you want to get all the rewards), but also had a brilliant mode called Adventure in which you gradually unlocked cells on pixel-art recreations of classic Zelda maps and took part in various battles in each space. Some of these were full-scale battles similar to what you do in the story mode, while others were battles that had some sort of special conditions or rules in place. The sheer amount of stuff to do in the Adventure mode, across a variety of different maps, meant that the original Hyrule Warriors had near-infinite replayability, and with the way Age of Imprisonment seems to be structured, I suspect it doesn't have anything like that.

That's not necessarily a bad thing, though. It means that Age of Imprisonment might actually be completable. And if and when I'm done with it, I can always return to the original for more of that sweet Adventure mode action.

In the meantime, I'm having a lot of fun with it, and learning today that its soundtrack is by MONACA, best known for their work on the Nier series, has made this game all the more interesting to me. And so I'm off for another battle or two before bed, I think…


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#oneaday Day 455: The Last Banana https://imnotdoctorwho.moegamer.net/2025/09/05/oneaday-day-455-the-last-banana/ https://imnotdoctorwho.moegamer.net/2025/09/05/oneaday-day-455-the-last-banana/#comments Fri, 05 Sep 2025 23:36:16 +0000 https://imnotdoctorwho.moegamer.net/?p=34574 I finished Donkey Kong Bananza this evening. I know I said I did that the other day, but I properly finished it this evening — all 777 collectible bananas and all the fossils (collecting all of which is, I was dismayed to discover very late, a prerequisite for getting all of the bananas) then completing … Continue reading #oneaday Day 455: The Last Banana →

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I finished Donkey Kong Bananza this evening. I know I said I did that the other day, but I properly finished it this evening — all 777 collectible bananas and all the fossils (collecting all of which is, I was dismayed to discover very late, a prerequisite for getting all of the bananas) then completing the game's monstrously difficult final challenge in order to get… a slightly underwhelming "true" ending, to be honest, but I don't begrudge the game the additional time I spent with it. In fact, some of the game's best platforming challenges are found in the endgame sequence, so it's very much a case of "the journey is more important than the destination" here.

I mostly stuck to my desire to not use a guide for Donkey Kong Bananza, and I'm glad I did that, because dear Lord, a lot of the guides, even from "big" sites out there, are full of wrong information, or outright handwaving away the possibility of providing helpful information, largely because I suspect the author hadn't actually completed the game in some cases. I know this because the absolute final challenge in the postgame is something that could really do with a helpful walkthrough, and all one guide from a big site offered was a paragraph basically saying "use everything you've learned to clear these challenges" without going into any detail whatsoever. Good job!

Another guide even promised to "explain the ending", after there was some pre-release discussion on where this game might fit in "Nintendo canon", if such a thing even exists — then went on to post an entire article that basically shrugged its shoulders and went "I dunno, it's all speculation really". Clickbait at its absolute finest. No wonder the games press — and indeed the whole Internet — is dying.

But anyway. One of the nice things about Donkey Kong Bananza is that it has built-in hint functions. You have to pay the in-game price for them, but by the time you're doing the "cleaning up" required for the postgame, you will generally have plenty of the currency required to purchase these hints, along with a selection of powers that make 1) searching for hidden items and 2) acquiring more of said currency much easier. Consequently, on the few times I did peep at a guide, I found it didn't really help matters, and I inevitably found myself better off just exploring the game for myself and stumbling across things. The game is well-designed enough that you can just piss around and discover pretty much everything it has to offer, and that's testament to Nintendo's skills at making games like this — even with the added wrinkle of almost entirely destructible levels.

So, yeah. I really enjoyed Donkey Kong Bananza. I'm glad. I had a feeling it would be good, because I really enjoyed Super Mario Odyssey, and the same team worked on this. I had my misgivings, because I've never really had a lot of time for Donkey Kong as a character, but I must say, spending a considerable amount of time in his company has brought me around on him. Granted, he's almost as much of a blank slate as his stablemates Mario and Link in terms of characterisation — he has no dialogue whatsoever, despite the other "Kongs" you encounter being able to talk — but his goofy facial expressions and his interactions with Pauline are consistently delightful. Not only that, but they evolve over the course of the game as a whole; the eventual close relationship between Pauline and DK by the end of the game is rather heartwarming to see — even if in the "normal", pre-postgame ending, DK comes across as a bit of a selfish dickhead. It's at times like that you have to remember that he is, in fact, a gorilla.

Donkey Kong Bananza is a great addition to Nintendo's pretty flawless record of first-party games, then. It's definitely a good showcase of the Switch 2, even if other titles in this regard are a bit thin on the ground, and absolutely worth the money, time and effort to fully enjoy it. I'll remember this fondly for a very long time, I feel. But now I need to go to bed!


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#oneaday Day 450: Ooh, banana https://imnotdoctorwho.moegamer.net/2025/08/31/oneaday-day-450-ooh-banana/ https://imnotdoctorwho.moegamer.net/2025/08/31/oneaday-day-450-ooh-banana/#comments Sun, 31 Aug 2025 21:12:09 +0000 https://imnotdoctorwho.moegamer.net/?p=34555 I finished the main story of Donkey Kong Bananza last night, and I've been playing through the postgame today. I will do a proper full post about the game as a whole over on MoeGamer in the not-too-distant future, but suffice to say for now that I have had an absolutely lovely time with this … Continue reading #oneaday Day 450: Ooh, banana →

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I finished the main story of Donkey Kong Bananza last night, and I've been playing through the postgame today. I will do a proper full post about the game as a whole over on MoeGamer in the not-too-distant future, but suffice to say for now that I have had an absolutely lovely time with this game, and I'm very likely going to "100%" it. Or, at the very least, get all the collectible bananas; I haven't decided if I'm going to try and max out the skill tree (which requires a touch of grinding other collectibles to purchase even more bananas that aren't scattered throughout the game world) — probably not.

Donkey Kong Bananza is one of the best examples to date of how Nintendo still understands what makes video games a distinct medium all their own. It tells a story, sure, but that story is brief, to the point and never obtrusive. There is no point in Donkey Kong Bananza where more impatient types will find themselves mashing buttons to bypass dialogue; the emphasis is firmly on keeping you playing, exploring and having a good time.

And the very nature of Donkey Kong Bananza's mechanics means that it is more of a toybox than even the most recent Super Mario games. The fact that a significant portion of each level is completely destructible means there are a lot of challenges you can approach in very different, creative ways. There are obvious "intended" ways for you to solve things, but the game is open to you trying other things and experimenting. Even more so than Super Mario Odyssey, Donkey Kong Bananza rewards you for asking questions of it and going in search of answers. Almost everything you do will reward you somehow; curiosity and creativity are encouraged, and it's very difficult to get "stuck".

That's not to say it's easy. It strikes a good balance between accessibility and challenge factor. Blasting through the main story will probably be fairly breezy for most players, but each of the game's areas has numerous optional challenges that test all sorts of different skills. Donkey Kong is capable of quite a few different actions by the end of the game, but crucially, the game never overwhelms the player with options and obtuse button combinations. Instead, the control scheme is simple and straightforward, and new mechanics are introduced gradually, one at a time, with plenty of opportunity to practice them in a "safe" environment before having to contend with them under more challenging circumstances.

This is, of course, the same philosophy that modern Super Mario games are designed around, and there's a reason: it works. It gives the game a good sense of pace, means it never gets bogged down, but also keeps things constantly interesting. And, by the end of the game, having all these options available to you doesn't mean "pick the right one to succeed"; it instead, under most circumstances, means "pick the one you think will succeed, and you can probably make it happen".

It's a truly magnificent game, and absolutely a good reason to grab a Switch 2 — even if other reasons to have one are still a little thin on the ground right now. (That said, don't discount the Switch 2's improved performance on a significant number of Switch 1 games as a selling point; it really does make a difference, and is a worthwhile upgrade for that alone.)

I've got a week to finish the postgame before we go on holiday. Nothing bad will happen if I don't — and I will probably be taking the Switch 2 with me — but it would be nice to have it all wrapped up before then. I think I've done a lot of the hardest, most challenging/annoying (delete as applicable) postgame objectives already, so now it's just a case of working my way through and cleaning up the remaining objectives on my way to the grand finale. Easy, right…?


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#oneaday Day 406: Kong for me https://imnotdoctorwho.moegamer.net/2025/07/18/oneaday-day-406-kong-for-me/ https://imnotdoctorwho.moegamer.net/2025/07/18/oneaday-day-406-kong-for-me/#respond Fri, 18 Jul 2025 22:50:20 +0000 https://imnotdoctorwho.moegamer.net/?p=34300 My copy of Donkey Kong Bananza arrived today, and I've spent most of the evening playing it. It's really good! As with most things video game-related, I'll likely do a full write-up on MoeGamer once I've beaten it, but for now I wanted to give a few immediate impressions based on a few hours' play … Continue reading #oneaday Day 406: Kong for me →

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My copy of Donkey Kong Bananza arrived today, and I've spent most of the evening playing it. It's really good! As with most things video game-related, I'll likely do a full write-up on MoeGamer once I've beaten it, but for now I wanted to give a few immediate impressions based on a few hours' play this evening.

The first thing I'll note is that in exploratory games, I am almost certainly absolutely insufferable to watch, because I will never go straight for where I'm "supposed" to go. You drop me into a discrete level, the first thing I will do will be turn around and see if there's anything behind the starting point. I will deliberately run off in the opposite direction to any objective markers, and in many cases find myself running into obstacles well before the game considers that I'm "supposed" to encounter them, often resulting in me having to work out how to use controls that haven't been explained to me yet — or in some cases, finding creative exploits to overcome obstacles without the player's full toolset available.

The reason I note this is because Super Mario Odyssey, the spiritual precursor to Donkey Kong Bananza (they're by the same people), was absolutely built for me. At every point I went climbing around the levels into places I wasn't "supposed" to be going, I'd find a Moon waiting for me, rewarding my curiosity. It felt like the game's designers had anticipated players like me exploring the game to the fullest, and they had ensured that there were plenty of rewarding things available if you did choose to play that way.

Donkey Kong Bananza is, it will doubtless not surprise you to learn, exactly the same. Only this time, you have the option of pummelling a significant portion of the level geometry into oblivion while hunting for hidden secrets. While bashing a tunnel through a mountain often isn't the best way to get somewhere — and the game does have enough "indestructible" materials to mean you can't just dig your way around the whole map — it is often an option. If you have a general idea of where to go but are struggling to find the route you're "supposed" to take… just make your own. Nine times out of ten, you can do that.

Another Nintendo series that I'm very fond of due to it catering to my very worst, most obsessive tendencies in this regard, is Splatoon. While the various single-player campaigns in the Splatoon games and their DLC were all discrete, relatively small levels, they again rewarded player curiosity and willingness to diverge considerably from the critical path. There's some of that DNA in Donkey Kong Bananza, too, because as well as the large, quasi-open world "layers" you explore for the majority of the game, there are also a variety of special challenge missions that you access through special doorways and hatches around the place.

While the combat-centric challenges are usually pretty straightforward — and there's usually a "trick" to each one to complete it efficiently — the more "platformy" challenges typically have three Banandium Gems, the game's main doohickey, to find. Two of these will usually be straightforward: there's usually one at about the halfway point of the challenge and one at the end, the other one is typically concealed a little more deviously. You'll need to peer over the edge of levels, look under things and get creative with your exploration, just like tracking down the optional objectives in Splatoon campaign levels. And it's great.

So yeah. I'm having a lovely time so far. Down to the second "layer" now — didn't quite get all the bananas in the Lagoon layer, but I think I was only missing about four or five in total, so I'll go back for them at some point. That's my weekend sorted, I guess!


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#oneaday Day 401: Kountdown to Kong https://imnotdoctorwho.moegamer.net/2025/07/13/oneaday-day-401-kountdown-to-kong/ https://imnotdoctorwho.moegamer.net/2025/07/13/oneaday-day-401-kountdown-to-kong/#respond Sun, 13 Jul 2025 22:49:23 +0000 https://imnotdoctorwho.moegamer.net/?p=34285 I'm looking forward to playing Donkey Kong Bananza. I say this as someone who has always found Donkey Kong himself to be one of Nintendo's least appealing characters, and who has never played any Donkey Kong games past Donkey Kong 3. Yes, that's right; I am a bad enough person to have never played any … Continue reading #oneaday Day 401: Kountdown to Kong →

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I'm looking forward to playing Donkey Kong Bananza. I say this as someone who has always found Donkey Kong himself to be one of Nintendo's least appealing characters, and who has never played any Donkey Kong games past Donkey Kong 3. Yes, that's right; I am a bad enough person to have never played any Donkey Kong Country games, nor did I ever play Donkey Kong 64 back in the day — although there are, I'm sure, some who would say that, DK Rap notwithstanding, I dodged a bullet on that one.

But I'm finding a lot appealing about Donkey Kong Bananza. Chief among this is the fact that it's the Super Mario Odyssey team working on it, and Super Mario Odyssey was superb. Not only was it simply an excellent Super Mario game, but it also remains one of the most technically impressive, visually stunning Switch games. Given how good that game looked on the original Switch's underpowered hardware, I'm confident that Donkey Kong Bananza is going to be particularly pleasant to look at.

It also looks like it's going to be really fun. The super-destructive nature of the gameplay and the fact that you can seemingly smash the absolute shit out of each level is very appealing to me, but it seems like there's going to be plenty of depth and exploration, too. With the various special abilities and collectibles on offer, the game looks almost like it's going to hew closer to a Zelda than a Super Mario game — or perhaps it will be its own distinct thing, which I'm suspecting will be the most likely outcome.

The trailers so far have been pretty spectacular, too, and it sounds as if the music is going to be outstanding. Since the game features a teenage Pauline, whose song Jump Up Super Star! from Super Mario Odyssey was a real highlight of that game's soundtrack, I'm anticipating that there will be at least a few vocal numbers, and indeed the trailers would appear to back that up. In fact, and this feels like a very strange thing to say about Donkey Kong, it looks like this game might actually be quite emotionally engaging.

To be clear, Nintendo is absolutely capable of making a game that can grab you in the feels and make you cry. It's just the absolute last place I would expect to encounter such a game would be in the Donkey Kong series — but you watch the most recent trailers and listen to the soundtrack revealed so far and you tell me that there won't be at least a couple of tearjerker moments throughout.

On top of all that, if the Nintendo eShop is to be believed, the whole thing fits into just 10GB, which is dinky wee tiny by modern game standards, particularly on a 4K-capable console. (For context, Super Mario Odyssey is 5.7GB, so if Donkey Kong Bananza is a project on a similar scale, being roughly twice the file size would track considering the jump in hardware generations. For further comparison's sake, The Legend of Zelda: Breath of the Wild is about 15GB, as is Xenoblade Chronicles X.)

Given modern triple-A games typically break the 70-100GB boundary these days — and even smaller-scale affairs such as the Tony Hawk remakes are pushing 40GB — it's impressive to see what Nintendo is apparently capable of with a fraction of that file size. Because I'm willing to bet that 10GB will have plenty of substance to it.

Having finished the Switch version of Link's Awakening today, I now have a few days to burn prior to Donkey Kong Bananza arriving. Perhaps it's high time I actually tried some of those older Kong games…?


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#oneaday Day 363: It's Switch Twoursday https://imnotdoctorwho.moegamer.net/2025/06/05/oneaday-day-363-its-switch-twoursday/ https://imnotdoctorwho.moegamer.net/2025/06/05/oneaday-day-363-its-switch-twoursday/#respond Thu, 05 Jun 2025 21:26:37 +0000 https://imnotdoctorwho.moegamer.net/?p=34142 Come on, Nintendo, "Switch 2sday" was right there and you blew it. Sega had this shit sorted back in the '90s… although given the trajectory they took shortly afterwards, probably best not to take too many cues from them on the hardware front. Anyway. Yes! It is the Nintendo Switch 2 launch day and I … Continue reading #oneaday Day 363: It's Switch Twoursday →

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Come on, Nintendo, "Switch 2sday" was right there and you blew it. Sega had this shit sorted back in the '90s… although given the trajectory they took shortly afterwards, probably best not to take too many cues from them on the hardware front.

Anyway. Yes! It is the Nintendo Switch 2 launch day and I have been fortunate enough to get one on launch day. I ordered from Argos when pre-orders first went up, and I was half-expecting my order to be cancelled. But no! It arrived mid-afternoon today, so I went through the whole "transfer" process from my original Switch, and I've been happily enjoying Mario Kart World and Ridge Racer this evening.

I'm going to write something more substantial about both of those games over on MoeGamer at some point in the very near future, so I thought today I'd talk a little about my initial experiences with the Switch 2 in general.

Overall, my impressions have been very positive. Outside of the thing refusing to connect to my Wi-Fi on one side of my study (a problem that is by no means exclusive to the Switch 2), everything has gone pretty much as smoothly as you would ever want.

If you're upgrading from an original Switch, there's a straightforward transfer process you can run. This involves putting the two consoles physically close to one another, presumably so they can establish a direct wireless connection between one another, and then triggering the transfer process from both ends, perhaps with a login or two along the way depending on how you have your accounts set up. It even asked for the microSD card from the original Switch to transfer over captured screenshots and videos.

When it was finished (about 15-20 minutes later), all of my saves, settings and account details had been transferred over to the Switch 2, and the Switch 2 made a start on redownloading all the digital software I had on my original Switch. This was fine for my purposes, though those who have larger digital libraries may have run into issues, since the largest microSD Express card you can get for Switch 2 (and it will only take microSD Express, except for the aforementioned screenshot library transfer process) is 256GB. OG Switch, meanwhile, would happily take 512GB or more.

The auto-download thing was fine, but for some reason it did stop partway through and didn't resume. I assume this is because I started doing something that talked to online — that's what generally happened with downloads on the original Switch — but I would have expected it to start downloading again afterwards. This didn't happen. Not a huge issue, since I can easily manually redownload anything I want to put back on the system, because the icons for those pieces of software are there, but it would have been nice for that to be fully automated.

One of the biggest upgrades is to the eShop. No longer a slow, annoying mess to navigate, the Switch 2's eShop seems perfectly functional, and it already has some hentai shovelware games ready to go. So the curation issue isn't exactly solved, but the painful user experience side of things is, at least, fixed now.

I briefly fired up the new Gamecube app you get with a Nintendo Switch Online subscription, and boy, those games sure do look lovely all HD-ified. I'm looking forward to having a play with Soul Calibur II and F-Zero GX in particular; I'm in no hurry to replay Wind Waker, meanwhile, since I played the Wii U version a few years back and while I enjoyed it, I also don't have much desire to play it again just yet.

Handheld, the screen looks lovely. While not OLED, it's bright, large and smooth. Games look great on it. I haven't tried any original Switch titles on it as yet, but Switch 2 stuff looked pin-sharp and super-slick. It's also a bit bigger than the original Switch, meaning it'll probably be more comfortable to play more complex games in handheld mode than the original Switch was. I will likely still keep it connected to the TV for the vast majority of the time, but I feel more inclined to play handheld with that lovely screen than I do the original Switch. No shade on those who primarily played OG Switch handheld; I just preferred the TV experience by quite a considerable margin.

Thus far, then, I'm happy with my purchase. I still have plenty of concerns about things like Game Key Cards, software prices and suchlike, but we'll see how things pan out long-term. I do find myself wondering if Nintendo will be able to capture the same lightning in a bottle that the original Switch was — historically speaking, they've tended to follow an astronomical success (Game Boy, SNES, Wii) with anything from middling-to-solid commercial performance (N64, Gamecube) to catastrophic failure (Virtual Boy, Wii U), so it will be interesting to see where Switch 2 falls on that spectrum… or if it will continue a run of good luck for the company.

Anyway, it doesn't really matter. I have one, I like it and I'm looking forward to playing with it some more. So I'm going to do just that before I head to bed. Mario Kart World calls me!


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#oneaday Day 350: What I'm doing this weekend https://imnotdoctorwho.moegamer.net/2025/05/23/oneaday-day-350-what-im-doing-this-weekend/ https://imnotdoctorwho.moegamer.net/2025/05/23/oneaday-day-350-what-im-doing-this-weekend/#respond Fri, 23 May 2025 23:39:18 +0000 https://imnotdoctorwho.moegamer.net/?p=34067 I think I pinned down what I want to do for some videos. As I've noted a couple of times recently, I've been feeling a bit short on inspiration and motivation of late, and I've been wondering how I might shake things up a bit for myself. The answer is to do something a bit … Continue reading #oneaday Day 350: What I'm doing this weekend →

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I think I pinned down what I want to do for some videos. As I've noted a couple of times recently, I've been feeling a bit short on inspiration and motivation of late, and I've been wondering how I might shake things up a bit for myself.

The answer is to do something a bit different to usual! So I'm going to do just that. Specifically, I've set myself the goal of doing two main things this weekend: one, a pre-scripted video on the subject of PS3 racer MotorStorm, which I've only just played for the first time and really like, and secondly, an "Exploring Together" Let's Play-type video on one of the Game Boy games that has just been added to Nintendo Switch Online: a Kemco title called The Sword of Hope.

I'm really interested in the latter. I've never heard of it before — although I must confess that's not hard with me and Game Boy games, since I only had a limited library when I was younger — but I saw someone describe it earlier as a cross between a conventional RPG and the Icom Simulations adventure games. You know, Deja Vu, Uninvited and Shadowgate.

I really like those games! And I really like the NES and Game Boy ports of them, even if they lack a fair old chunk of the text found in the computer originals. So the idea of playing something that appears to be inspired by them, but which adds some additional mechanics over the top rather than just killing you every five seconds, sounds very appealing to me indeed.

I'm going in as blind as possible because I want to include my immediate reactions to the game in the video. And I think, long-term, I'd like to cover some more Game Boy stuff — not just the stuff on Nintendo Switch Online, but in general, too. The Game Boy, Game Boy Color and Game Boy Advance each have vast libraries, and there are some thoroughly interesting titles among them. Presumably because development for these platforms was so cheap — and because they didn't have nearly as much critical scrutiny on them as the TV-connected consoles — developers were, seemingly, quite keen to be very creative with their work on the system. So there's some wonderfully experimental Game Boy (Color/Advance) games out there, and I think there's plenty of scope to explore those through both Nintendo Switch Online and the MiSTer Multisystem 2.

So that's my plan for this weekend. Some of it, anyway. It's a long weekend here in the UK, so I can take my time and enjoy it, then it's back to the ol' grindstone from Tuesday. We've been enduring a particularly busy and stressful period at work for quite some time now, so it's nice to have an extra day off to decompress a bit. It'll all be worth it in the end, though.

Before that, though, bed. Sleep! Sleep is good.


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#oneaday Day 321: My Switch 2 concerns https://imnotdoctorwho.moegamer.net/2025/04/24/oneaday-day-321-my-switch-2-concerns/ https://imnotdoctorwho.moegamer.net/2025/04/24/oneaday-day-321-my-switch-2-concerns/#comments Thu, 24 Apr 2025 21:10:46 +0000 https://imnotdoctorwho.moegamer.net/?p=33923 I still have my preorder in for a Nintendo Switch 2 and I'm looking forward to having a play with it. But I am quite concerned about some things that seem to be cropping up in these initial pre-launch months. Chief among these is the "Game Key Card" thing. For the unfamiliar, this is effectively … Continue reading #oneaday Day 321: My Switch 2 concerns →

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I still have my preorder in for a Nintendo Switch 2 and I'm looking forward to having a play with it. But I am quite concerned about some things that seem to be cropping up in these initial pre-launch months.

Chief among these is the "Game Key Card" thing. For the unfamiliar, this is effectively a replacement for the "code-in-a-box" nonsense some publishers pulled with Switch games, where you'd buy a "physical release" and get nothing more than a box with a voucher for the digital version of the game in it. The box was then completely useless because there was nothing to put in it. The sole justification for this, one might argue, is that it allows "digital" games to be given as gifts. But only the ones that have actually had this treatment, of course.

Game Key Cards is… possibly a step forwards from this, but still not in any way desirable. Effectively how they work is that they're a cartridge you put in your Switch 2, and this then automatically causes the digital version of the game to download from the eShop. There are a few justifications for this: it keeps costs down while still allowing for a boxed release of sorts, which in turn can be given as a gift just like code-in-a-box.

Unlike code-in-a-box, however, Game Key Cards are transferable. They need to be in the Switch 2 to play the game even once it's downloaded, and they can be loaned, traded or sold to others. This is arguably an improvement in that they make digital purchases more portable — you can take a game over to a friend's house, for example, although one might argue the inherently portable nature of the Switch 2 makes this a moot point anyway — but one suspects it is going to be used by a lot of companies as an excuse for cost-cutting.

We're already starting to see a number of games that have announced their "physical" release will be on one of these Game Key Cards, with no other option than the digital-only version. As a collector of physical media, neither of these options are desirable.

Some have conjectured that this situation has arisen because Switch 2 carts are, supposedly, expensive — like, $16 a unit expensive. That means once companies have paid their cut to Nintendo, paid manufacturing costs, paid marketing expenses and everything else that goes into making a game, there potentially won't be much left for games sold around the £30-40 mark. This is, apparently — and remember this is mostly hearsay at the moment — the reason that physical releases like Mario Kart World are £70 or more.

Thing is, I'm not sure I understand why they're so expensive. They're essentially flash carts. Admittedly, in the case of Switch 2, they're high-speed flash carts, which are slightly newer (and thus more pricey) tech. But $16 a unit for something that supposedly only goes up to 64GB seems… high. (Oh yes, that's seemingly the other reason some are going for the Game Key Card approach — games such as Street Fighter 6 flat-out won't fit on one.)

I've long said that if a console generation arose that was digital-only, I would probably bow out and stick to my existing library of games — which, as most of you probably know, is pretty enormous. Nintendo, whose consoles have long been a champion of physical media — Switch 1 carts are the only releases of the current(ish) generation that don't require lengthy installs before you can play — seem to be pushing towards that all-digital future that I'm not sure anyone really wants, particularly those involved in a hobby that has always been, to some degree, about collecting.

I'm willing to give Switch 2 a chance. I'm even getting the bundle with the digital version of Mario Kart World included — I figure as a game with an online component, it's probably going to have regular updates and/or DLC, making the physical edition useless after a while anyway — but I'm still a bit concerned.

I guess one thing worth waiting to see is what the limited-press physical houses do — if anything — with Nintendo Switch 2. A significant portion of my Switch 1 library consists of limited-print physical releases of games that would have otherwise been digital-only. If that situation continues, then I think I'll be all right. I know some folks hate the limited-print stuff, but I suspect it's going to become an increasing reality of video game collecting in the coming years. We'll have to see, I guess.

I wish we could just be excited for New Thing. It feels like a long time since we've been able to be unreservedly excited for New Thing. The last few New Things we've had — particularly in gaming — seem to have had particularly big caveats involved, and Switch 2 is no exception.

Think back to the run-up to the PlayStation 2's launch. Nothing but excitement. A new system that could produce incredible visuals, could take full advantage of the new DVD format for storage, and which was fully (almost) backwards-compatible with the previous PlayStation? Sure, the price was a sticking point for some, but that came down. And the PS2 went on to be one of the most beloved systems of all time, with good reason.

I wonder if the last couple of generations of console hardware are even going to have a legacy to leave behind once their digital services are turned off.


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#oneaday Day 316: Mario Kart World looks like fun! https://imnotdoctorwho.moegamer.net/2025/04/19/oneaday-day-316-mario-kart-world-looks-like-fun/ https://imnotdoctorwho.moegamer.net/2025/04/19/oneaday-day-316-mario-kart-world-looks-like-fun/#respond Sat, 19 Apr 2025 21:43:39 +0000 https://imnotdoctorwho.moegamer.net/?p=33897 You will doubtless be aware of the impending release of the Nintendo Switch 2, and its launch title Mario Kart World. You may also be aware of the fact that people are complaining about the price (not unjustifiably). And you may even have sat down and watched the Mario Kart World-centric presentation the other day. … Continue reading #oneaday Day 316: Mario Kart World looks like fun! →

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You will doubtless be aware of the impending release of the Nintendo Switch 2, and its launch title Mario Kart World. You may also be aware of the fact that people are complaining about the price (not unjustifiably). And you may even have sat down and watched the Mario Kart World-centric presentation the other day.

Some people seem to be a bit down on Mario Kart World. I had to banish a video from my YouTube recommendations earlier for it claiming to offer "the unfortunate truth" about the new game, when said "truth" was just that the video maker, who hadn't played the game, didn't think it going open world was a good idea.

I'm not going to get into whether he's right or wrong (he's definitely wrong, though), but instead I want to talk about my own personal response to what I've seen of Mario Kart World so far, with the caveats that I haven't played it, I haven't been to any of the "Nintendo Switch 2 Experience" events, and that have preordered the Switch 2 bundle that comes with a digital copy of Mario Kart World, so I am perhaps predisposed to like the thing I've spent money on.

Basically, I'm well up for what Mario Kart World has to offer. I like common-or-garden Mario Kart to a decent degree, and it usually comes off the shelf any time friends are over. But despite the improving tech, visuals and course design with each new installment, the overall structure of the game hasn't really changed all that much since the SNES original. Mario Kart has always had a bit of a problem with its single-player modes being a bit bare-bones, and this is something that has never really been fixed over the course of 8 mainline installments. It was particularly apparent in the Nintendo 64 era, where Rare's Diddy Kong Racing offered an impressively substantial single-player "Adventure" mode that really made Mario Kart 64's paltry grand prix offerings look a tad weedy.

Granted, today the enduring appeal of modern Mario Kart games is in playing online, where you get the performance and visuals of single-player but the thrill of competing against real opponents. But that's not something that everyone enjoys — particularly since, as a popular game, it's filled with people who have no-lifed their way into mastering the most important "skills" (and/or exploits) in order to win every time. Playing Mario Kart online as a casual player is a great way of testing whether or not you really believe that "it's not the winning that counts, it's the taking part". Because after myriad sessions of seeing the frontrunners scream off over the horizon, never to be seen again, and not really knowing why or how they did that, it gets a bit old.

Mario Kart World, now, though, that's different. Online is still going to be an important part of the experience, and with the Nintendo Switch 2's GameChat feature, it looks like a potential return to the early days of Xbox Live, when it's easy to get folks together to shoot the shit while you're playing games — and not necessarily the same games. The key difference, this being Nintendo, is that GameChat is restricted to your friends, so no jumping into public lobbies and immediately being screamed at or called a racial epithet, unless that's what your friends are like. In which case you should find new friends.

But perhaps more importantly, judging by what we've seen so far, is that Mario Kart World offers a substantial single-player experience, and it's all down to that open world. Driving games are one type of game where it makes perfect sense to have an open-world map, and theming the game around rough-and-ready vehicles such as go-karts and motorcycles makes it feel less weird to go off-road exploring. One of my favourite games in this regard is Codemasters and Asobo Studio's Fuel, which has an absolutely vast open world filled with events to participate in and things to find. Plus it's just plain fun to drive around and see how a variety of different vehicles handle the various terrains.

Fuel is a semi-realistic game, though; Mario Kart World, meanwhile, is not beholden to the laws of reality, being a game set in a cartoonish fantasy world. That means we can have a map with incredible geographic diversity, weird and wonderful things to discover and a real sense that you might find anything around the corner. For all I love Fuel, its overriding colours are dull green, grey and brown, and any changes in the map you encounter as you pass from region to region are gradual rather than drastic. Not so in Mario Kart World, and I think that's going to be a lot of fun.

One of the things I really like the sound of is how the races link together, with circuit races leading to point-to-point races that take you to the next course in the sequence. I absolutely love point-to-point races — a side-effect of growing up with games like OutRun and Lotus Turbo Challenge — and Mario Kart World sounds like it's going to implement them not only as interstitial races in the main Grand Prix events, but also as non-stop "knockout" rally competitions that unfold as one long race taking you between multiple areas, with the bottom [x] participants being knocked out at every checkpoint.

But then the open world is filled with collectibles to find — the exact function of which we don't know just yet — and "P-switch challenges", which task you with completing various missions that test your driving skills. It's this exploration aspect that I think I find most exciting, particularly as you can not only play it solo, but you can bring friends along, too. Burnout Paradise was excellent fun in its multiplayer free-roam mode — sadly, I only ever really got to play it with friends once — and I can see this being very enjoyable; a great way to virtually hang out with friends over GameChat while having a meaningful, but relaxing and not-too-demanding, gaming experience.

Whether or not all this is really "worth" £75 for its physical RRP remains to be seen, and "game worth" is a completely subjective thing anyway. But I know that after seeing the announcement and the subsequent Direct, I'm very much on board with Mario Kart World, and I'm looking forward to getting stuck into it when June finally rolls around.


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#oneaday Day 300: Paying the tax https://imnotdoctorwho.moegamer.net/2025/04/03/oneaday-day-300-paying-the-tax/ https://imnotdoctorwho.moegamer.net/2025/04/03/oneaday-day-300-paying-the-tax/#respond Thu, 03 Apr 2025 22:20:17 +0000 https://imnotdoctorwho.moegamer.net/?p=28438 I make no apologies for admitting that I preordered a Switch 2 today, even after everything I said yesterday. I thought about it a bit, and I basically came to the conclusion that I was almost certainly going to get one regardless of how much I complained about certain elements of it — and that … Continue reading #oneaday Day 300: Paying the tax →

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I make no apologies for admitting that I preordered a Switch 2 today, even after everything I said yesterday. I thought about it a bit, and I basically came to the conclusion that I was almost certainly going to get one regardless of how much I complained about certain elements of it — and that in doing so I may well be Part of the Problem — and so I might as well just get it out of the way and do it.

So I did. Someone I know happened to spot that Argos had preorders go live today, so I snagged one. I went for the one with Mario Kart World pre-installed, so I basically get that game for £30 instead of £75. Not having a physical copy sucks a bit, but at the same time, Mario Kart World is one of those games that is going to get lots of updates and DLC, making a physical version arguably useless in the long term. That's a thing that happens these days, and that's not going away, so I may as well just enjoy the things while they are current, and I may well be dead by the time it's no longer possible to access the online elements. (Not that I'm planning on being dead any time soon, but you know what I mean.)

There's enough about Switch 2 that I like to make it worthwhile. The "Switch 2 Versions" of original Switch games are compelling, for one; I haven't yet played The Legend of Zelda: Tears of the Kingdom, and now it will be nice to be able to do so at higher resolutions and frame rates. I'm by no means a frame rate and resolution snob — I was eminently satisfied with how Breath of the Wild looked and performed — but if the option is there to make it better officially without getting into hacking, modding and piracy territory, I'm all for it.

There's also some of the multi-format "big" games that are quite appealing. I might finally play Cyberpunk 2077 on Switch 2, for example, or Hitman: World of Assassination. The nice thing about Switch 2 versions of these coming so late is that they should be "complete" versions with all their additional DLC, updates and what have you baked into the Switch 2 version from day one. And hopefully with a physical release.

One thing I'm not super enamoured with is this "game key card" business. If you haven't seen it yet, it's the replacement for the "code in a box" system, whereby you could buy a Switch case that contained nothing more than a download code. This new version actually has a Switch cart in it, but the cart doesn't have the game on it; instead, it lets you download the game and play it while the cart is in. I initially thought this was utterly stupid, but if you read the fine print on the Japanese website (which a pal graciously translated for me earlier) it became clear that this is not the same as redeeming a game on your account from a code; it is transferable, so you can lend it to others, take it round to a friend's house, all that sort of thing. It's still a bit of a weird way of doing things, but I don't hate it as much as code-in-a-box.

(And look, I get why code-in-a-box is a thing; it lets people buy digital games as gifts and give the person something physical to open on their special occasion. But it's still a pisser to find what you think is a physical release of a game only to discover it's… not that.)

I can sort of understand why the game key card thing is being used for stuff like Street Fighter 6, which is a game that gets updated regularly with balance patches, DLC and suchlike, and which has a massive filesize. I'm a bit pissed the Bravely Default remaster is using this system, though; there's no way that game wouldn't fit on a low-capacity cartridge. But oh well.

Like I say, though, there's enough about Switch 2 that I do like to make it, I think, worthwhile. It will be interesting and fun to use the social features if (and that's a big if right now, particularly with the chaos ensuing from Trump's dumbshit tariffs in the States) my friends happen to pick a Switch 2 up; it would be nice to get some sort of regular "game night" going, and the built-in chat features could even be a decent means of recording a podcast or streaming something in collaboration with another person.

Plus Mario Kart World does look good. I'm still not convinced it's £75 good, but I'm sure I can get £30 value out of it.

It's certainly going to be interesting to spend some time with Switch 2 when it arrives in a couple of months. I'm looking forward to it. Yes, I'd love it to be cheaper. Yes, I'd love it if we had a 100% guarantee that original Switch games will work on it (which we don't, yet, but they are supposedly working on it.) Yes, I wish I didn't have to buy a new format of memory card for it.

But I also understand why all these things are the case, and moaning and complaining about them almost certainly isn't going to change anything about them this close to release. So I may as well suck it up, pay the money and enjoy the thing I knew I was always going to enjoy anyway. And so that's exactly what I'm doing!


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.

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#oneaday Day 299: Switch 2 Tax https://imnotdoctorwho.moegamer.net/2025/04/02/oneaday-day-299-switch-2-tax/ https://imnotdoctorwho.moegamer.net/2025/04/02/oneaday-day-299-switch-2-tax/#comments Wed, 02 Apr 2025 20:47:43 +0000 https://imnotdoctorwho.moegamer.net/?p=28429 It was the Nintendo Switch 2 reveal today. And while there's a lot to like about the system — 1080p and up to 120fps handheld, 4K docked, HDR, nifty online socialisation functions, upgrades to certain Switch games that include both a performance boost and new stuff for the games — one thing is giving me … Continue reading #oneaday Day 299: Switch 2 Tax →

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It was the Nintendo Switch 2 reveal today. And while there's a lot to like about the system — 1080p and up to 120fps handheld, 4K docked, HDR, nifty online socialisation functions, upgrades to certain Switch games that include both a performance boost and new stuff for the games — one thing is giving me a lot of pause that I wasn't feeling before the announcement.

And that one thing is the price of games. As someone who collects physical video games, I naturally will want to continue doing that for any new console hardware I pick up. But the new Mario Kart is seventy-five fucking pounds for a physical version, and the new Donkey Kong game is sixty-six quid.

Donkey Kong is just on the borderline of what I'll consider paying if the game is legitimately good (and it's a real borderline case here as I don't really like Donkey Kong as a character), but more than £70 for a game that will almost certainly also have paid DLC is well over that line for me. I'm sure Mario Kart World, as the new game is called, will be very good, and I'm quite curious to play it — but £75 to have a copy on my shelf (and not much less than that for a digital-only version) feels… excessive. And I'm someone who voluntarily pays £35 to limited-print companies for £10 indie games just so I can have them on my shelf.

This feels like a mistake for Nintendo. It feels like it might put all the goodwill they built up with the Switch at serious risk of unravelling. I'm sure they will justify it by saying the new cartridges are higher capacity, the tech is more advanced or whatever, but it still feels like… a lot.

Couple that with the fact that while the launch lineup looked neat, there wasn't a singular game that made me go "yes, give it to me, I need this right now". We had a bunch of very welcome ports of stuff like Hitman: World of Assassination, Cyberpunk 2077, Final Fantasy VII Remake Intergrade (though no mention of Rebirth, interestingly) and numerous others, a Bravely Default remaster that I've been hoping we'd see for quite some time, the aforementioned new Mario Kart and Donkey Kong games, and a few other bits and pieces that were perfectly nice enough, but not really "system sellers" for me.

Not yet, anyway. I have no doubt I'll probably end up with a Switch 2 eventually. But today's announcement makes me feel like I probably don't need one at launch. Probably. Probably.

There's a few days until preorders open. I will have to mull it over quite seriously. Quite seriously indeed. In the meantime, though, it's not as if I'm short of regular-ass Switch games to play, including a selection of pretty chunky RPGs I still haven't gotten to.

So we'll wait and see, I guess. It was a good presentation, and there's a lot to like about Switch 2. But I feel like a lot of people who were all set to preorder day one are now having very serious thoughts about the situation, just like I am. I feel like this should have been an easy win for Nintendo, but as it stands, they could potentially have a problem here.


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#oneaday Day 293: Nintendo Direct immediate reactions https://imnotdoctorwho.moegamer.net/2025/03/27/oneaday-day-293-nintendo-direct-immediate-reactions/ https://imnotdoctorwho.moegamer.net/2025/03/27/oneaday-day-293-nintendo-direct-immediate-reactions/#respond Thu, 27 Mar 2025 21:03:56 +0000 https://imnotdoctorwho.moegamer.net/?p=28411 There was a Nintendo Direct today, almost certainly the last one we'll ever see devoted to the original Nintendo Switch. So it seems fitting to go through the stuff that was announced and discussed and provide my own personal feelings about them. Note: my own personal feelings. If you feel differently about any of these … Continue reading #oneaday Day 293: Nintendo Direct immediate reactions →

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There was a Nintendo Direct today, almost certainly the last one we'll ever see devoted to the original Nintendo Switch. So it seems fitting to go through the stuff that was announced and discussed and provide my own personal feelings about them.

Note: my own personal feelings. If you feel differently about any of these things, great! You have an opinion and a personality. You are not wrong for feeling differently to me, just as I am not wrong for feeling differently to you.

Standard procedure Internet of 2025 disclaimer over, let's get to it, shall we?

Dragon Quest I & II HD-2D Remake

Brilliant news. I haven't bought III yet, let alone played it, but I'm thrilled we finally have a modern way to play early Dragon Quest games that isn't those fucking awful mobile phone ports with the horrible visuals. Here's hoping they give IV, V and VI similar treatment, because while I'm lucky enough to own the Nintendo DS versions, I certainly wouldn't complain at the opportunity to play them on the big screen.

To date, the only Dragon Quest I've played to completion is IV. I got right to the end of V, but was underpowered for the final boss and couldn't be arsed to grind, so I never got around to beating it. I loved it up until that point, though. Bianca was my waifu.

No Sleep for Kaname Date

HELL YES. I love Kotaro Uchikoshi's work, and the two AI: The Somnium Files games are absolute masterpieces. I'm thrilled that we're getting another one. If you're yet to play the first two, I highly recommend setting some time aside for them (they're both pretty chunky by adventure game standards) and playing them fully. Can't wait to get back into that world with those wonderful characters.

Raidou Remastered

I never played the Raidou Kuzonoha games back on PS2, and they're super-expensive to collect today. I remember several folks whose opinions I trust enthusing greatly about them 15-20 years ago though, so I'm excited that I'll finally have the opportunity to check one of these games out. And that Shoji Meguro soundtrack sounds great.

I know absolutely nothing about the game other than it's supposed to be a pretty good time, so I'll likely be going in fairly blind to this. But I will be going in!

Shadow Labyrinth

Pac-Man-themed exploratory platformer? Interesting, and I can see the potential there. The "dark and edgy" thing is a bit of a turnoff, to be honest, but if the game's decent I can live with it. Not something I'm on the edge of my seat waiting to play, but I will follow with interest.

Patapon 1+2 Replay

Yes! Never really played the PSP versions much beyond trying them out at a friends house a very long time ago, but I liked their vibe and their music. Plus me and my wife often tease our cat Patti by going "pon, pon, Patti-pon", so it will be nice to finally educate my wife on where that actually came from.

Story of Seasons: Grand Bazaar

I've played a few Story of Seasons/Harvest Moon games in my time and quite enjoyed them, but my trouble is I've got it in my head that they sort of never end. I don't think that's actually true, and that my opinion is probably largely based on the number of people who have been playing Stardew Valley for approximately 300 years, but it's kind of put me off jumping into any of the more recent ones. I think the last one I played was the one on Gamecube?

Certainly not against this, but not rushing out of my way to pick it up, either.

Metroid Prime 4: Beyond

Cool that it actually exists and seems to be a decent way along. I've still never played a Metroid Prime game, though, so my excitement for this is somewhat tempered compared to many other folks. I do like Metroid from my relatively limited contact with the series to date (mostly Super Metroid) — I just haven't made the time for other entries in the series so far.

Disney Villains Cursed Café

I quite like the concept of this, as the "make drinks for patrons who have their own stories to tell" thing has been done well previously by VA-11 HALL-A and Coffee Talk. I just wonder if the Disney Villains thing won't end up holding it back rather than making it interesting. After all, I suspect there's fairly strict writers' guidelines in place on what these characters are and are not allowed to "do" in narrative terms.

Witchbrook

Well this looks adorable! I have a lot of time for school-themed games, and throw in a bit of magic that isn't the work of a raging transphobe and you have a winner, so far as I'm concerned. Will it beat Mana Khemia? It'll probably be a rather different experience, but I'm very much up for this, particularly with its lush pixel art.

The Eternal Life of Goldman

I must confess, I couldn't remember what this was just from the title as I think I tuned it out a bit when I was watching the show (no shade on the game, I was working at the time) but looking back at it now, it looks kind of neat. The animation on the characters is lovely, but the backdrops look a bit drab. If this has a decent story or some more varied environments, I might give it a look.

Gradius Origins

Yes please. The other Konami collections are excellent, so I will be happy to add this one to the mix.

Rift of the Necrodancer

I like Crypt of the Necrodancer, but my first impression of this is that it loses a bit of its charm by being a more conventional rhythm game rather than a combination of rhythm game and RPG. The visuals are nice, though, and it looks like it plays well enough. I was a bit concerned about the number of times they mentioned DLC, though. Perhaps one to wait for a "Complete" physical release of.

Tamagotchi Plaza

Do not care. Never had a Tamagotchi, have no attachment to them whatsoever, and the dentistry bit looked like one of those spam mobile games. No thank you.

Pokémon Legends: Z-A

I've never been a big Pokémon fan, though I moderately enjoyed Sword/Shield a while back. Another one I'll keep a bit of an eye on, but probably won't rush out to buy.

Rhythm Paradise Groove

I feel the exact opposite about this as I do about Pokémon. A new Rhythm Paradise/Rhythm Heaven/whatever you call it in your neck of the woods is an insta-purchase for me after loving the DS and Wii versions.

Virtual Game Cards

Seems like a decent solution to sharing digital games. A little more cumbersome than it perhaps needs to be, but that's Nintendo for you. I do like that you can "lend" digital games to family members, though; I've been hoping for a way to do that so my wife can play the Atelier Arland series for a very long time.

SaGa Frontier 2 Remastered

I bounced off this hard on PS1 but I'm much more open to it these days. The art is kind of weird though; the heavily pixelated characters on the upscaled backdrops just look a bit odd. Not "ew, I'm never buying this" odd, just a bit odd. Which would be firmly in keeping with SaGa in general.

Monument Valley

Hooray! A mobile game breaking free of its mobile prison! I was always curious about this but had absolutely no desire to play it on a mobile device. Now I don't have to!

Everybody's Golf: Hot Shots

Yes please! Arcadey golf games are very much my jam, and while the Mario sports games are insistent on getting a bit too experimental with their more recent installments, this looks like it will be a good old-fashioned silly golf game. I am definitely there for this.

Marvel Cosmic Invasion

I have zero stakes in the Marvel race, but Tribute Games is always a good time. As someone else pointed out earlier, I hope they don't just get stuck doing licensed stuff until the end of time, though.

Tomodachi Life: Living the Dream

I had zero contact with (and, really, interest in) the original Tomodachi Life, but I know it's responsible for some funny moments. I also remember having some funny times with… what was it called, Miitomo? So I'll have a look and see what this is, but not one I'll be rushing out to buy or anything

Nintendo Today

Sure, Nintendo. Another app just for your news. I'm fine with this.


On the whole, I think it was a pretty good presentation! As some folks pointed out, this can be looked on as the Switch's last desperate gasp before Switch 2 shows up, and thus there's a lot of "niche interest" stuff here. But that's good! I like niche interest! I am the niche! So I say bring it on.


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.

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#oneaday Day 266: Beetle Drive https://imnotdoctorwho.moegamer.net/2025/02/28/oneaday-day-266-beetle-drive/ https://imnotdoctorwho.moegamer.net/2025/02/28/oneaday-day-266-beetle-drive/#respond Fri, 28 Feb 2025 22:06:36 +0000 https://imnotdoctorwho.moegamer.net/?p=28298 After writing a bit about flash cartridges the other day (and, err, ordering one for my Mega Drive when I saw it was payday) I thought it was probably time I sat and played some of the stuff I had on my Everdrive 64 X7 hooked up to my Nintendo 64. So I did. And … Continue reading #oneaday Day 266: Beetle Drive →

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After writing a bit about flash cartridges the other day (and, err, ordering one for my Mega Drive when I saw it was payday) I thought it was probably time I sat and played some of the stuff I had on my Everdrive 64 X7 hooked up to my Nintendo 64. So I did. And I'm reminded that while the Nintendo 64 was a rather odd system in many ways, it also had some great games.

I will probably write some more on these over on MoeGamer at some point, but in the absence of anything particularly interesting happening today, I thought at least a couple of them would make worthwhile blog fodder.

The first one I decided to give a bit of a go was Beetle Adventure Racing, a game which I remember reviewing well back in the day, which I know is often featured in "best of Nintendo 64" retrospectives, which I know my brother likes and which, somehow, I have never gotten around to trying. So I decided I would fix that issue and try it.

Beetle Adventure Racing is really good, you guys. I'm kicking myself for not trying this sooner — and kicking myself for not taking a punt on it back in the days when the N64 was current, either, because I would have absolutely loved this.

For the unfamiliar, Beetle Adventure Racing is an arcade racer from Electronic Arts (boo, hiss, I know, but we still liked them back in the N64 days) and Pilotwings 64 co-developer Paradigm Entertainment. It was created at least in part as a sort of "advergame" for the new-model Volkswagen Beetle, which launched in the late '90s, right when the N64 was in its heyday. It's not obnoxious about it, mind; it's just a game in which all the cars happen to be '90s New Beetles, and apparently Volkswagen weren't all that precious about what EA and Paradigm did to them, because Beetle Adventure Racing sees you doing some ridiculous things with them.

At its heart, Beetle Adventure Racing is a relatively straightforward arcade racer. You can play single events as either full-field races, duels against a single opponent or time trials. There's a championship mode with several difficulty levels, each of which unlocks some new tracks. You can play two-player races. And there's a four-player battle mode that, back in the days when I had three-dimensional friends and we, as a people, went around to each other's houses on a fairly regular basis, I feel we would have had a lot of fun with. One day. Maybe.

The "Adventure" part of the title comes from the design of the courses. While they're relatively straightforward (albeit surprisingly long by genre standards) circuit races at first glance, it won't take you long to notice that there seem to be a lot of scenery elements that just beg the question "I wonder if I can go over there". And the answer, usually, is yes. Track splits in two? Pick a direction. Road goes one way, railway lines head the other way into a boarded-off tunnel? Crash through that sucker and see what's in there! Curious-looking pathway running parallel to the main course, then branching off in a different direction? Check it out next lap.

Now, the nice thing about the course design in Beetle Adventure Racing is that taking these detours doesn't put you at a disadvantage, despite, in some cases, appearing to lead you in a completely different direction to the "official" course. Nope, a lot of them are, in fact, shortcuts that let you skip parts of the track — or at the very least take a different route to get to the same destination.

In the championship mode, they have a secondary purpose, too: they tend to conceal boxes with numbers on them. Crashing into these boxes gives you points. If you get 50 points in a single race, you get a continue that lets you try again if you mess up. If you get 100 points, you get a "bonus" that the game is rather coy about — I believe it's extra stages for the battle mode. There are also, I've just discovered, three hidden "flower boxes" in each stage that unlock "cheats". I haven't even seen one of these yet.

Anyway, the long and short of it is in Beetle Adventure Racing it pays to really explore the different tracks, understand the different routes it's possible to take and practice nabbing the bonus boxes at every opportunity. Because while it's relatively easy to win the novice-level races without putting yourself out too much, combining the point-scoring (and the flower box-hunting) with still winning the race makes things much more interesting than your average arcade racer.

And the tracks! While obviously a little limited by the late '90s tech and the system the game is on, they're proper "thrill ride" courses. One takes you through a not-particularly-subtle Jurassic Park homage, complete with T-Rex bursting through the bushes at the side of the course. One takes you through a volcano. An icy course sees you careening through crystal caves and negotiating huge frozen obstacles. And, as previously mentioned, they're all long, meaning you get plenty of time to enjoy them, and there are plenty of opportunities to spot the different shortcuts, detours and otherwise optional areas.

It's not quite the same as today's "open world" racers, where it's possible to go very off-piste, often to the detriment of your race performance. In Beetle Adventure Racing, the alternative routes are very much designed as integral parts of the courses, rather than simply a thing to go "huh, cool" at, then return to following the guide line for maximum efficiency.

It's a joyful, silly game that I've had a lot of fun with so far — and will likely continue to do so for quite a while yet. In fact, I think I will go and do just that right now.


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.

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#oneaday Day 227: Back on the Bionis https://imnotdoctorwho.moegamer.net/2025/01/21/oneaday-day-227-back-on-the-bionis/ https://imnotdoctorwho.moegamer.net/2025/01/21/oneaday-day-227-back-on-the-bionis/#comments Tue, 21 Jan 2025 00:43:02 +0000 https://imnotdoctorwho.moegamer.net/?p=28177 Having finished Fire Emblem Engage and entered my "waiting for Xenoblade Chronicles X" holding pattern in earnest, I couldn't resist any longer and started up Xenoblade Chronicles: Definitive Edition. It's a long time since I played the original Xenoblade Chronicles, and I feel like it will be good to revisit it before playing X, since … Continue reading #oneaday Day 227: Back on the Bionis →

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Having finished Fire Emblem Engage and entered my "waiting for Xenoblade Chronicles X" holding pattern in earnest, I couldn't resist any longer and started up Xenoblade Chronicles: Definitive Edition. It's a long time since I played the original Xenoblade Chronicles, and I feel like it will be good to revisit it before playing X, since X was actually the first "sequel" in the series; Xenoblade Chronicles 2 didn't come along until much later.

I'm not playing Xenoblade Chronicles 3, which I haven't played at all yet, because I will want to give that my full attention when I get to it, and I am reliably informed that with the way I play, I will likely take upwards of 150 hours to fully enjoy it. The original Xenoblade Chronicles, meanwhile, while still pretty massive, is a tad shorter, and I have faith I can get through it to my satisfaction before March 20, when X drops.

It's been thoroughly refreshing to go back to Xenoblade Chronicles, and I'm reminded of quite how much I like it. It really is a game that goes "what if the open-world bits of an MMO, but single-player?" and runs with it. This is a marked contrast from something like Final Fantasy XIV, where the open world stuff is fun while you're going through the story, but it pretty much ceases to be relevant once you get to endgame and spend the majority of your time in instanced multiplayer scenarios.

What do I mean by "MMO, but single-player?" A few things, really. Firstly, a big world to explore, based on roughly level-stratified zones — though each zone does have a few high-level surprises scattered around the place to make later revisits worthwhile. Secondly, a heavily quest-based structure. You probably can blast through the main story of a Xenoblade Chronicles game pretty quickly, but the appeal is in getting to know the world as a whole and all the incidental characters that populate it, so if you don't do a bit of questing, you're missing out on a significant part of the fun.

Sure, some of those quests may fall into the "kill [x] [y]s" or "get [x] drops from [y]s" territory, but what these quests do is encourage you to visit different areas of the world and discover what there is to see. And while you're doing that, you'll almost certainly feel a bit of that "I wonder what that thing over there is" wanderlust… and chances are, you'll find something interesting there. Xenoblade Chronicles' world is specifically designed to reward exploration, so it's worth your while to go poking your nose wherever you can.

The third way that Xenoblade Chronicles resembles an MMO — arguably more so than some of its follow-ups — is in its combat system, which uses a hotbar of abilities (or "Arts", as they're called), which each have a cooldown before you can use them again. The emphasis is less on finding a "rotation" as in some MMOs, however, since your auto-attacks are a lot more formidable than in something like Final Fantasy XIV, and instead on using your Arts as effectively as possible, ideally by meeting additional conditions that allow them to do more damage or inflict status effects on enemies.

Take protagonist Shulk, for example, who is a solid fighter, but not a tank by any means; that role is ably fulfilled by the first party member you get, Reyn. This leaves Shulk free to deal damage while Reyn attempts to keep aggro off him as much as possible, and to further support that, many of Shulk's Arts are positional, meaning that you need to be standing to the side or back of an enemy to make full use of them. Thus you end up taking a very similar approach to how a lot of MMO combat works: the tank stands with the enemy facing them, while the rest of the party stands behind or to the side of the enemy and pelts them from there.

Each playable character in Xenoblade Chronicles handles rather differently despite all using the same hotbar system. The aforementioned Reyn, for example, needs to focus on generating aggro as much as possible, but he's also able of dishing out some decent damage while he's doing so, too. Contrast with Sharla, the second party member you get, who is a ranged combatant with solid healing skills. Sharla is able to disengage from the main melee and hit enemies from afar with her rifle, as well as flinging out healing and buff Arts on her party members. She also has to manage the heat of her rifle; as well as dealing with time-based cooldowns, using her Arts also causes her rifle to overheat, so you have to make sure she takes the time to vent the heat every so often.

The nice thing about Xenoblade Chronicles is that you can play any one of these characters, or just stick with one for the duration, since the AI that controls the other two party members while you fight as the third is pretty solid. There's no need to "program" the AI like in Final Fantasy XII's Gambit system — although fans of that game will probably agree that programming Gambits is fun — as under most circumstances, assuming they have a decent hotbar of Arts, they will perform their role in the party admirably.

Xenoblade Chronicles: Definitive Edition does actually add a little wrinkle to this in the form of its "Time Attack" challenges that are scattered throughout the world. These are strange portals that take Shulk and company to a mysterious temple where a Nopon "sage" challenges them to fend off several waves of enemies as quickly as possible. A selection of these challenges see you having to fight with a fixed party — and with the challenge dictating which character you control. This means that even those who play Shulk for the entire main game will need to take a bit of time to get to grips with the other playable characters, which is nice. The Time Attack challenges are, of course, completely optional — as is a lot of Xenoblade Chronicles — but they do offer some nice rewards, so they are worth engaging with.

Anyway, I'm having a real good time with Xenoblade Chronicles: Definitive Edition. It's a pleasure to revisit this world after more than a decade, and with the enhancements the Switch version offers. The game still looks great, particularly with its landscapes; it was one of the finest looking games on Wii, and the subtle enhancements made to bring it into the HD age on Switch mean that it's still recognisable, but looks better than ever — with only a few slightly wooden animations here and there betraying its real age.

I'm fully intending to play through all of Xenoblade Chronicles before Xenoblade Chronicles X arrives in March, and I will, of course, be writing about both over on MoeGamer, as I think it will be fun to compare, contrast and reflect on the series' evolution. Perhaps I'll revisit Xenoblade Chronicles 2 before playing 3… I'm feeling like we might be in for a good few months of Xenoblade at this point, and I'm not complaining.


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 214: Anticipating Xenoblade... again https://imnotdoctorwho.moegamer.net/2025/01/07/oneaday-day-214-anticipating-xenoblade-again/ https://imnotdoctorwho.moegamer.net/2025/01/07/oneaday-day-214-anticipating-xenoblade-again/#comments Tue, 07 Jan 2025 21:36:42 +0000 https://imnotdoctorwho.moegamer.net/?p=28119 I'm a big fan of the Xenoblade Chronicles series from Monolithsoft and Nintendo, though I must confess I am very behind; I haven't yet played Torna, The Golden Country (the spinoff to the second game) or Xenoblade Chronicles 3 yet, nor have I replayed Xenoblade Chronicles: Definitive Edition on Switch. And yet here I am, … Continue reading #oneaday Day 214: Anticipating Xenoblade... again →

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I'm a big fan of the Xenoblade Chronicles series from Monolithsoft and Nintendo, though I must confess I am very behind; I haven't yet played Torna, The Golden Country (the spinoff to the second game) or Xenoblade Chronicles 3 yet, nor have I replayed Xenoblade Chronicles: Definitive Edition on Switch. And yet here I am, gradually getting hyped for the return of Xenoblade Chronicles X in March.

Xenoblade Chronicles X is kind of special, see. While most of the rest of the series is pretty well-known to be awesome, outside of the few folks who can't handle anime-style aesthetics, Xenoblade Chronicles X has always been more of a cult favourite. For starters, it came out on Wii U, which means only a few people bought it, and it's also quite a different beast to the mainline Xenoblade Chronicles titles, arguably making it a bit more of an acquired taste for some.

Lest you're unfamiliar, the Xenoblade Chronicles series are a range of vast, open-world RPGs that take the concept Final Fantasy XII kicked off — MMO-style mechanics and structure in a single-player game — and run with it. For miles and miles and miles.

The mainline Xenoblade Chronicles titles are beloved not just for their expansive, beautifully crafted worlds, but also for the wonderful characters that make up the main cast. Each of them feature a wonderful balance between player freedom and in-depth storytelling, allowing you the opportunity to experience a truly epic narrative while also getting to know the complete, vast world very well.

Xenoblade Chronicles X differed a little from what was, at the time, its only predecessor, in that it downplayed the central narrative somewhat. Indeed, it's possible to blast through the entire main story of Xenoblade Chronicles X much quicker than any other game in the series. And this led some people to think that it "wasn't as good" as the original Xenoblade Chronicles.

In fact, Xenoblade Chronicles X isn't any lighter on story content than its predecessor. It's just structured very differently, primarily because of its overall concept. Rather than going on a long "hero's journey"-style quest, you're simply part of an organisation. Sure, you end up being the one who does some important and noteworthy things, but when it comes down to it, you're just another cog in a machine much bigger than you are.

Xenoblade Chronicles X's concept is that you, and a chunk of other humans, have crash-landed on an alien planet called Mira, and there's absolutely no hope of getting your spaceship back into space; moreover, there's likely no Earth to go back to, since the whole reason you were in space was escaping an alien invasion.

Consequently, rather than sitting around crying and gradually turning into cavemen, the former crew of the spacecraft decide to repurpose what's left of the ship as a city, then set about exploring the planet and making the best use of the resources that surround them. To that end, you're recruited as a BLADE: a Builder of the Legacy After the Destruction of Earth. This means you need to go out, find resources, build things to exploit those resources, deal with the local fauna, collect things and just generally make a big ol' map of Mira as a whole. And Mira is very big.

While playing Xenoblade Chronicles X, there's a really nice feeling that you're playing a game that is as much strategy/management game as it is RPG. On the Wii U, the Gamepad's second screen featured a hex-based map of the planet that you could use to plan your expeditions, build things and invest in areas; the long-term gameplay of Xenoblade Chronicles X involves "conquering" each of these hexes in various ways, be it through completing missions, discovering landmarks, defeating powerful foes or various other objectives.

And every time you come back to the city of New Los Angeles, as it becomes known, you will have new people to talk to, new sidequests to discover, new little stories about humanity's home away from home. It's a massively immersive game that I feel like I barely scratched the surface of back when I played it on Wii U, and I'm really looking forward to giving it another go when the Switch version rolls around.

Couple that with some interesting and quite innovative online features — which will be much easier to take advantage of on a platform people actually own — and you have a game that promises to take up a lot of your life.

Oh, and it has an amazing soundtrack that you will either love or hate.

I'm sure there's plenty more about the game that I've forgotten, but I do remember the game as a whole with great fondness from when I first played it and declared it my Game of the Year nearly ten years ago… and bemoaned the fact that it didn't get anywhere near the press attention and general praise that it clearly deserved, likely primarily because it was a Wii U game, and what kind of idiot bought a Wii U? (Hi.)

So yeah. Expect great enthusing about Xenoblade Chronicles X when it comes out. I'm just wondering whether or not I can fit in Torna, The Golden Country and/or Xenoblade Chronicles 3 before that happens… given that I'm playing through Fire Emblem Engage also right now.


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 194: My Switch Year in Review https://imnotdoctorwho.moegamer.net/2024/12/18/oneaday-day-194-my-switch-year-in-review/ https://imnotdoctorwho.moegamer.net/2024/12/18/oneaday-day-194-my-switch-year-in-review/#respond Wed, 18 Dec 2024 22:58:20 +0000 https://imnotdoctorwho.moegamer.net/?p=25406 I'm a bit fed up of "year in review" things, since absolutely everyone is doing them now. Even my fucking online banking app wanted to give me a "year-end wrap-up" last time I logged it, which is a step too far, I feel. But anyway, there are a couple of these things that I actually … Continue reading #oneaday Day 194: My Switch Year in Review →

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I'm a bit fed up of "year in review" things, since absolutely everyone is doing them now. Even my fucking online banking app wanted to give me a "year-end wrap-up" last time I logged it, which is a step too far, I feel.

But anyway, there are a couple of these things that I actually find mildly interesting, and one of them is the Nintendo Switch Year in Review. Out of all my games consoles, the Switch is the one that gets the most use by far, so in theory any such "reviews" should paint a fairly representative picture of my interests. Let's go through it together, then!

I apparently commenced my year with Final Fantasy II, which I'm sure some people will have strong opinions about, but I still rather like it, particularly in its Pixel Remaster format. I thought I'd miss the extra material from the PSP version, but I don't. Especially not the Soul of Rebirth postgame dungeon, in which you take all the underlevelled characters that died as part of the main story through a monstrously difficult challenge that requires a lot of grinding to get through.

345 hours feels a bit low, if anything, but it still works out to 14.375 days in total. I guess that averages a little under an hour every day, which sounds plausible, particularly considering some days have a lot more than others and some might have none at all.

No arguments with that. I replayed the first two Ace Attorney games and decided that this would be the year I finally beat Breath of the Wild. Silent Hope had also been hanging over my head for a while, so I knocked that out late this year, too.

See that start date? That's why I wanted to get Breath of the Wild off the backlog.

This honestly surprises me… a little. Not that "Adventure" is present at all, but that it's at the top. I would have thought RPG would be at the top, but nope; it's Adventure by a significant margin. And, given a bunch of the games I played this year, that makes a certain amount of sense: there's not only the Ace Attorney games I played, but also the three Spirit Hunter games, the Famicom Detective Club titles and doubtless some others I've forgotten.

Start as you mean to go on and all that.

Now this was quite surprising. Some of those months have surprisingly low figures, so I can only assume I was playing something else on a different platform at those times. Looking back, I see that I was playing Final Fantasy XIV: Dawntrail in July, so that would account for there being less than an hour of Switch time that month.

Now here's a toughie! I played a lot of great games this year, so it's very tricky to choose between them.

I mean, look. The bangers keep coming.

And coming! I was surprised to see the first two Famicom Detective Club games there, as I was sure I played those last year, but nope; I played them in February, meaning I played the whole series including new entry Emio, The Smiling Man this year. Neat!

And still they come! The Missing was a thoroughly interesting, deeply affecting experience. Super Mario Bros. Wonder is the best 2D Super Mario I've played for a long time. And Theatrhythm Final Bar Line speaks for itself with its vast array of music to play.

Atari 50 is definitely worthy of note for introducing us all to Digital Eclipse's excellent "interactive timeline" approach to digital museum curation. We're starting to get into games that I just dipped into a little bit this year now, though, such as visual novel Little Busters! and Etrian Odyssey.

So what should I pick…?

I think I'm going to go with this one. I was genuinely excited to see this game get announced and released in fairly short order, and I'm delighted to see the Famicom Detective Club series continue long after it first launched. I just wish they'd do a physical release of the first two games in English.

And so that's that, I guess. It's been a good year for great games, both on the Switch and elsewhere. My backlog, of course, hasn't gotten that much smaller, but let's not worry about that. I have plenty of stuff to keep me busy for a long time into the future, and I look forward to sharing those experiences with you here, on YouTube, and on MoeGamer.


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#oneaday Day 192: The defeat of Culex 3D https://imnotdoctorwho.moegamer.net/2024/12/16/oneaday-day-192-the-defeat-of-culex-3d/ https://imnotdoctorwho.moegamer.net/2024/12/16/oneaday-day-192-the-defeat-of-culex-3d/#respond Mon, 16 Dec 2024 23:00:11 +0000 https://imnotdoctorwho.moegamer.net/?p=25399 I finished Super Mario RPG's postgame this evening, culminating with a rematch against the most difficult boss from the original game: Culex, who, in the postgame, finally gets his wish and becomes full 3D instead of being a piece of pixel art. To go along with his new look, he also gets a considerable buff … Continue reading #oneaday Day 192: The defeat of Culex 3D →

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I finished Super Mario RPG's postgame this evening, culminating with a rematch against the most difficult boss from the original game: Culex, who, in the postgame, finally gets his wish and becomes full 3D instead of being a piece of pixel art. To go along with his new look, he also gets a considerable buff in power, putting him into full-on "superboss" territory — though in keeping with the rest of Super Mario RPG, he's not overly difficult, he just needs you to pay attention and stay on top of things.

I really enjoyed Super Mario RPG, and I appreciate that "doing everything" in it took less than 20 hours. I have absolutely nothing against super-long RPGs — over the years, my favourite games have all been pretty lengthy affairs — but sometimes it's nice to play something breezy that knows when to stop. I'm sure Super Mario RPG could have dragged itself out to twice the length if it had really wanted to, but it didn't; the fact it didn't is testament to its good design. Nothing in the game feels like filler, and, outside of the Switch-exclusive postgame (i.e. it didn't exist in the original SNES version) there's really no need to grind at any point, either.

There are elements of the game where you can tell it has 16-bit roots, most notably in its overall storytelling; the narrative of the game is very lightweight, and you don't spend a lot of time getting to know the characters. I was particularly surprised to finally spend some time with Geno, a character that I've been hearing Super Smash Bros. fans bang on about for years, and find that, in terms of actual writing and characterisation, there's not really much to him.

But then this is a Mario game, not anything with pretensions of being high art or literature. To have Geno give overblown monologues at every opportunity would have almost certainly felt very out of place with the overall breezy feel of Super Mario RPG, and I suspect that during development, Nintendo probably had to rein in Squaresoft a bit in order to ensure that the whole thing didn't go too Final Fantasy. The inclusion of Culex may well have been some sort of "if you don't overdo the melodrama in the main story, we'll let you get super-ridiculous with the secret boss" deal.

Anyway, it's not that I feel Geno is a "bad" character as such, I was just a little surprised that he is so beloved when you don't really spend all that much time getting to know him beyond his basic concept. He does have some cool special moves, though, and in terms of power level he's one of the strongest characters in the party, so I suspect it's a bit more of an "all-round" thing as to why people like him, rather than him having a particularly strong story attached to him.

So yeah. That's that. Now to decide what I should play next! I still have Yakuza 5 on the go, and will get back to that some time soon, but I'm also still in a bit of a Nintendo mood. I have a few Nintendo titles on my shelf that I haven't gotten around to yet, so it's a matter of choosing between them — or maybe nabbing something from my wishlist that (I hope) no-one has grabbed me a copy of for Christmas yet. Do I move on to Paper Mario now I'm fresh from Super Mario RPG? Or do I finally bite the bullet and jump into the sprawling Fire Emblem: Three Houses… bearing in mind that I will definitely be wanting to revisit Xenoblade Chronicles X when it gets a Switch release in March?


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#oneaday Day 183: Plague day with Mario https://imnotdoctorwho.moegamer.net/2024/12/08/oneaday-day-183-plague-day-with-mario/ https://imnotdoctorwho.moegamer.net/2024/12/08/oneaday-day-183-plague-day-with-mario/#respond Sun, 08 Dec 2024 00:42:14 +0000 https://imnotdoctorwho.moegamer.net/?p=25342 Felt particularly rough this morning when I woke up with a raging headache and a cough that could wake the dead. I was hoping to get some The Dagger of Amon Ra recorded this weekend, but I rather wisely decided against doing any today; we'll have to see how I feel tomorrow. Instead, I spent … Continue reading #oneaday Day 183: Plague day with Mario →

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Felt particularly rough this morning when I woke up with a raging headache and a cough that could wake the dead. I was hoping to get some The Dagger of Amon Ra recorded this weekend, but I rather wisely decided against doing any today; we'll have to see how I feel tomorrow.

Instead, I spent a significant chunk of today playing the Super Mario RPG remake for Switch. I've never played Super Mario RPG in any form, so I've been curious to try this for a long time, and something in my head makes an inextricable association between the holiday season and Nintendo games, so I thought I'd start it up and see how I got on with it. After all, what was originally a collaboration between Squaresoft and Nintendo was sure to be fun, right? And people always seem to be making references to both the game and some of its unique characters.

I've been very impressed so far. It's a lot of fun, and it moves at a brisk old pace, as RPGs that originated in the 16-bit era tend to, but that doesn't mean it feels like it's rushing things. Rather, it's paced well so that you're constantly moving forwards, exploring new areas, meeting new allies and discovering new items. And, pleasingly, the game is a lot more than just running from story trigger to story trigger; there are some actual puzzles along the way to solve, too, along with some light platforming. The only thing I'm not a super fan of is the Hidden Treasure system, where equipping a particular accessory just tells you that there is a Hidden Treasure somewhere in the room you're in, and then you just have to flail around hoping you headbutt it by chance.

As one would expect for a modern Nintendo title, the soundtrack is fantastic. I don't know the original Super Mario RPG soundtrack all that well — aside from a couple of MIDIs I downloaded in the late '90s to use in Klik and Play projects — but we have a fully reorchestrated version of the full soundtrack to go along with the updated visuals and the re-translated script. No speech, of course — it still doesn't feel quite right to have a talkie Nintendo game — but the writing so far has been concise and pretty witty. Perhaps not to the same degree as Paper Mario, which is a series that essentially built off the back of Super Mario RPG, but I wanted to play this one first before I jumped into the Paper Mario titles for the first time. Yes, believe it or not I've never played one; my wife Andie has played most of them, however.

Anyway, Super Mario RPG helped make an otherwise fairly unpleasant day — the weather has been awful here today, too — fairly tolerable. And I even made some time to get all my Christmas shopping done earlier, too. So that's good. But now it's probably a good idea for me to go back to bed, and here's hoping I feel a tad better in the morning. Not only do I want to record that The Dagger of Amon Ra playthrough, but I have the work Christmas do in the week, and I'd rather not still be coughing my guts up and feeling like a roasted dog turd by the time that rolls around.


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#oneaday Day 11: Direct to You https://imnotdoctorwho.moegamer.net/2024/06/18/oneaday-day-11-direct-to-you/ https://imnotdoctorwho.moegamer.net/2024/06/18/oneaday-day-11-direct-to-you/#respond Tue, 18 Jun 2024 18:49:24 +0000 https://angryjedi.wordpress.com/?p=23557 I did not manage to get up early and go for a swim today, but I wasn't really expecting myself to. Suddenly doing some exercise after a long period of… not doing that left me feeling a bit stiff (eyy) so I thought I would take today off and make an effort to go tomorrow. … Continue reading #oneaday Day 11: Direct to You →

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I did not manage to get up early and go for a swim today, but I wasn't really expecting myself to. Suddenly doing some exercise after a long period of… not doing that left me feeling a bit stiff (eyy) so I thought I would take today off and make an effort to go tomorrow. Easing into it and all that.

But that's not what I want to talk about today. Today was the latest Nintendo Direct, a presentation that many have been assuming will be one of the last big shows Nintendo do while the Switch is still their current platform. The Switch's as-yet unnamed successor has not yet been announced — and a clearly increasingly irritable Nintendo has been repeatedly pointing out that it has nothing to announce aside from the existence of a successor as yet — but it's clear that the console is currently doing its victory lap ahead of graceful retirement.

That does not mean there's nothing interesting coming for Switch, however! On the contrary, there were some really cool things showed at the Nintendo Direct, including some long-awaited news on Metroid Prime 4.

As always, the reaction to the show on the Internet has either been breathless enthusiasm or varying degrees of "well I never liked Nintendo anyway", but taking as balanced a viewpoint as is possible from someone who likes the Switch and probably uses it as his primary gaming platform, I thought it was a good presentation. Nothing earth-shatteringly amazing, but lots of things that were good. And, to be honest, that's absolutely fine.

A notable highlight from the show was definitely the new Zelda game, in which you get to play Zelda herself rather than Link. It adopts the same tilt-shifted toy-like style seen in the Link's Awakening remake from a while back; it's nice to see that applied to an all-original game rather than a remake.

One thing I've been puzzled by is the number of people who seem to just want "Zelda where you play as Zelda but she's just swinging a sword around like Link". This is not what we're getting with Echoes of Wisdom, as the new game is known, and as far as I'm concerned that's a great thing. Instead, we have the ability to capture "echoes" of objects and monsters in Zelda's wand, then summon these for various purposes. I can see this potentially being a very interesting mechanic, and a factor which sets Echoes of Wisdom apart from other Zelda games. I'm mostly just glad we're not getting another Breath of the Wild-style Zelda, though; Breath of the Wild was great and I'm sure Tears of the Kingdom is also, but Zelda is at its best when it's being experimental, interesting and notably different from one entry to the next.

Outside of Zelda, I was also thrilled to see the announcement of Ace Attorney Investigations for Switch, including the first ever official localisation of Ace Attorney Investigations 2. I was particularly pleased to see the game features the option to play with new high-res sprites or the original pixel art; that's a nice touch indeed, particularly as Ace Attorney Investigations has actual character sprites walking around as well as the animated busts seen in the rest of the series.

What else? Dragon Quest III HD-2D or whatever it's called looks great. I'm all for Dragon Quest being remade and made more generally accessible. It's curious that III appears to be coming out before I and II but I guess they had their reasons. I'm looking forward to giving it a go, and hoping that IV, V and VI get a similar treatment; I'm lucky enough to have copies of the DS versions (they're pricy these days!) but I would like to play them on the big screen.

The Hundred Line: Last Defense Academy looked very cool. I like the art style of the Danganronpa guy whose name I can never remember, and this looks like quite a different style of game. I dig it, but I'd like to see more of it.

The new project from Hironobu Sakaguchi and Nobuo Uematsu, aka the Final Fantasy grandaddies, looked a little underwhelming visually, but potentially mechanically interesting. I have faith that they can pull something cool out of the bag, based on their past post-Final Fantasy work together — The Last Story is a wonderful game, for instance.

Mario & Luigi getting a new entry in the form of Brothership is welcome news, even if I have never managed to get caught up on any of the Super Mario RPG-adjacent series. I do have a copy of the Super Mario RPG remake and Paper Mario: The Thousand-Year Door on Switch waiting for me to play, but it'll be after Final Fantasy XIV's new expansion Dawntrail before I get to those.

Metroid Prime 4 I'm excited to see on behalf of everyone else, even though my experience with Metroid pretty much starts and finishes with the excellent Super Metroid. I have the Wii version of Prime Trilogy to get to at some point, so I'll have to make the time for that. I liked Super Metroid a lot, so it's a series I've always been meaning to delve deeper into.

You know, the more I think about the Direct as a whole, the more I feel like it actually was a pretty strong one. I'm struggling to think of any games that were shown where I felt "ugh, this isn't for me". Sure, some certainly appeal more than others, but I'm pretty sure I could have some fun with absolutely everything that was shown off today. This is a good thing, and makes me feel like whenever the Switch's successor is finally announced, the good ol' Switch is still gonna be kicking for a while yet. And if Nintendo has any sense, said Switch successor will be backwards compatible. Here's hoping; sometimes they have sense, sometimes they do not.

So yeah. They did a good. I'm looking forward to finding out more about all the games they showed — not just the ones I remembered to talk about here — and feel pretty confident Switch will continue to bring the hits for quite some time to come yet.


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.

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2537: Treasure Tracker https://imnotdoctorwho.moegamer.net/2016/12/27/2537-treasure-tracker/ https://imnotdoctorwho.moegamer.net/2016/12/27/2537-treasure-tracker/#respond Tue, 27 Dec 2016 22:08:12 +0000 https://angryjedi.wordpress.com/?p=22394 I started playing a game I've been meaning to check out for a while today: Captain Toad Treasure Tracker, a spin-off title from one of the Wii U's best games, Super Mario 3D World, and a fantastic game in its own right. For the unfamiliar, Captain Toad is based on the occasional levels in Super Mario 3D World where instead of controlling … Continue reading 2537: Treasure Tracker →

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I started playing a game I've been meaning to check out for a while today: Captain Toad Treasure Tracker, a spin-off title from one of the Wii U's best games, Super Mario 3D World, and a fantastic game in its own right.

For the unfamiliar, Captain Toad is based on the occasional levels in Super Mario 3D World where instead of controlling Mario, Luigi, Toad and/or Princess Peach, you take on the role of Captain Toad, an intrepid explorer from the Toad race who is carrying so much crap in his backpack he can't jump. Consequently, his means of navigating levels is very different from the relatively conventional platforming of Super Mario 3D World's regular levels, and his stages tended to be rather more puzzly in nature.

Captain Toad Treasure Tracker takes the idea of these stages and builds a whole game out of them. With each stage being formed as a three-dimensional diorama, usually in a cube shape, you need to carefully navigate Captain Toad around and rotate the camera in all directions to find hidden items and passageways as well as determine the best way to proceed.

Captain Toad Treasure Tracker features a great deal more variety in its stages than the Captain Toad stages in Super Mario 3D World, and in true Mario game tradition there are a wide variety of unique mechanics and gimmicks that are introduced and explored in a couple of stages before being set aside before they wear out their welcome. Powerups from Super Mario 3D World put in an appearance, too, most notably the cherries which spawn a clone of your current character, which you then control simultaneously with your original one. You'll then be tasked with navigating these characters together in such a way that you do things like simultaneously press switches or proceed down two separate routes at the same time.

In true Nintendo tradition, there are several degrees of depth that you can play the game in. At its simplest level, you can make your way through Captain Toad by simply determining the path to the star that completes the stage. Then there are three hidden gems in each stage, and finally a hidden bonus objective. Not all of these objectives need to be completed at the same time or even in a single playthrough, but they add a great deal of depth and replayability to the levels.

Most of all, though, Captain Toad Treasure Tracker is simply an utterly charming game that doesn't have a drop of maliciousness or cynicism about it whatsoever. It's endearing, cheerful, colourful and relaxing to play, and already, after just 11 stages (out of a reported 70+) it's becoming one of my favourite Wii U games that I'm very much looking forward to getting stuck further into.

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2536: NES Remix and the Art of Good Game Design https://imnotdoctorwho.moegamer.net/2016/12/27/2536-nes-remix-and-the-art-of-good-game-design/ https://imnotdoctorwho.moegamer.net/2016/12/27/2536-nes-remix-and-the-art-of-good-game-design/#respond Tue, 27 Dec 2016 00:13:10 +0000 https://angryjedi.wordpress.com/?p=22363 Still on a Nintendo kick at the moment. I've been playing a fair amount of NES Remix on Wii U, a rather peculiar package that consists of an enormous number of bite-size challenges based on a variety of Nintendo's old 8-bit NES games. Structurally, it's rather like a mobile game in that each level tends to take … Continue reading 2536: NES Remix and the Art of Good Game Design →

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Still on a Nintendo kick at the moment. I've been playing a fair amount of NES Remix on Wii U, a rather peculiar package that consists of an enormous number of bite-size challenges based on a variety of Nintendo's old 8-bit NES games.

Structurally, it's rather like a mobile game in that each level tends to take less than a minute to complete, and upon completion you're graded between one and three stars, which are subsequently collected and used to unlock further challenges.

The rating system isn't needlessly complicated, however; you get one star just for clearing the challenge, even if you ran out of lives and had to continue partway through a multi-stage task; you get two stars for clearing the challenge without using a continue; and you get three stars for clearing the challenge without using a continue and within a (hidden) par time. (You can also attain "rainbow stars" for each challenge by beating an even tighter par time, but these are purely for your own satisfaction; they don't count as extra stars as far as the game is concerned.)

The genius of NES Remix is that it teaches you to play all of these old games as you go, and it does so without using any hand-holding tutorials whatsoever. Rather, with each of the games in the package, it starts you off with simple tasks and gradually advances you to more complex, multi-stage challenges. And once you're done with all that, the "Remix" and "Bonus" stages provide their own twists on the classic NES games in all manner of ways, perhaps by mashing up characters from one game into the levels of another, or by doing weird things with the visuals, or by making you play the game upside down or back to front.

What NES Remix successfully does is revitalise every game it incorporates — even those which, when played in their original forms, would look a little tired and primitive now. By trimming the experience down to less than a minute rather than expecting someone to play, say, an entire round in Golf, or a complete game in Baseball, you get a feel for the solid base mechanics of these games without having to invest a lot of time in them and risk them outstaying their welcome. NES Remix instead tasks you with, to use the same examples, simply getting on the green in less than 2 hits from a variety of situations, or winning a game from its final innings.

NES Remix is also interesting from a historical perspective to see how far we've come in certain genres. As you may have surmised from the examples I've given so far, this is particularly apparent in the sports games. Tennis, for example, requires far more split-second timing than its more modern counterparts. And while Golf features an early version of the classic "two tap" power-and-accuracy meter that many modern equivalents still use today, the lack of features such as the ability to put spin on the ball or estimate the maximum distance a given club will hit makes you realise how much we take for granted today.

It's not just true for sports games, either. Ice Climber makes me incredibly grateful that Nintendo finally got the hang of jumping controls with the Mario series, because they certainly didn't in Ice Climber. The Legend of Zelda will make you miss the ability to move diagonally. And Donkey Kong will make you glad that modern platform game heroes have significantly stronger knee joints and don't die if they fall more than the length of their own shins.

As infuriating as some of these old games can be, NES Remix embraces their foibles and quirks and turns them into simple but compelling and addictive challenges that have kept me very much entertained over the last few days. And when you're done with Nintendo's oldest games, NES Remix 2 then moves onto later titles such as Super Mario Bros. 2 and 3, Metroid and Zelda II as we see a company getting more adventurous and attempting to refine their craft further.

For some, there will be no substitute for playing the original games — perhaps even on original hardware — but NES Remix is a great way of revisiting a wide variety of Nintendo classics and having a bit of fun with them. Plus I can't help thinking it would make a hell of a great basis for group competitive play.

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2535: A Very Nintendo Christmas https://imnotdoctorwho.moegamer.net/2016/12/25/2535-a-very-nintendo-christmas/ https://imnotdoctorwho.moegamer.net/2016/12/25/2535-a-very-nintendo-christmas/#respond Sun, 25 Dec 2016 20:25:01 +0000 https://angryjedi.wordpress.com/?p=22351 Familial duties for Christmas Day are all done and dusted, and the wife and I are back home. After giving a bit of fuss to the cats — who got an impressively large haul of gifts, because everyone likes to buy presents for cats, and cats are easy to buy gifts for — my main … Continue reading 2535: A Very Nintendo Christmas →

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Familial duties for Christmas Day are all done and dusted, and the wife and I are back home. After giving a bit of fuss to the cats — who got an impressively large haul of gifts, because everyone likes to buy presents for cats, and cats are easy to buy gifts for — my main plan for this evening is to sit down in front of the Wii U for a whole bunch of Nintendo gaming.

I'm not entirely sure why my brain has made an unbreakable association between Nintendo games and the festive season, but I get this feeling and this desire to binge on Nintendo games every Christmas.

I suspect it's a combination of factors, beginning with the fact that one of the most exciting Christmas presents I ever received as a child was a Super NES — the first console I'd ever owned, as up until that point we'd previously been a computer game-only household thanks to our collection of 8- and 16-bit Atari computers.

During that Christmas, I spent a great amount of time between the three games I had at the time: Super Mario World, Street Fighter II and Chuck Rock. (The latter two were American imports for some reason, necessitating the use of one of those enormous and unwieldy "converter" cartridges in which you had to plug the game you wanted to play in the top, and an English game in the back.) Consequently, I have very fond memories of that Christmas, and notably, the original Street Fighter II is one of the only fighting games I've ever felt like I actually "got".

I think it's more than that, though. I wrote yesterday about how I have generally positive associations with Christmas thanks to generally pleasant family gatherings growing up, and Nintendo as a whole prides itself on its family-friendly output. Now, to be honest, my parents were never particularly ones for playing two-player games with me — though my brother would join in when he was present — but the association is still there. First-party Nintendo games in particular are wrapped in a wonderful feeling of warmth and friendliness — a feeling that they're designed for families to gather round and enjoy themselves with, even if it's only one person playing at a time while others look on and enjoy the cartoonish silliness.

Then there's also the fact that Nintendo games are generally very "pure" experiences that often — not always — forego ambitious, thought-provoking storytelling in favour of extremely solid gameplay, and as such are the perfect fodder for those times of year when you don't want or need to think too hard about things, such as, say, when you've eaten several tons of turkey.

Whatever the reasoning behind it, I can't break the association between Nintendo games and the holiday season, and nor do I want to. So the remainder of my Christmas day is going to be spent in the company of Mario and all his friends.

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2533: Future Collector's Item https://imnotdoctorwho.moegamer.net/2016/12/23/2533-future-collectors-item/ https://imnotdoctorwho.moegamer.net/2016/12/23/2533-future-collectors-item/#respond Fri, 23 Dec 2016 17:50:46 +0000 https://angryjedi.wordpress.com/?p=22292 You've probably seen me mention my friend Chris on these pages a few times. (You might even be my friend Chris, in which case hi.) Chris and I have differing opinions on a number of things, but one thing we both agree on is the importance, value and general sense of satisfaction inherent in archiving … Continue reading 2533: Future Collector's Item →

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You've probably seen me mention my friend Chris on these pages a few times. (You might even be my friend Chris, in which case hi.) Chris and I have differing opinions on a number of things, but one thing we both agree on is the importance, value and general sense of satisfaction inherent in archiving and collecting games and gaming hardware for the future.

The other day, Chris and I were discussing Nintendo's Wii U. We're both a fan of the console and many of the games on it, and find the self-fulfilling prophecy of its "failure" rather frustrating; had people been a bit more willing to celebrate its most interesting and exciting titles rather than playing the usual "lol, Nintendo got no third party support" game things might have turned out a bit more differently. Or perhaps they might not have. Either way, it doesn't really matter; it's on the way out come March when Nintendo launches its new console, the Switch.

Chris raised a really interesting point about the Wii U that I hadn't considered before: it is a new TurboGrafx or Neo-Geo.

"Tiny library of mostly excellent stuff?" he explained. "Check. Very short lifespan? Check. Innovative tech that was received poorly? Check. The Wii U in general is going to be a hardcore collecting legend in 5+ years."

NEC and SNK's consoles weren't bad at the time they were released; they were simply competing with more popular (and particularly in the Neo-Geo's case, more affordable) alternatives from Sega and Nintendo. In 2016, Nintendo finds itself in a similar position as these "second-tier" console manufacturers were in back in the 16- and 32-bit eras: the market is dominated by two more popular, more widely supported consoles (not to mention the endless sprawl of PC gaming) and is perceived as a "failure" despite having a small but beautifully formed library of games, most of which are not only excellent, but markedly distinct from the big-budget affairs that make up the frontline of the PS4 and Xbox One's respective software libraries.

For the last few years, I've taken the attitude that, with a few exceptions — the most recent being Final Fantasy XV and Pokémon Moon — I will prioritise buying games that will more than likely be difficult to find in a year or two. (That said, old copies of Pokémon appear to absolutely skyrocket in value after a few years, so I'm certainly glad I grabbed that one, and especially glad I grabbed the apparently considerably less popular Moon variant.) Since I have an enormous backlog to get through already, I feel that the next few additions to my collection will more than likely be Wii U titles in an attempt to fill out an "essential" catalogue of games that I will be proud to keep alongside the console once it leaves the market.

So far I've got quite a decent selection: Bayonetta 2, Hyrule Warriors, Lego City Undercover, Mario Kart 8, NintendoLand, Sonic and Sega All-Stars Racing Transformed (multi-platform, so I sort of don't really count this one, as fun as it is), Super Smash Bros., Super Mario Maker, Star Fox Guard, Star Fox Zero, Super Mario 3D World, Wii Party U, Wind Waker HD, Xenoblade Chronicles X and ZombiU. (The latter has been subsequently ported to other platforms, but the Wii U version features a unique local multiplayer mode that is a surprising amount of fun.)

I also have digital copies of Pikmin 3 and The Wonderful 101 that I'd like to replace with physical editions at some point in the near future, and I've ordered copies of Rodea the Sky Soldier and Captain Toad Treasure Tracker. The game I'm most concerned about becoming difficult to acquire in the near future is Tokyo Mirage Sessions, so I'll likely grab that in the new year, and I think I'd also like to round out the Mario collection with Mario Tennis and Mario Party 10 at some point, too.

At that point, I think I'll be satisfied with what I have; I don't feel the numerous Lego games (aside from Wii U exclusive Lego City Undercover) have much value due to their multi-platform, cross-generational status, and likewise for stuff like Ubisoft's dreadful but inexplicably popular Just Dance series and yet another port of the inescapable Minecraft — although I must confess I do like the idea of Minecraft making use of the GamePad's touchscreen for its interface.

The prospect of the Wii U becoming highly collectible in the next few years is quite an exciting one, because for once, I not only have one, I have a good collection of games to go alongside it, too. It's not exciting from the perspective that I'll be able to make a lot of money from it — on the contrary; I don't intend on letting it go anywhere — but rather because it's a tangible piece of collectible history that I'll be able to look back on fondly in the future.

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2530: Pokémon's World of Colour and Joy https://imnotdoctorwho.moegamer.net/2016/12/20/2530-pokemons-world-of-colour-and-joy/ https://imnotdoctorwho.moegamer.net/2016/12/20/2530-pokemons-world-of-colour-and-joy/#respond Tue, 20 Dec 2016 18:01:22 +0000 https://angryjedi.wordpress.com/?p=22171 One of the things I tend to find pretty consistently appealing about the types of RPGs I enjoy playing is the fact that they're typically set in rather colourful places, even if the stories told in those places sometimes veer into dark territory. It occurred to me during conversation with my friend Chris last night … Continue reading 2530: Pokémon's World of Colour and Joy →

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One of the things I tend to find pretty consistently appealing about the types of RPGs I enjoy playing is the fact that they're typically set in rather colourful places, even if the stories told in those places sometimes veer into dark territory.

It occurred to me during conversation with my friend Chris last night that this is one of the things that I'm finding particularly enjoyable about Pokémon Moon, too. Except in Pokémon's case, it arguably goes a little further: everything about that game is designed to make the player feel like they're special, like they're valued as a human being and like they're loved.

Although the game has its antagonists — mostly the entertainingly incompetent Team Skull this time around, who are channelling the attitudes of youths desperately trying to be "gangsta" — the emphasis is not on any great conflict. Instead, it's on your protagonist's journey across the islands of Alola, gathering Pokémon and growing in strength and confidence as a trainer.

The way the characters interact with your protagonist is endearing and warm. You're welcomed to the game as soon as you start, and in the early stages it feels like the game is "holding your hand" but not in an obnoxious way. After a certain point, it feels like it shakes you by the hand and invites you to explore more freely, but always wants you to know that "safety" is never far away. Your achievements are recognised and celebrated, and even your Pokémon act in ways that emphasise your bond with them — "[name] endured the hit so you wouldn't be sad!" is the one that tugs at the heartstrings the most as you see them cling on to consciousness at 1HP after taking a particularly heavy blow.

To put all this another way, Pokémon Moon is one of the most endearingly "Nintendo" games I've played for a long time. It's a game that invites all its players — regardless of their actual age — to remember the joy and wonder of being a youngster. It's a totally inclusive game that has something to appeal to everyone — and best of all, without any sense that it's either attempting to fulfil a "diversity quota" or frantically virtue signal about how progressive it is. It has cute girls and hunky boys; it has people of all manner of different skin colours; it has cool Pokémon and cute Pokémon; it has an enjoyable story and mechanical depth; and it has this all-encompassing sense that everyone involved with the project simply wanted all the end users, regardless of age, race, gender or any other characteristic that people like to divide themselves up by, to have a really nice time playing it.

At this time of year it's exactly the sort of thing I needed to play to forget about the cold, dark nights of winter and the increasingly exhausting debacle that is Christmas.

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2527: One for One! https://imnotdoctorwho.moegamer.net/2016/12/17/2527-one-for-one/ https://imnotdoctorwho.moegamer.net/2016/12/17/2527-one-for-one/#respond Sat, 17 Dec 2016 21:10:07 +0000 https://angryjedi.wordpress.com/?p=21989 I completed my first couple of Pokémon trades over the last couple of days, giving me all three of the "starter" Pokémon from Sun and Moon to add to my Pokédex. Since Pokémon is essentially a well-disguised trading card game (and a not-at-all-disguised trading card game in its Trading Card Game format, but that's something else entirely) a key part of its appeal is working … Continue reading 2527: One for One! →

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I completed my first couple of Pokémon trades over the last couple of days, giving me all three of the "starter" Pokémon from Sun and Moon to add to my Pokédex.

Since Pokémon is essentially a well-disguised trading card game (and a not-at-all-disguised trading card game in its Trading Card Game format, but that's something else entirely) a key part of its appeal is working with other players to collect the things you want to collect.

This is an aspect of the game I always felt like I was obliged to miss out on in the earlier installments, particularly back in the Game Boy days when it was direct link or nothing. Although I had a number of friends who were big into video games, I didn't know anyone who had a Game Boy and a copy of Pokémon, so I was denied access to what I understood from the beginning to be a significant part of the experience.

This has all changed with more recent platforms and widespread access to the Internet, meanwhile. Using Pokémon Moon's Global Trade System (GTS) I managed to find a Rowlet that someone wanted a Pokémon I had for, and subsequently I listed another Pokémon I had and indicated that I was interested in acquiring a Popplio. The first trade was immediate, since the Rowlet owner had already listed the little owl for trade, and the second trade was complete within a day. As a relative Pokémon newbie, I wasn't familiar with what is apparently a widespread Eevee trafficking market, but it seems as if evolved Eevees make for pretty reliable trade currency, so I'm probably going to have to farm some of those at some point.

Dipping my toes into this side of Pokémon is helping me to further understand the appeal of the series. Although the main game is a single-player adventure and there's a significant amount of content to play through, both during and after the main story, a core part of the Pokémon experience as a whole appears to be the social aspect of it. And while Nintendo's heavy-handed approach to online safety and privacy means that it's literally impossible to communicate directly with another player — all communication is asynchronous, using a wide selection of preset words and phrases that auto-translate into different languages — there's still a surprisingly strong feeling of "interaction" with other players when you successfully complete something like a trade or a Festival Plaza mission.

To be honest, I think I kind of prefer Nintendo's way of doing things online these days — at least when it comes to playing with strangers. Playing with friends is a great laugh if you get on voice chat and indulge in some light-hearted banter, but when playing with strangers, there's a fairly high probability you will run into at least one insufferable arsehole during a play session. With Nintendo's approach, said insufferable arseholes are completely neutered and will never bother you or disrupt your enjoyment of the game. Of course, with Nintendo's approach, your friends are similarly neutered, too, though chances are if you're actual friends with those people you have alternative means of communicating anyway.

Meanwhile, my Pokémon Moon adventure is going pretty well. I'm onto the third island now with a strong team of Pokémon that cover a variety of different types, though I think I'll be needing to train up some Ground or Rock types next. I also have an outfit that I'm pretty pleased with for the moment — big love to Nintendo and Game Freak for providing the option to purchase thigh-high socks in the very first clothing shop you come to — and I feel like I'm deepening my understanding of the overall metagame with every hour I play.

So yep. Think it's safe to say I'm in this one for the long haul.

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2521: Super Effective https://imnotdoctorwho.moegamer.net/2016/12/14/2521-super-effective/ https://imnotdoctorwho.moegamer.net/2016/12/14/2521-super-effective/#respond Wed, 14 Dec 2016 21:57:05 +0000 https://angryjedi.wordpress.com/?p=21915 I'm continuing to enjoy Pokémon Moon. I've found myself on more than one occasion being keen to get to the end of my working day and be able to play it some more. I'm getting a feel for the shallow end of the overall metagame — most notably which types of Pokémon and attacks are strong … Continue reading 2521: Super Effective →

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I'm continuing to enjoy Pokémon Moon. I've found myself on more than one occasion being keen to get to the end of my working day and be able to play it some more. I'm getting a feel for the shallow end of the overall metagame — most notably which types of Pokémon and attacks are strong and weak against other types — and I'm also getting curious to see what a Pokémon endgame is like after you've finished the story.

Of course, I'm a long way off the latter aspect in particular so far, since I'm still only on the second island in the game, coming up on that island's second Trial. I am making good progress on the Pokédex, however, being roughly around 30% complete on the first two islands, and I've assembled what feels like a solid team of well-leveled Pokémon that feel like they're pretty good for "general purpose" wandering around.

With the Trials on the second island, types become a lot more important, and the game drops a few hints your way as to which types of Pokémon you might want to make sure you have on hand for the upcoming challenges. The game seems to be well-paced in that the Pokémon you can catch in an area are of a suitable level to be reasonably competitive against both the local wildlife and Trainers, so grinding doesn't seem to be too necessary unless you want to take a Pokémon you caught much earlier into the Trials. Even then, however, just making sure a low-level Pokémon is in your party while your stronger team members deal with the wild Pokémon of the area allows them to get caught up reasonably quickly, at least across the early levels.

One thing that occurs to me — and I thought this with what little I played of X and Y as well — is that Pokémon has quite a bit in common with MMOs these days. You don't play in a persistent shared world with other people, but many aspects of the game are similar, particularly with regard to character customisation and competitive play. Of particular note is the "fashion" feature where you can adjust your avatar's hair, makeup, eye colour and clothing and then share that avatar online through the Festival Plaza system. Your avatar can then be further customised through the text-based words and phrases they say when other players interact with them — asynchronously rather than in real-time, because this is a Nintendo game for kids, after all — and, later, you even get the opportunity to buy clothes that you see other characters wearing.

I haven't tried the online trading and battling systems yet, but I understand they're both fairly active. The trading facility in particular is a godsend when I think back to the early games; possibly one of the things that meant I bounced off Red and Gold back in the Game Boy days was because no-one else I knew was playing any of them, and thus I had no-one to trade or battle with. Nowadays, however, trading and battling is a simple case of visiting Festival Plaza and using the appropriate options — or, for someone in the same room as you, using the excellent Quick Link feature to quickly do something together.

Some 15 hours into the game so far, I remain curious as to whether it will hold my attention into its endgame and beyond, but I'm having a blast so far and anticipate I will continue to do so for quite some time yet.

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2519: Chicken-chan x Lillie, OTP https://imnotdoctorwho.moegamer.net/2016/12/12/2519-chicken-chan-x-lillie-otp/ https://imnotdoctorwho.moegamer.net/2016/12/12/2519-chicken-chan-x-lillie-otp/#respond Mon, 12 Dec 2016 22:42:46 +0000 https://angryjedi.wordpress.com/?p=21828 One of the things that attracted me to try out the new Pokémon game was the amount of fanart it was generating even before its release. The Internet, it seemed, was particularly enamoured with Lillie, a major character in the story. This animated GIF was the first time I noticed her: Said GIF is from the Pokémon anime rather … Continue reading 2519: Chicken-chan x Lillie, OTP →

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One of the things that attracted me to try out the new Pokémon game was the amount of fanart it was generating even before its release. The Internet, it seemed, was particularly enamoured with Lillie, a major character in the story.

This animated GIF was the first time I noticed her:

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Said GIF is from the Pokémon anime rather than the game — and interestingly Lillie looks considerably younger in this than she does in the game and her official artwork, perhaps to ensure she is in keeping with the perpetually young Ash — but I found her immediately striking and endearing with her distinctive outfit, cute haircut and adorable reaction to Tauros. She doesn't react at all like this when the player-protagonist encounters Tauros in the games, suggesting that her anime counterpart may be depicted as a slightly different character.

Anyway, I digress. Lillie caught my attention for some reason, initially with this GIF and subsequently with a considerable amount of fanart that started popping up around social media and suchlike.

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Here Lillie is seen closer to her depiction in the game, including her bag, in which she carries "Nebby", a Cosmog Pokémon that she… "acquired" for reasons that are not yet apparent with my progress in the story. This somewhat pensive pose is also more characteristic of her depiction in the game; she's shown to be a rather sensible girl who cares for Pokémon, but dislikes the world's love of Pokémon battles because the participants often end up hurt. She's constantly down on herself for not being a "proper trainer", and attaches herself to the player-protagonist when the two develop an immediate connection by chance early in the narrative

You can play a male or female protagonist in Pokémon Sun and Moon, but with the Internet being the Internet, the fanbase of video games with Japanese origin loving a bit of yuri and the female protagonist being pretty cute in her own right, much of the fanart depicting Lillie with the game's protagonist has focused on the same-sex pairing to varying degrees.

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The pairing is immediately appealing because the two characters are strong contrasts with one another. Lillie is blonde, pale and depicted as lacking in self-confidence, while "Chicken-chan" — so dubbed by a few people here and there owing to her silly hat — is dark-haired and shown to be curious, self-assured and more than willing to poke her nose into all manner of things. Even the way Chicken-chan walks in the games presents an air of confidence; she struts with great pride, while Lillie kind of saunters along, often looking like she's hoping no-one will notice her.

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Naturally, there's a ton of fanart out there suggesting that Chicken-chan and Lillie are more than just friends, such as this lovely image that looks like it's straight out of a visual novel. And of course, there are plenty of images that take things… um… a little bit further, shall we say, but I'll leave you to investigate Rule 34 for yourself if you dare.

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I really adore seeing the community as a whole get so wrapped up and invested in a fictional (and, one would argue, non-canonical) relationship between two characters in this way. It's touching to see everyone "rooting" for these characters, and for so much of the artwork (explicitly lewd stuff aside, obviously) to just be so good-natured, positive and accepting that you can't help but feel good when you see it.

I mean, obviously a lot of the appeal of the Chicken-chan x Lillie pairing is the simple fact that it's two cute girls being cute together, but in a world where particularly vocal critics are constantly complaining about the "toxic" culture of gaming, the sheer volume of high-quality fanart of this kind — and the keenness with which it's shared — is a reminder to us all that perhaps things aren't quite as bad as the world's perpetual whingers might want us to believe.

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2517: Learn as You Play https://imnotdoctorwho.moegamer.net/2016/12/10/2517-learn-as-you-play/ https://imnotdoctorwho.moegamer.net/2016/12/10/2517-learn-as-you-play/#respond Sat, 10 Dec 2016 20:52:17 +0000 https://angryjedi.wordpress.com/?p=21772 One of the most interesting things about the new Pokémon games is, I think, the online "Festival Plaza" component that allows you to indirectly communicate with other players, earn rewards and participate in communal challenges. It's also the main hub from which you can challenge other players to battles, participate in tournaments, trade with friends or random … Continue reading 2517: Learn as You Play →

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One of the most interesting things about the new Pokémon games is, I think, the online "Festival Plaza" component that allows you to indirectly communicate with other players, earn rewards and participate in communal challenges. It's also the main hub from which you can challenge other players to battles, participate in tournaments, trade with friends or random people, list Pokémon for trade or seek out specific Pokémon that you're after and a bunch of other things besides.

In typical Nintendo fashion, all the technical side of connecting to the Internet and communicating with other people is made as painless as possible — so much so that were it not for the lengthy connection process and the message on screen that says when you're connected to the Internet, you'd think you were just playing another part of the main game. But you're not; you're in an area where every character you meet represents someone else who is playing the game somewhere in the world, and the things they say reflect things they have done and choices they have made.

One particularly interesting aspect of the Festival Plaza is the fact that you can host "missions". These are simple minigames that usually involve running around the plaza and either talking to the correct people based on their greetings to you, or answering their questions correctly. The more points you score with correct actions, the more Festival Coins you earn, which can subsequently be used on Festival Plaza's attractions.

What's interesting about these missions is that it's not just you playing them. Host one while you're playing online and you may well notice your "total score" increasing faster than you're contributing to it, and the number of participants rising. This is because when someone hosts a mission, other people connected to Festival Plaza at the same time receive a message and have the option to take part. Everyone who takes part gets rewards, and the higher the overall total score at the end — which can usually be inflated considerably by just a few more participants — the bigger the rewards everyone gets. It offers a nice balance of simple gameplay, light competitiveness — there's a leaderboard at the end of the mission to show who contributed the most points — and jolly cooperation. And with Nintendo's typical lack of direct communication facilities — something which I'm increasingly thankful for with the growing unpleasantness of many online playerbases — the whole thing just feels like a nice bit of fun.

The other interesting thing about these missions is that you can learn something from them. Some of them challenge you to name the correct types of Pokémon that would be strong against another particular type, for example, while some of them challenge you to pick out people who are naming specific types of Pokémon. But these missions aren't all about the game itself; some of them are straight-up educational and seemingly developed in the interests of making people from all over the world feel a bit closer together. Of particular note are the "Language Lesson" missions in which all you have to do is find the people who are saying "hello", "goodbye" or "thank you" in a given language. You're given the set phrases to look out for in the mission information, then after that it's up to you to remember them. By the end of the couple of minutes the mission takes, you'll feel confident at saying those three phrases in another language, which is pretty neat.

Since Pokémon is primarily aimed at kids, despite a considerable adult-age enthusiast community of competitive players, I'm not anticipating any of these missions will get into anything too deep or complicated, but they've been a nice diversion from the main game, they feel in keeping with the overall tone of the whole thing and I've learned a thing or two from them, both about Pokémon in general and a couple of foreign languages to boot.

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2516: Alola! https://imnotdoctorwho.moegamer.net/2016/12/09/2516-alola/ https://imnotdoctorwho.moegamer.net/2016/12/09/2516-alola/#respond Fri, 09 Dec 2016 22:49:04 +0000 https://angryjedi.wordpress.com/?p=21746 When I've not been playing Final Fantasy XV, I've been giving Pokémon Moon a serious shot, as I'm determined to try and understand the obsessive appeal the series has. And I think, finally, I'm starting to "get it". Part of this is, as I described a few days ago, the fact that Sun and Moon have refined their systems and interfaces to … Continue reading 2516: Alola! →

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When I've not been playing Final Fantasy XV, I've been giving Pokémon Moon a serious shot, as I'm determined to try and understand the obsessive appeal the series has. And I think, finally, I'm starting to "get it".

Part of this is, as I described a few days ago, the fact that Sun and Moon have refined their systems and interfaces to a level where I'm not frustrated by a lack of information any longer, although I do feel there's a certain amount of "assumed knowledge"; an understanding that many of the people who are playing this have previously played at least one Pokémon game to death. This leads to a certain amount of flailing around in the early hours as you try to figure certain things out — though pleasingly, the game does actually take the time to point out what common series abbreviations like "TM" stand for, which is something I don't recall X and Y doing.

Pokémon has evolved considerably over time. I played Red and Gold when they first came out on Game Boy, then set the series aside until X and Y which I gave a go for a bit but didn't really feel, although there were certain aspects I did like. Chief among these was the amount of customisation there is in the game, which has really come to the forefront in the 3D installments. I'm a sucker for any game that gives me the opportunity to play a cute girl and dress her up in cute outfits, and Moon certainly hasn't been disappointing in this regard, with plenty of hair and clothing options to choose from. (I actually found myself not wanting to customise X and Y's default female character because I liked her standard look so much, though I understand there was a similar situation here.)

Moon's online feature — the Festival Plaza — is a little peculiar in that true Nintendo "no direct online interaction!" way, but it's charming, endearing and friendly in, yes, that true Nintendo way. Not only do you get the opportunity to ogle the wonderful avatar creations of other players — both from your friends list and randomly gathered from online — but you also get to interact with them in various ways. Perhaps the most appealing part of all this is the fact that it's possible to populate your online profile with a questionnaire covering all manner of different topics, and there are a wide variety of different responses you can give to the prompts — some sensible, some nonsensical. This allows players the opportunity to express themselves and their personality without the potential for unpleasantness that unfiltered direct online communication often brings with it.

As for the main game itself, the setup has been enjoyable so far. In typical Pokémon fashion, you set out from your childhood home to have an adventure, largely prompted by the local crazy professor. Along the way you encounter a rival (who is more of a friend in this character than in some previous installments) and a recurring team of villains (who are, as usual, comedically incompetent in this installment, with the main difference being that the general populace of the Alola region knows how comedically incompetent they are rather than living in fear of them) as you seek to prove your might as a Pokémon master.

I like the fact the structure of the game has been shaken up a bit from "get to each town, visit gym, defeat everyone in there" from the previous games. The new "trials" concept covers the same basic ground, but seems to handle things more like a traditional RPG dungeon, with objectives to complete along the way followed by a boss at the end. I'm interested to see how this develops further in the game — I'm still on the first island at present.

I'm not yet quite sure if I'm "doing it right" with regard to my team makeup and levelling strategy, but I'm sure there are no mistakes I might make that can't be corrected with a little grinding or, if the worst comes to the worst, catching a fresh new Pokémon of a particular type. In the meantime, I'm genuinely enjoying Moon, and I'm keen to see how the game develops in its later hours.

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2511: Maybe Catch Some of 'Em https://imnotdoctorwho.moegamer.net/2016/12/04/2511-maybe-catch-some-of-em/ https://imnotdoctorwho.moegamer.net/2016/12/04/2511-maybe-catch-some-of-em/#respond Sun, 04 Dec 2016 22:55:27 +0000 https://angryjedi.wordpress.com/?p=21642 I decided to give Pokémon another go with the latest installments Sun and Moon, specifically Moon, since Andie picked up a copy of Sun. I've only spent a little over an hour with it so far but already it looks as if Sun and Moon have addressed some of the things I found frustrating about the previous installments, and that, coupled with reports from friends who say … Continue reading 2511: Maybe Catch Some of 'Em →

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I decided to give Pokémon another go with the latest installments Sun and Moon, specifically Moon, since Andie picked up a copy of Sun.

I've only spent a little over an hour with it so far but already it looks as if Sun and Moon have addressed some of the things I found frustrating about the previous installments, and that, coupled with reports from friends who say it's a lot more story-heavy than previous Pokémon games, makes me think I'm probably going to enjoy it a lot more.

One of the things that always frustrated me about earlier Pokémon games was the fact that it was pretty vague about things like debuffs and suchlike. "Pikachu's attack fell!" the game would say. "How much?" I would want to know. "Does that debuff stack if the opponent keeps using the same move?" Neither of those answers were particularly forthcoming in previous installments — or if they were, I certainly didn't know where to find them.

In Sun and Moon, however, there's a handy mid-battle status screen that allows you to see that yes, debuffs do stack, and how many times your Pokémon has been inflicted with a particular debuff. (It still doesn't tell you how much your stat has been reduced by, but you can make an educated guess as to the impact according to the levels of your Pokémon and your opponent.)

Even better, Sun and Moon use information from the Pokédex to allow you to quickly see which moves are effective, super-effective and not very effective against your current opponent, negating the need for constant flipping back and forth between menu screens or keeping copious notes on what was weak and strong against what. Doubtless for some purists learning all this stuff was part of the appeal, but the way Sun and Moon does things is a lot more friendly to people like me who haven't invested thousands of hours in the series as a whole.

These niggly little features aside, I'm impressed with the overall presentation of Sun and Moon, a lot more so than previous installments. While X and Y had some reasonably nice character models, their proportions were a bit weird in comparison to the official art. In Sun and Moon, meanwhile, the characters look just like their hand-drawn counterparts and are animated well, to boot. The only sign it's running on the underpowered 3DS hardware is any time the camera gets a bit close to a character and you can see big jagged pixels on the textures.

I'm not far enough in the story to be able to comment on it as yet, but the early introduction of the character Lillie — current darling of the fanart community, from what I can tell online — gives the story some interesting momentum right from the get-go, and the incidental characters are appealing and fun. In particular, the protagonist's mother is extremely likeable, helping to make your character's home feel a lot more… well, homely.

I'm looking forward to seeing how it develops further; I'm going to give it a proper chance this time around, even if I am currently attempting to juggle it with Final Fantasy XV, which is monopolising most of my gaming time at present. Perhaps I'll finally understand why people go apeshit for each new Pokémon release.

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2338: Link's a Boy, Deal With It. Or Spend Some Time With These Awesome Female Protagonists Instead of Moaning https://imnotdoctorwho.moegamer.net/2016/06/15/2338-links-a-boy-deal-with-it-or-spend-some-time-with-these-awesome-female-protagonists-instead-of-moaning/ https://imnotdoctorwho.moegamer.net/2016/06/15/2338-links-a-boy-deal-with-it-or-spend-some-time-with-these-awesome-female-protagonists-instead-of-moaning/#respond Wed, 15 Jun 2016 02:25:58 +0000 https://angryjedi.wordpress.com/?p=15345 Nintendo revealed its new Zelda game today, or, more accurately, showed off a decent amount of gameplay. It looks lovely, both from an aesthetic and gameplay standpoint, though it remains to be seen if they can provide a Zelda narrative that keeps me interested more than most of the previous incarnations. Naturally, this being the ever-offended Internet, most of … Continue reading 2338: Link's a Boy, Deal With It. Or Spend Some Time With These Awesome Female Protagonists Instead of Moaning →

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Nintendo revealed its new Zelda game today, or, more accurately, showed off a decent amount of gameplay. It looks lovely, both from an aesthetic and gameplay standpoint, though it remains to be seen if they can provide a Zelda narrative that keeps me interested more than most of the previous incarnations.

Naturally, this being the ever-offended Internet, most of the discussion surrounding Zelda was about the fact that, shock horror, Link is still a boy. You know, like he's been for the last 30 years, as an established character — indeed, one of the most recognisable characters in gaming after his Nintendo stablemates Mario and Luigi.

A bunch of people seemed to have got the idea in their head that Link "should" be female in this new Zelda. Nintendo had fueled the fire a little with some concept art and, later, a character called Linkle (seriously?) in 3DS title Hyrule Warriors Legends, but nope; the new Zelda game will feature a male protagonist, just like its predecessors, and — spoiler — will probably also feature a princess called Zelda.

Don't get me wrong, a female Link could be cool, but that's about all. If Nintendo were to change Link to a female character now, it would look like change for change's sake, and Nintendo isn't really about that… to a fault, some might say. There's also an argument that people want to see a representation of themselves on the screen, but no; despite the fact that Link has never spoken in any of the Zelda games, he's still an established character. You are playing as Link; you are not playing as you.

But let's not get bogged down in this; there's a whole argument to be had over Zelda lore and Link actually being lots of different incarnations of one heroic spirit, but that's for another day. Instead, I want to talk about something more general on this topic.

This exchange on Twitter bothered me:

https://twitter.com/IvoryOasis/status/742786606466142208

"They" presumably being either Nintendo, or Japanese developers in general. Either way, it's just plain wrong. Here are some excellent female protagonists from Japanese developers, including Nintendo:

Samus Fucking Aran

If Nintendo consider women "2nd class", how is it one of their most beloved characters is a woman? The fact that Samus is a woman is widely known now, of course, but back when the original Metroid came out it was a genuine surprise to see her take off the helmet of her power armour and reveal that yes, indeed, she was a woman.

This was in 1986. 30 years ago. To my knowledge, not one person has argued that Samus should be rebooted as a man.

Arnice

The protagonist of Nights of Azure by Gust is a thoroughly capable young woman who doesn't take any shit from anyone. Not only that, she's also gay, so double diversity points there.

Pretty much every protagonist in the Atelier series

With the exception of the three Atelier Iris games and half of Atelier Escha and Logy, all the protagonists of the Atelier games have been female. There are 16 Atelier games, plus spinoffs and reboots, and the series has been running since 1997.

Everyone in the Senran Kagura series

The Senran Kagura series has a cast that expands with each new installment, and there are very few male characters. The focus is squarely on the female characters, each of whom get a decent amount of time in the limelight and, in the Versus games on PlayStation platforms, their own side stories to further flesh out their characters. Estival Versus has 25 playable female characters, plus several additional DLC characters.

Everyone in the Neptunia series

The entire main cast of the Neptunia series (with the exception of important character Umio in the latest installment) is female. In fact, there seem to be very few men in these games at all, and when they do show up, they are usually shown to be incompetent or evil. The Neptunia cast has become so strong and recognisable now that it's transcended its original role-playing game genre into visual novels, strategy games and beat 'em ups, with more doubtless to come in the future.

Estelle Bright

Estelle from Trails in the Sky was easily my favourite thing about that game. She was a great protagonist for a traditional RPG: optimistic, enthusiastic and courageous. She also had a dry wit and a good line in putdowns for those who thought she was too tomboyish in her behaviour, and acted as an excellent, well-crafted centrepiece for an interesting, memorable ensemble cast.

Yunica Tovah

One of the three protagonists in Ys Origin, Yunica overcomes a considerable amount of adversity in her world: she can't use magic like many of her peers, but instead of getting mopey and depressed about it, this just makes her throw herself into bettering herself in other ways. She strikes an interesting balance between traditional femininity in her behaviour and being a total badass when it comes to combat, swinging around battleaxes and two-handed swords like they weigh nothing at all.

2B

Not much is known about Nier Automata yet, but if the first game's ambitious, emotional story is anything to go by, there's going to be a very interesting story surrounding the female android protagonist of this sequel.

Bayonetta

Two of the best character action games in the last few years have a woman in the leading role. Bayonetta is designed in the exaggerated superhero mould, and her portrayal in the games deliberately emphasises her sexuality, which she takes total ownership of throughout. Also she rides a motorbike up a rocket into space before punching God in the face.

Milla Maxwell

My love for Tales of Xillia protagonist Milla is well documented, but she bears mentioning again, because she's awesome. An incredibly interesting character with some fascinating development over the course of the two games in which she appears, Milla subverts a ton of tropes and ended up being one of the most memorable characters I've had the pleasure of spending time with in the last few years.


I could go on, but that's probably enough for now.

Needless to say, my point is probably clear: Japanese devs (including Nintendo) emphatically don't think of women or female characters as "second class". In fact, I can name considerably more Japanese games with female protagonists than Western ones. And they're cool, interesting, well-written characters, too — even in the more fanservicey games like Senran Kagura, which many people find to have an extraordinary amount of character development if they go in on the assumption it's about tits.

But let's not let facts get in the way of a good bit of stupid, pointless outrage, shall we?

In other words: stop getting upset that a character who has been male for 30 years is still male when there are a huge number of awesome female-led games from Japanese devs. And stop lying, while you're on. kthxbai

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2288: Star Fox Zero Isn't Too Hard, We've Just Grown Complacent https://imnotdoctorwho.moegamer.net/2016/04/25/2289-star-fox-zero-isnt-too-hard-weve-just-grown-complacent/ https://imnotdoctorwho.moegamer.net/2016/04/25/2289-star-fox-zero-isnt-too-hard-weve-just-grown-complacent/#respond Mon, 25 Apr 2016 23:52:44 +0000 https://angryjedi.wordpress.com/?p=13877 A much-mocked Polygon non-review of Nintendo's new Wii U title Star Fox Zero criticised the game for being a "miserable experience" on the grounds that it was too difficult. The article's author Arthur Gies cited the game's controls as a sticking point for him, and indeed the most vocal critics of the new game — most of … Continue reading 2288: Star Fox Zero Isn't Too Hard, We've Just Grown Complacent →

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A much-mocked Polygon non-review of Nintendo's new Wii U title Star Fox Zero criticised the game for being a "miserable experience" on the grounds that it was too difficult. The article's author Arthur Gies cited the game's controls as a sticking point for him, and indeed the most vocal critics of the new game — most of whom, it has to be said, haven't actually played it — constantly point to the control scheme as the reason the game is somehow "bad".

Well, having cleared the main game three times now (with my last run unlocking a bunch of hidden levels) I can confirm my initial impressions of the game: the controls are really not a big deal, and in fact, for my money, are better than the inherent limitations of the fixed aiming reticle from the previous installments, allowing you to shoot in one direction while flying in another.

I don't want to get hung up on the controls, though. I do, however, want to address the question of it being "too hard" because, having hurled a number of choice swear words both at Andross the first time I reached the final boss and at the optional hidden boss on Corneria when I first came across it, I realised I was encountering something that has become quite unfamiliar in a lot of modern games: the game putting up a bit of resistance to the player and challenging them to get better at it, rather than just brute-forcing their way through.

(That said, Star Fox Zero does have Nintendo's "pity powerup" system that they introduced in the Mario games a while back, in that if you fail a mission repeatedly, you have the option to collect a powerup at the start of the mission that makes you completely indestructible in exchange for your score not being recorded. Gies did not mention this in his not-review, but it's surely pretty plain to see that this option would allow even the most incompetent moron to clear the game without too much difficulty.)

So no. Star Fox Zero isn't too hard; we've just become accustomed to console games — particularly high-profile, big budget and/or first party productions — holding the player by the hand and going out of their way to make sure the player gets to see everything without giving up in frustration. The difference between a Dungeons and Dragons Dungeon Master (who wants the players to see their adventure through, albeit with a few obstacles in their way) and an actual adversarial player in a role-playing or board game situation (who wants to defeat their opponent and claim victory), if you will. Star Fox Zero takes the latter approach; most other games of today take the former. (Which is fair enough, when you think about it — given the astronomical budgets of modern triple-A games, it's not at all surprising that developers want to make sure that players get to see all the stuff they've spent time, effort and money creating.)

There are exceptions to this rule, of course, the most well-known being From Software's Souls series, which is legendarily unforgiving and demands that players practice each and every encounter until they can complete it perfectly. Many independently developed games, too, err on the side of punishing difficulty, particularly if they're going for an old-school feel to their gameplay as well as old-school visuals, as is (still) currently fashionable in that particular part of the games biz. But for the most part, a game on the scale of Star Fox Zero — that is to say, a high-profile, potential system-seller from a first-party publisher — is more likely to err on the side of giving the player a theme park ride: it seems dangerous and challenging at first, but in actual fact, the player is a lot more safe (and constrained) than it might initially seem. Star Fox Zero, meanwhile, gleefully allows the player to fail, and continues to hide things from the player even once you've beaten the final boss.

Take the hidden levels, for example — a wonderfully old-school nod to the previous games in the series. You are never given an explicit warning that a trigger point for one of these is coming up — you're expected to notice the cues for yourself and act accordingly, and if you miss them, well, you miss them; no awesome secret level where you get to play as Peppy taking down a this-totally-isn't-a-Super Star Destroyer-honest for you. (Delightfully, Peppy joyfully shouts "Barrel roll!" every time you do a roll while you're playing as him.)

On top of that, clearing the game for the first time unlocks Arcade Mode, which challenges you to play from the start of the game to the end with no continues and the ability to only stock one spare life if you successfully manage to collect three gold rings. This mode isn't actually any harder than the main game (in which you can freely select any level you've previously cleared) but the added pressure of having to do it without fucking up (well, without fucking up too much) makes it feel like it's slapping you around a bit, though the satisfaction of seeing a mounting high score makes it eminently worthwhile. And, in a pleasant homage to classic arcade games such as Out Run, this mode records an independent high score for each and every possible route through the game you can take, and there are quite a few different alternative routes throughout.

So no; Star Fox Zero isn't too hard. But it is a game that you can fail at, or be bad at. And it's kind of telling that we've reached a point where, outside of the Souls series and a few other exceptions here and there, this has become unusual to some people.

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2285: A Day with Star Fox Zero https://imnotdoctorwho.moegamer.net/2016/04/22/2285-a-day-with-star-fox-zero/ https://imnotdoctorwho.moegamer.net/2016/04/22/2285-a-day-with-star-fox-zero/#respond Fri, 22 Apr 2016 20:59:57 +0000 https://angryjedi.wordpress.com/?p=13777 My copy of Star Fox Zero arrived today, and I've spent most of today playing it. Here are some thoughts, organised under various headings for your convenience. Is it Star Fox? Most definitely yes. Combining the basic core mechanics from Lylat Wars/Star Fox 64 (most notably the scoring system) with a number of levels and encounters inspired by the … Continue reading 2285: A Day with Star Fox Zero →

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My copy of Star Fox Zero arrived today, and I've spent most of today playing it. Here are some thoughts, organised under various headings for your convenience.

Is it Star Fox?

Most definitely yes. Combining the basic core mechanics from Lylat Wars/Star Fox 64 (most notably the scoring system) with a number of levels and encounters inspired by the original Starwing/Star Fox, Star Fox Zero is very much a Star Fox game that knows its roots, knows what the people want and delivers on all fronts.

You want specifics? Okay. The forced-scrolling stages are as pure a Star Fox experience as you're going to get. Learnable groups of enemies (chainable for high scores and bonuses), environmental obstacles, hidden collectibles, alternative routes triggered by various actions you take in the level — it's all here. On top of that, clear inspiration has been drawn from the SNES original with levels based primarily around simple (albeit beautifully textured) geometric shapes in awkward arrangements — plus the final boss battle against Andross is, of course, against a giant head that spits flat blocks at you.

Not only that, but there are plenty of direct quotes and callbacks to the old games, both in dialogue and music, and the end sequence is pretty much a shot-for-shot recreation of the N64 game's ending.

So why not just play Lylat Wars?

Well, besides the fact that Star Fox looks glorious and spectacular in HD, there's plenty of new stuff, too. The most notable addition is the ability for vehicles to transform. The Arwing fighter can turn into a bipedal walker for more precise navigation through confined spaces — ideal for blowing up capital ships from the inside, say — and the Landmaster tank is able to turn into a bomber aircraft for a limited period. There's also a helicopter-like vehicle called the Gyrowing that can move and strafe in all directions, and this also comes with an attached robot-on-a-string called Direct-i that can either be used to grab objects (like conveniently placed bomb boxes) or sneak into tiny holes to hack computers or grab secret shiny things.

As a result of the varied vehicle lineup, stages have much more variety than the previous games. There's a much stronger emphasis on the free-roaming All-Range Mode when you're in the Arwing, and there are some dogfights throughout the game that rival the Ace Combat series for twisty-turny lock-on fun.

What about those controls?

People have been making much too big a deal about these. They're really not that complicated — and not that different from the N64 version, for that matter.

Here's how they work in the Arwing: left analog stick turns and climbs or dives. Right analog stick rolls, boosts and brakes, fulfilling the role that the C-buttons had on the N64 pad. ZR fires your guns — tap for rapid-fire laser, hold for lock-on charged shot.

Simple, right? The thing that people are getting hung up on is the addition of motion controls using the GamePad. These work by making your aiming reticle independent from the way your ship is facing, allowing you to move in one direction and shoot in another, eliminating the problem the past games had of forcing you to be in a potentially inconvenient position on the screen if you wanted to hit something in an awkward place. Much like the motion controls in Splatoon, these are surprisingly sensitive and precise, and can be re-centred at any time if you find your hands drifting from their original position. They're really not a big deal, though; you can get through the vast majority of the game without needing the added precision of aiming using them.

A slightly bigger adjustment for some people will be switching your attention between the TV and the GamePad screens during play, because you'll need to. The GamePad displays a first-person cockpit view of whatever vehicle you're in, while the TV screen usually displays a rear view of your vehicle, but has the option of switching you into a '90s flight sim-style Target Lock mode, which keeps both your ship and the thing you're targeting in view, meaning that the camera won't necessarily stay behind you. Most of the time, this is optional, but there are a number of boss battles in particular where you're forced into Target Lock view, which is your cue to keep one eye on the TV to recognise your relative position, but give most of your attention to the cockpit view on the GamePad. This is particularly important in the final battle, in which important elements are only visible through the cockpit view on your GamePad, but where dodging some of the boss' attacks is considerably easier from the Target Lock view, which gives you an overview of the action.

Once you become accustomed to using Target Lock view in combination with the cockpit view on the GamePad, you can have a full awareness of your position relative to the enemy on the battlefield, and position yourself accordingly. There's a small learning curve, but the payoff is great — plus it makes the TV screen really fun to watch for anyone sitting with you.

Does Peppy say "do a barrel roll"?

Of course he does.

Is the "barrel roll" still not actually a barrel roll in aeronautical terms?

Correct. This is a barrel roll.

I heard this game's really short.

You haven't played many shoot 'em ups, have you? Star Fox Zero is actually pretty long by shmup standards, at a couple of hours from start to finish, but the point is not to play it once and never touch it again. The point is to replay it to find alternative paths, secret levels, hidden collectibles and the five medal conditions on each stage… then replay it some more in the "Arcade Mode" that unlocks after clearing the main game once to beat your best clear times and scores. There's plenty to do.

What is Star Fox Guard?

Ah yes. I actually hadn't heard of this at all until I preordered my copy of Star Fox Zero, but conveniently the edition of the game I got came with a physical copy of Star Fox Guard as well, which, it turns out, is a fun game in its own right, too.

Star Fox Guard is… kind of a tower defense game in that you have a thing you need to protect against being destroyed by evil things, and you have other things that shoot stuff at the evil things in order to prevent them reaching your thing.

Where it differs from your usual tower defense affair is that you're in direct control of all your towers. Twelve of them, in fact, scattered around maps of various layouts, and all of which have a camera attached to them. During a level, you'll have to keep an eye on twelve screens at once (thirteen if you count the GamePad map) and switch focus to one at a time in order to shoot incoming enemies manually.

Another twist is that you don't have to destroy all the enemies: the only enemies necessary to destroy to clear each level are the "Combat" variety, which will immediately destroy your core if they reach it. There's a specific number of these you'll need to defeat on each level, and once you reach it, the level is over immediately. All other enemies are "Chaos" enemies, which have various abilities that interfere with your cameras and towers, but which can't destroy your core directly. Some blow up and knock out nearby cameras completely for a few seconds; others spew gas that ruins your visibility; others still replace your camera's view with intermittent nonsense.

Unusually, there are also boss fights, in which you use your twelve cameras to take down a single large enemy, which may or may not have minions.

There's also a levelling system, which unlocks new types of camera and weapon to use — including some that can lock on to multiple enemies or slow enemies down — and a selection of Extra missions that add additional objectives or mechanics to the mix. Then when you're done with all that, you can create your own Squads of robots you've unlocked by progressing through the game and design your own fiendishly difficult waves of enemies for other players around the world to challenge, and you can challenge other players' Squads too.

While simple in execution, Star Fox Guard has has a surprising amount of care and effort put into it, and I can see it being an entertaining little diversion.

Is it good, then?

It's not an exaggeration to say that Star Fox Zero is the Star Fox game I've been waiting for since Lylat Wars. While it doesn't do anything particularly interesting with the story — it's a remake/reboot rather than a sequel — Star Fox has never been about narrative and characterisation. Instead, it's about satisfying, spectacular, cinematic space combat, and in that regard, it well and truly delivers.

Not too hard?

No. If you think it is too hard, you have no business reviewing games.

Right then.

Okay.

Thank you.

You're welcome.


Barrel roll diagram by Zaereth – Own work, CC BY-SA 4.0.

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2283: Emergency, Emergency, Incoming Enemy Fighters https://imnotdoctorwho.moegamer.net/2016/04/21/2283-emergency-emergency-incoming-enemy-fighters/ https://imnotdoctorwho.moegamer.net/2016/04/21/2283-emergency-emergency-incoming-enemy-fighters/#respond Thu, 21 Apr 2016 00:15:57 +0000 https://angryjedi.wordpress.com/?p=13708 Star Fox Zero is out this week. This game has kind of snuck up on me, but I'm very excited to give it a go, because I love Star Fox. Or, well, I love the original Star Fox/Starwing and the N64 sequel/remake/reboot/whatever it was Star Fox 64/Lylat Wars — I must confess, I never played the more recent games on the … Continue reading 2283: Emergency, Emergency, Incoming Enemy Fighters →

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Star Fox Zero is out this week. This game has kind of snuck up on me, but I'm very excited to give it a go, because I love Star Fox.

Or, well, I love the original Star Fox/Starwing and the N64 sequel/remake/reboot/whatever it was Star Fox 64/Lylat Wars — I must confess, I never played the more recent games on the Gamecube and DS, partly because they weren't particularly well received and partly because they didn't quite sound like what I wanted from a Star Fox game, which is to say, a solid rail shooter in '90s arcade style.

I vividly remember playing the original Star Fox (in Japanese) for the first time. Having been playing computer games on the Atari ST, I was already used to what was supposedly Star Fox's biggest innovation: polygonal 3D graphics. And, in fact, in many regards, the polygonal graphics found in Atari ST games were often more complex and impressive than those found in Star Fox, though there were a few fancy tricks that Nintendo's game used sparingly that absolutely couldn't have been done on the ST, most notably some occasional texture mapping and the combination of hardware-scaled sprites with the polygonal ships and structures.

The fact that I wasn't as immediately gobsmacked by Star Fox's graphics as I felt like I was supposed to be didn't matter, though, because everything else about that game made up for its relatively simplistic polygons. The spinning, digitised speech-accompanied launch sequence that reminded me of an arcade game; the incredible music; the G-LOC-style zooming in and out of the cockpit in the spaceflight sections — all of these things combined to give me an experience on a home console that, while I recognised wasn't quite up to the standard of arcade games — most notably in terms of frame rate, resolution and screen size — certainly came damn close, reminding me in particular of Namco's Starblade, particularly in the first-person spaceflight sections.

Lylat Wars was interesting because there were a lot of things it did better than its predecessor, and some things it did worse. Most notably, the graphics were considerably better, with the game being probably one of the most visually impressive games on the N64, and the music was fairly atrocious, making use of Nintendo's dreadful MIDI synth chip that it used throughout most of the N64 era, which somehow managed to sound worse than the wonderful wavetable synthesis music of the previous generation's SNES. Thanks to its inclusion of digitised speech throughout instead of nonsensical babbling, Lylat Wars was also the birthplace of what was arguably one of the first ever gaming memes in the form of "Do a barrel roll!" — though my friends and I always preferred "You've gotta use the boost to get through!" for some reason.

I'm looking forward to trying out Star Fox Zero for myself, an am unperturbed by question marks over its strange-sounding control scheme; Splatoon's control scheme sounds strange on paper, and that certainly works extremely well, so I'm open to being convinced. I'm also reassured that Arthur Gies of Polygon hates it, because Arthur Gies of Polygon hates anything fun.

Game assures me that my copy has been shipped so if I'm lucky it might even arrive a day early tomorrow… if not, expect some first impressions on Friday.

All ships check in!!

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2264: Miitomo: Pointless, Stupid and Friendly - Exactly What Social Media Should Be https://imnotdoctorwho.moegamer.net/2016/04/01/2264-miitomo-pointless-stupid-and-friendly-exactly-what-social-media-should-be/ https://imnotdoctorwho.moegamer.net/2016/04/01/2264-miitomo-pointless-stupid-and-friendly-exactly-what-social-media-should-be/#respond Fri, 01 Apr 2016 16:01:07 +0000 https://angryjedi.wordpress.com/?p=13087 Nintendo released its mobile-social app Miitomo recently. I wasn't going to check it out as I tend to find most mobile-social apps completely and utterly pointless drivel that only serves to make your brain dribble out of your ears, but the number of people I knew who were giving this a go inspired me to give it … Continue reading 2264: Miitomo: Pointless, Stupid and Friendly - Exactly What Social Media Should Be →

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Nintendo released its mobile-social app Miitomo recently. I wasn't going to check it out as I tend to find most mobile-social apps completely and utterly pointless drivel that only serves to make your brain dribble out of your ears, but the number of people I knew who were giving this a go inspired me to give it a chance — as did the fact it sounded a little like the "social questions" services such as Ask.fm, Formspring, Retrospring and the like that had been popular in the last few years.

So what is Miitomo? Well, after a slightly convoluted sign-up process, which requires you to create a Nintendo Account (which is not the same as a Nintendo Network ID, nor a Club Nintendo account, though the former can be used as a quick means of registering if you have a 3DS and/or Wii U) you're given the opportunity to create a Mii to represent yourself. If you used a Nintendo Network ID to create your account, you can import this directly from your account; alternatively, you can create a new one if you prefer, either by getting the app to attempt an automatic creation process from a self-portrait, or manually through picking and choosing bits and pieces for the Mii's face.

Miitomo goes a step further than Mii creation on Nintendo's consoles, though, since you have the opportunity to set up a voice and personality for it. Personality largely dictates the variety of animations the Mii uses when it's talking and how generally "expressive" it is, while the voice can be chosen from a number of different presets and then have its intonation, pitch and various other elements tweaked to your exact liking. The voice synthesis is actually very good indeed  — there's the odd word it struggles with here and there (and it doesn't understand the difference between words in all-caps and acronyms, meaning "IT" becomes "I.T.") but for the most part its pronunciation is very good, even when you make it swear.

Unusually for a Nintendo product, there are no filters of any sort on the things you can make your Mii say. This is because Miitomo, as a social app, only allows you to communicate and share with your immediate and mutual friends from other platforms such as Twitter and Facebook. There's a bit of "second degree connection" in there too, because you can add people purely on the basis of having some mutual friends, and you can have discussions with people you aren't friends with in comment threads belonging to someone who is your friend, but for the most part, your experience is curated in such a way that you should theoretically only come across content from people you know — and know what to expect from.

Using Miitomo largely revolves around answering questions. When you first start the app, your Mii will ask you a few basic questions to get you started, then once you've added some friends you can hear what they had to say in response to various questions by tapping on a speech bubble with their face in that pops up. Once you've heard their answer, you can give it a heart, post a comment on it or see what other people you know had to say in response to the same question — though if you hadn't already heard their answers, you need to bribe them with sweets to get them to cough up the information.

Outside of this main social element, there's also an element of self-expression through the costume store and pachinko-esque minigame, in which you can acquire clothing and accessories for your Mii. Once suitably attired, you can then take photographs of your Mii, posing them using a number of different animations and facial expressions, then putting them on top of a background (which can be a photo from your phone instead of a preset) and adding text and other special effects.

You're rewarded in some way for everything you do. Answering and reading questions nets you coins, which can be spent in the shop or on the minigame to acquire new outfits. Missions provide you with simple things to do each day to keep you engaged, and reward you with money or game tickets for free attempts at the minigame. And you have both a "popularity" and "style" level which can be ranked up independently by interacting with other people and changing your outfit respectively.

The thing that struck me most about Miitomo is how friendly it all feels, even when your friends are posting foul-mouthed or lewd diatribes in response to seemingly innocuous questions. The fact that the Miis actually read everything you say out loud actually encourages you to consider what you're posting before you send it — at least, I felt that way, anyway — and as a result, it feels a lot more like actually engaging with real people rather than anonymous usernames and avatars.

The fact that the only way you can interact with people is through the questions that Nintendo provide for you is somewhat limiting in comparison to the total freedom of platforms like Facebook and Twitter, but in a sense this is actually a positive thing: it keeps Miitomo focused on actually socialising and sharing a bit of harmless fun with friends, rather than the politically-charged grandstanding both Twitter and Facebook inevitably descend into on a regular basis. There's no links about how great/awful Donald Trump is; no indignant ill-informed op-eds about recent happenings; no cat pictures (although there is a question about cats); and no spam. Although heavily curated and somewhat restrictive in terms of what you're actually able to say to one another — though I suspect this may evolve over time, perhaps even with user-submitted questions? — Miitomo feels like the essence of what social media is supposed to be about, rather than what it typically tends to be used for these days.

I don't know whether I'll bother using Miitomo for longer than a few days, but for the moment it's a bit of harmless fun that provides an enjoyable, idle distraction when I don't have anything better to do.

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2263: Fuck This Culture War; Everyone Needs to Rebuild https://imnotdoctorwho.moegamer.net/2016/03/31/2263-fuck-this-culture-war-everyone-needs-to-rebuild/ https://imnotdoctorwho.moegamer.net/2016/03/31/2263-fuck-this-culture-war-everyone-needs-to-rebuild/#respond Thu, 31 Mar 2016 00:29:56 +0000 https://angryjedi.wordpress.com/?p=12993 This is the "earliest" I've ever posted on here, at 12:22AM (edit: now 1:19AM, it's taken an hour to write all this crap), and since I haven't been to bed yet it's technically still "yesterday" so far as the original rules of #oneaday go, but I wanted to address this subject immediately while it was … Continue reading 2263: Fuck This Culture War; Everyone Needs to Rebuild →

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This is the "earliest" I've ever posted on here, at 12:22AM (edit: now 1:19AM, it's taken an hour to write all this crap), and since I haven't been to bed yet it's technically still "yesterday" so far as the original rules of #oneaday go, but I wanted to address this subject immediately while it was fresh in my mind, so here I go breaking with convention somewhat.

Today, Alison Rapp got fired from Nintendo. If you don't know who Alison Rapp is or why she got fired, I'd urge you not to look into it; it's a complicated, messy situation that everyone involved could have probably handled better — but it also, after a certain point, became a bit of an inevitable outcome to just one of many shitstorms the games industry has already endured in just the first three months of this year.

The matter of Rapp is a symptom of a much larger problem that has been rumbling away for the last few years now: a so-called "culture war" between two somewhat ill-defined sides whose edges have a tendency to blur into one another somewhat. It's a whole world of hypocrisy, kneejerk overreactions, dogpiling and public shaming, and it's made the Internet an altogether far more unpleasant place to be than the "global village" it was once positioned as.

The culture war in question is broader than the field of games, but it's in gaming that it's perhaps most clear to see. Described by commentators via the gross (and erroneous) oversimplification that it is a battle between "GamerGate" and "SJWs", the conflict is primarily between people who claim to be in favour of free speech, against censorship and against public shaming of politically incorrect viewpoints, humour or creative material, and people who claim to be in favour of increased diversity in culture, improving the representation of women, homosexual people, transgender people, people from non-white, non-English-speaking cultures and any number of other minorities you might care to mention.

Fundamentally, both "sides" have good points, and both sides actually also have a lot in common. The "free speech" side are all in favour of diversity — they just don't want it to come at the expense of the ability for traditionally privileged groups to be able to speak their mind as well, which is perhaps a valid concern, given the number of people on the "diversity" side who will explicitly state that they reject the opinions of white men, regardless of how much merit they might have. Conversely, the "diversity" side are also in favour of free speech — that's the core of the diversity they're fighting for, in fact: the ability for everyone, regardless of social, cultural, sexual, gender…al background, to be able to speak their mind, make the creative works they want to make and celebrate them.

Unfortunately, something went wrong somewhere along the line. The origins of the GamerGate controversy amid the tell-all blogpost of relatively unknown indie developer Zoe Quinn's ex-boyfriend — as well as accusations that aspects of her personal life had given her TWINE game Depression Quest rather more favourable coverage than it would have otherwise garnered — gave the "diversity" crowd a considerable amount of what they saw as ammunition to prove that "gamers" — inasmuch as that is a coherent group, which it absolutely 100% isn't — were misogynistic harassers keen to drive women out of gaming, which was something they'd been trying to argue for a couple of years already. "Gamers", meanwhile, hit back, quite rightly resenting the implications that they were a bunch of woman-hating fuckheads who wanted to play nothing but brown guntastic dudebro sims where people say "bitch" a lot.

No-one came out of this looking good. Quinn's name was dragged through the mud — whether it was justifiably so or not, I can't say for sure, though I must admit my few sightings of her on social media had always rubbed me up the wrong way — but at the same time, an entire group of people whose only common factor was a shared hobby that they all loved — and yes, that group includes men, women, straight people, gay people, cis people, trans people, black people, white people, Asian people, Latino people and any other arbitrary denominations you'd care to come up with — came under attack from people who decided that they knew better, and that they knew how the world should behave. And the conflict then proceeded to escalate, and now it's been going on for several years — and yes, this nonsense did start before "GamerGate" ever became a thing… remember the Mass Effect 3 controversy?

There's a lot more to it than all this, but I don't want to get bogged down in details, largely because I've only really casually observed from the sidelines while all this has been going down and can't speak with any great authority on what's been going on in either camp.

What I can talk about, however, is the overwhelmingly negative effect that the last few years has had on gaming culture as a whole, because it fucking sucks. It really does. As someone who loves games, and has done since he was a small boy; as someone who loves talking about games, and writing about games, and telling all his friends about games they've never heard of… it really, really fucking sucks.

This "culture war" we're living is not conducive to social progress, nor is it in any way making the games industry a better place for anyone. Why? Because both sides want it their way and no other way. Compromise is off the table, and opinions are firmly entrenched. GamerGate bad, progressiveness good. Unless you're involved in GamerGate, in which case GamerGate good-but-misunderstood, SJWs bad. Proceed to yelling at one another, making unpleasant attacks on each other and, if you're Graham Linehan, trawling through a young man's Facebook photos to find a picture of him with his mother to ask him if "she would be proud" of how he behaves online, simply because they are on opposing "sides" of this nonsense. (Yes, this really happened.)

There's no nuance in this discussion. No acknowledgement that both sides have good points — the progressives take things too far with their claims of "diversity" inevitably just veering into overcompensating "oppression of the privileged" territory while crying "GamerGate did it!" any time something bad happens; the free speechers are a little too resistant to things outside their comfort zone, consistently refusing to accept games like Gone Home as "real games" because they don't conform to arbitrary guidelines of what is acceptable in the medium — and no attempts to understand one another. Battle lines are drawn. Weapons of choice are snarky comments fired from deep in the trenches of the Internet, escalating to insults and name-calling, and in some cases even to having tangible effects on aspects of people's "real" lives, like their jobs and family.

And no-one will admit that this "culture war" is all a big steaming pile of shit that is just causing culture as a whole to stagnate. All we're achieving is making individual subcultures within the "gamer" umbrella become more and more isolated and insular from one another, when what we should be doing is encouraging cross-pollination and exploration of games from outside your comfort zone.

And make no mistake, no-one is blameless in this. The whiny channer who bitches about "walking simulators" and how they're bullshit is no better than the whiny Kotaku writer who bitches about how Senran Kagura's boobies make him feel uncomfortable. The Redditor who cries "censorship!" over changes to a game's script in localisation is no better than the forum poster who complains to Blizzard that he's upset he has to see a lady's bottom in tight pants. The feminist who claims everyone against her opinions is an "MRA" is no better than the actual MRAs who believe in feminist conspiracies. Get it? Fuck all of this conflict; none of it achieves anything whatsoever except making the people who just want to get on with their lives and enjoy the things they love completely and utterly fucking miserable.

Yes, I am talking about myself here. I have friends on both "sides" of this debacle, and I'm terrified of them interacting with one another, or of any of them believing me to be one "side" or the other for fear of being ostracised. I'm already a bit of a hermit; I don't need to lose friends over something that I really don't want to get involved in. But I am losing friends; there are people I don't feel comfortable talking to online any more because I know that they'd believe my opinions to be "wrong" in comparison to them, and there are people I just don't want to associate with any more because they appear to have turned into dribbling, rabid, irrational psychopaths who simply won't listen to reason.

All I want — and I realise saying this here is just pissing in the wind, but regardless — is for people to accept one another for who they are, and what they like.

No shaming people who enjoy Japanese games for being "paedophiles".

No shaming people who enjoy "walking simulators" for liking "not-games".

No shaming men for enjoying attractive women in their games.

No shaming creative independent developers for using gaming as an interactive medium for creating works of art.

No shaming writers for depicting things that they don't necessarily agree with, but want to show.

In fact, no more shaming, full-stop. No more blanket accusations. No more assumptions. Just acceptance. It doesn't even have to be understanding — I don't expect everyone I know to understand exactly why titles like the Neptunia series and Senran Kagura mean so much to me, so long as they respect that I feel that way, and don't call me and the things I love "skeezy" or "gross" or whatever 12 year old girl's words they're using this week. I certainly don't understand why people love, say, The Witness or Crusader Kings 2, but I'm certainly not about to start shaming the people who do, because I'm glad they have those things that they can enjoy while I have things that I can enjoy.

That's diversity, right there: everyone having something that is "for them". And the only way to make it better is to make more of everything for everyone — and accept that not every individual thing is aimed at every single individual person. And to accept that this is fine. And perhaps even to occasionally take a look at things you wouldn't normally consider just out of curiosity — all in the name of understanding.

Culture becomes richer and more interesting when its smaller subdivisions are able to go off and do their own thing in peace, occasionally crossing boundaries and drawing influences from one another, or at least recognising, contrasting and celebrating the things we do similarly and differently from one another. That's the exact opposite of what we have right now; currently, our smaller subdivisions in culture are erecting 30-foot tall barbed wire fences and firing artillery shells full of shit over the top of them.

So fuck this culture war. Fuck all the arguments I'm seeing on Twitter right now. Fuck the people who think that yelling "GamerGate did it!" or "SJWs did it!" is more important than enjoying this hobby that we all supposedly love so much. I want to go back to a time where anyone can post something about a cool new game they've tried out, and not have to worry about someone, somewhere getting offended or insulting them for it. I want to go back to a time when the press didn't hate its readers, and the readers didn't distrust the press. I want to go back to a time when Japan's weirdness was regarded as something people wanted to explore and find out more about, rather than get skeeved out by. I want to go back to a time when weird, experimental games were cool and exciting rather than "blargh, not another pretentious indie game".

Basically I think I probably want early '00s-era 1up.com back.

But sadly, I'm not sure we're ever going to get days like that back.

Oh well, all I can attempt to do, at least, is attempt to be the change I want to see in the world. Hopefully a little positivity will go a long way.

Now I'm going to bed. Please be a better place in the morning, world.

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2254: The Irritating Trend of Gleeful Negativity https://imnotdoctorwho.moegamer.net/2016/03/23/2254-the-irritating-trend-of-gleeful-negativity/ https://imnotdoctorwho.moegamer.net/2016/03/23/2254-the-irritating-trend-of-gleeful-negativity/#respond Wed, 23 Mar 2016 02:09:28 +0000 https://angryjedi.wordpress.com/?p=12677 Earlier today, a rumour broke that Nintendo would supposedly be stopping Wii U production by the end of this year. Nintendo subsequently denied this, of course — even if it turns out to be true, Nintendo keeps an Apple-esque veil of secrecy over all its upcoming plans and doesn't tend to comment on rumours and … Continue reading 2254: The Irritating Trend of Gleeful Negativity →

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Earlier today, a rumour broke that Nintendo would supposedly be stopping Wii U production by the end of this year. Nintendo subsequently denied this, of course — even if it turns out to be true, Nintendo keeps an Apple-esque veil of secrecy over all its upcoming plans and doesn't tend to comment on rumours and speculation.

Predictably, as soon as the first report was published, everyone was all over the news like vultures circling a still-warm corpse. The Wii U is arguably tied with the Vita as the gaming industry's favourite whipping-boy, and it honestly makes me feel a little disgusted at the amount of glee some people seemed to be directing at the prospect of what is a very good console — albeit less powerful than its Sony and Microsoft counterparts in this generation — going the way of the Dreamcast.

Nintendo aren't particularly popular with certain groups of gamers at the moment, largely due to the controversy surrounding the English localisations of Fire Emblem Fates and Bravely Second due to perceived unwelcome pressure from sociopolitical groups. Regardless of whether or not the decisions made for those games were mistakes or not — and sales figures for Fire Emblem certainly seem to suggest that there are a lot of people who aren't particularly bothered — Nintendo is still in a unique position in the business, however: they have a console platform that is completely separate from its competitors, which is the only place to play certain games, and which is still the only place to play first-party Nintendo games.

Platform exclusives might not be as much of a big deal as they used to be — both Sony and Microsoft's first-party work in recent years has been a little lacklustre for the most part — but they're still Nintendo's bread and butter. Super Mario, Mario Kart, Super Smash Bros. and Zelda are all staples of any Nintendo platform, and with the Wii and Wii U generations we've added Splatoon and the Xenoblade series to that list. All very strong, polished games; all games that make the Wii U a unique console with a ton of its own character.

This is what bugs me, y'see: the most important thing about a games console is the software library that runs on it — the games. And the Wii U, despite not being the most technologically advanced system on the market, has some of the very best games in recent years available for it. Not only that, but it continues to fly the flag for family-friendly gaming while Sony and Microsoft primarily court the gritty realism of modern triple-A titles. Wii U games, for the most part, are awash with primary colours, cheerful music and the clear self-awareness that they are games; they're not trying to be movies, or works of art, or anything like that: they're just trying to be a ton of fun for their audience — and succeeding.

But despite that strong (albeit small) library of games for the system, it's everything else about Nintendo's system that gets criticised: so much so that the worthwhile achievements of the games — and make no mistake, there are enough good games available for Wii U to make purchasing one worthwhile — get overshadowed. Their online system sucks! (Except all these bits that don't!) Their marketing is rubbish! (You're not helping!) The controller is weird! (Play Splatoon with it, then tell me that's not infinitely better than playing an FPS/TPS with a regular gamepad!) You can't buy new GamePads! (Then don't break it!) Their downloadable games are too expensive! (Then don't buy them!)

I'm being facetious to an extent — there are valid criticisms to be made of much of what Nintendo has done in recent years, but there's also a lot to praise. And when it comes down to it, none of these criticisms are particularly important to the Wii U doing what it is primarily designed to do: to play games.

Which is why I get so frustrated when I see people who don't own Wii U's revelling in its "failure". And why I get so frustrated with a media who will post 57 articles about the latest mediocre triple-A blockbuster game to be released on Xbox One and PlayStation 4, yet barely mention the incredible technical achievement of something like Xenoblade Chronicles X. It's part of an increasingly overwhelming culture of gleeful negativity in all aspects of society: schadenfreude has always been a thing, of course, but there seems to be an increasing number of people out there who do nothing but piss, moan and complain about absolutely everything rather than finding something they do like and enjoying it — either quietly or, as I tend to do, as loudly as possible so other people might be able to discover and enjoy the things I've grown to love.

Still. If the Wii U does fail and does cease production this year, it's all but assured a place in gaming's Valhalla alongside Sega's Dreamcast: consoles dead before their time, with libraries of great games that only a few people played when they first came out, and that more and more people regret getting rid of when they become super-rare a few years down the line. Yep, I'll be holding on to mine for sure; I may not have a ton of games for it, but those that I do have are among my favourites in my game collection.

And no, you may not borrow Xenoblade Chronicles X in five years' time.

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2198: Petting Waifus and Gay Conversion https://imnotdoctorwho.moegamer.net/2016/01/26/2198-petting-waifus-and-gay-conversion/ https://imnotdoctorwho.moegamer.net/2016/01/26/2198-petting-waifus-and-gay-conversion/#respond Tue, 26 Jan 2016 20:14:18 +0000 https://angryjedi.wordpress.com/?p=10468 It came to light today that Nintendo of America apparently hasn't stopped with the localisation edits to the upcoming Fire Emblem Fates that had already been revealed: it seems that the "petting" minigame, during which you can directly interact with the characters in your party — male and female — and improve your relationships with them has been … Continue reading 2198: Petting Waifus and Gay Conversion →

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It came to light today that Nintendo of America apparently hasn't stopped with the localisation edits to the upcoming Fire Emblem Fates that had already been revealed: it seems that the "petting" minigame, during which you can directly interact with the characters in your party — male and female — and improve your relationships with them has been excised completely. Kotaku described this as a "minor change in the name of localisation".

Perhaps it is "minor". Perhaps it is an unnecessary part of the game. Perhaps those who are unaware of the Japanese version won't even know it was there to be missed. But none of this changes the fact that a feature of the game — with this being the first Fire Emblem game where you could directly interact with party members in this way — has been removed entirely from the Western release, giving English speakers a version of the game which is comparitively gimped when placed alongside its original Japanese source material.

Before I go any further, I'd like to talk a little about my general views on localisation. In short: localisation can be helpful and sometimes necessary to ensure that the right audience can access a work. The Ace Attorney series, for example, benefited considerably from its rather drastic localisation, opening it up to a much broader audience than those who would have been comfortable with a protagonist called Naruhodo Ryuuichi rather than Phoenix Wright.

For me, the key thing when considering how drastic localisation changes should or could be is the question of cultural context. Sometimes the inherently Japanese context of a work is important — key examples include titles like the Persona series, which is set in and around Japanese high schools; the Shenmue series, whose entire first game was set in a few lovingly rendered regions of a Japanese town; the Yakuza series, which is about as accurate a simulation of Japanese nightlife as you're going to get, regular street brawls aside; the Senran Kagura series, which is steeped in both Japanese mythology and cultural peculiarities such as student rivalries and, you know, being a ninja; and any number of visual novels you'd care to mention, which often rely heavily on conventions of Japanese culture, particularly with regard to interpersonal relationships.

For other titles, though, it's less important to keep this authentically Japanese feel to it. Something like my perennial favourite the Hyperdimension Neptunia series, for example, works well with the breezy tone of its localisation, though more diehard fans remain dissatisfied with character traits introduced through NIS America's original translations of the PlayStation 3 games prior to Idea Factory International taking matters into their own hands. Likewise, the localisation of Final Fantasy XIV was excellently handled, featuring some well-done and deliberately flowery — almost Shakespearean at times — dialogue that many have noted added considerable depth to the original source's writing. Indeed, in Final Fantasy XIV's case, many of the things introduced through its localisation have found themselves "backported" to the Japanese version, so well-received were they — though I will admit if you know even a bit of Japanese, playing the game with Japanese voices and comparing to the English subtitles can be a little jarring.

Anyway: the point is, I'm not opposed to localisation where it's appropriate or necessary to broaden a work's appeal, and particularly if said work is aimed at mass market but is still riddled with Japanese cultural references no-one but 1) Japanese people and 2) weeaboos will recognise. Where a specifically Japanese tone and feel is necessary to an authentic translation of the work, though, I'd rather the translation be as literal (but readable) as possible where it can.

And so we come to Fire Emblem Fates. What we have here is a title that isn't particularly Japanese in feel or tone, since Fire Emblem has always erred on a stereotypically Western approach to fantasy at times. As such, I wouldn't be opposed to localisation changes that help a broad audience to access, understand and appreciate the work as a whole by toning down its "Japaneseness".

That's not what we're getting though. Fire Emblem Fates' most drastic localisation edits are nothing to do with helping people understand and access the work, but they are everything to do with minimising offense. Take the notorious "gay conversion" scene, for example: the original hoohah over this came about as a result of some Tumblrina spilling her spaghetti everywhere over what she perceived to be a male protagonist spiking the drink of a lesbian character and "converting" her to being straight enough to marry him. In actuality, the scene is about nothing of the sort: not only is the "magic powder" used to improve her battle effectiveness rather than get her into bed — fainting the moment you get close to a man isn't a good way to wage war — but the female character in question, Soleil, might not even be gay in the first place, if the Fire Emblem Wiki is to be believed: all Soleil's romantic interests are male, making the matter perhaps more one of something related to androphobia rather than homosexuality.

And as for the removal of the "petting" minigame, it just feels like a "mother knows best" moment; like we Westerners are somehow expected to be shocked and appalled enough at the prospect of physically interacting with a video game character and faint on the couch in protest.

I don't like this trend. It feels like a reversal of all the good work that was done in the late '90s and early '00s, where games were regularly praised for having the guts to include adult content other than the "usual" violence. I vividly recall Sierra's adventures Police Quest 4 and Gabriel Knight being highlighted as examples of the medium maturing because of their willingness to include the word "fuck" in their scripts, previously never heard in a game; and likewise I remember PC Zone magazine running a feature in one of its early issues about Megatech's hentai games, noting that their willingness to tackle adult themes — just like anime, which was starting to become popular and fashionable in the UK around the same time — was a sign that some game makers were finally starting to acknowledge that games weren't just for kids.

I'm no fan of Fire Emblem generally — largely due to a lack of experience with the series rather than an actual dislike of it — but these types of big changes made for the wrong reasons make me somewhat uncomfortable, because they're sanitising works of art in the name of appeasing small but loud groups of people, many of whom likely wouldn't have played the game in the first place. It's babying the Western audience, protecting them from things that might "offend" us, whereas one of the best things about art — any form of art, whatever the medium — is its ability to challenge us and get us to think about things in a different way. If you wipe out everything that might offend someone somewhere from art, you're left with a castrated culture that increasingly wants to retreat into its "safe spaces" rather than explore the strange, wonderful, terrible and fascinating things writers come up with.

Not to mention the inherent hypocrisy: Western games don't get butchered in this way in the name of "think of the children". Grand Theft Auto features strip club scenes where you can have a first-person view of a lap dance, which provides no gameplay benefits whatsoever. The recent Thief reboot featured a level where you could peek through a hole in a wall and witness an explicit BDSM sex scene — again, for no real reason other than for background decoration. One of the Far Cry games from a while back opened with a first-person sex scene. And there's the multitude of banging scenes in the Witcher series.

I don't object to any of the above — I'm of the opinion that it's nice for games to treat me like an adult who can handle seeing sexual material. But when Western games get away with stuff as explicit as this, whereas Fire Emblem Fates gets butchered for something far tamer than anything the aforementioned games included, I cry foul. It makes me particularly uncomfortable as a fan of Japanese games to feel that titles from certain publishers or localisation teams aren't providing me with an experience that's completely true to the source material. It may still be great, sure — and everything seems to indicate that Fire Emblem Fates is an ambitious, excellent game — but the experience is somewhat marred by the knowledge that I'm missing out on something that other regions are more than happy to include.

I hope this is a trend which fizzles out quickly; the sooner we get over this inane desire to "protect" people from content they might want to see, the better; in the meantime, I'm more than happy to continue supporting developers and publishers who bring titles over mostly if not completely unscathed: groups like Idea Factory International, Marvelous Europe, Koei Tecmo (with the exception of Dead or Alive Xtreme 3, of course), XSEED Games and latter-day NIS America.

"Gaming needs to grow up," the argument frequently runs. Well, for that to happen, you need to start acknowledging players like adults first.

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2176: Life on Mira https://imnotdoctorwho.moegamer.net/2016/01/04/2176-life-on-mira/ https://imnotdoctorwho.moegamer.net/2016/01/04/2176-life-on-mira/#respond Mon, 04 Jan 2016 22:30:32 +0000 https://angryjedi.wordpress.com/?p=9608 I finished the main story of Xenoblade Chronicles X today, but my time with the game is far from over, since there's still a whole lot to do once you clear the story. I wanted to reflect a little on my experience with the game so far — 100 hours' worth — and reiterate that I think … Continue reading 2176: Life on Mira →

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I finished the main story of Xenoblade Chronicles X today, but my time with the game is far from over, since there's still a whole lot to do once you clear the story.

I wanted to reflect a little on my experience with the game so far — 100 hours' worth — and reiterate that I think it was absolutely the best game released last year that I had the good fortune to play. There may be some spoilers ahead, but I'll try and keep them to a minimum.

The most common criticism I've read of Xenoblade Chronicles X is that its story is "weak" or "not as good as Xenoblade Chronicles". While I don't disagree that its manner of storytelling is an acquired taste, I don't agree at all that its story is weak or of poor quality — nor do I agree with the assertion that the characters aren't particularly well-defined.

Let's take the first point first. I've already commented on this in depth in this post, but it bears mentioning again: Xenoblade Chronicles X's storytelling is about more than the main scenario quests and the cutscenes. It's an immersive storytelling experience in which you are part of the world of Mira, and things unfold around you, both with and without your intervention. The world changes and evolves as you complete missions and develop your relationships with characters, though the impact of your actions may not necessarily be immediately apparent. As you spend time in New Los Angeles and interact with its populace — initially all human, but later integrating several different xenoform cultures — you start to get a very strong sense of time and place from the people of Mira. It's ultimately one of the most well-realised worlds I've come across since the Final Fantasy MMOs — and, from me, that's high praise indeed, since these have previously been some of my favourite game worlds to hang out in.

Xenoblade Chronicles X's main story is a relatively straightforward affair, though its final act gets into some intriguing philosophical territory. But in many respects, the main story is the least important part of the overall narrative experience: the "true" Xenoblade Chronicles X, if you like, is in going about your day-to-day life as a BLADE, completing missions, interacting with others and developing your understanding of the world as a whole. Sidequests happen in the strangest of places at times, and you'll encounter a huge cast of weird and wonderful characters, many of whom have "affinity" links with one another just waiting to be discovered. Each of these sidequests is crafted with care, attention and meaning, and many of them tell their own compelling little "short stories" in their own right; others still form part of a larger ongoing narrative proceeding in the background alongside the main scenario. As a complete package, it's hard to think of an RPG with quite such a comprehensive narrative that you can explore in as much depth as you like.

Now, on to the second point: that of the characters. It's true that the main scenario largely focuses on the characters of Elma, Lin and Tatsu, with even your avatar not getting a lot in the way of development — though it's worth noting that in stark contrast to many JRPGs, you can play your character's personality in a lot of different ways, and there are often consequences for the choices you make — but to say that the other characters don't get explored is nonsense. For one, all the playable characters have their own chain of affinity missions and heart-to-heart events to explore as you develop your relationships with them, and some of these are even prerequisites for proceeding through the story. Plus, all of them have their own unique things to say during and after battle, with certain character pairings even having unique conversations with one another. Pleasingly, this even includes your avatar (who has a voice in combat despite being a silent protagonist for most of the game) — many of the things he/she says are responded to by other party members, which makes you feel like a more important part of the team than you might do otherwise.

Again, you're free to explore this side of the narrative in as much or as little depth as you please, since most of the affinity missions are optional affairs. The content is there, though — like most things in Xenoblade Chronicles X, though, it simply isn't handed to you on a plate. I like that, though; it gives a feeling of achievement when you discover something.

Final-ish thoughts for now, then? Xenoblade Chronicles X is a masterpiece of sci-fi, and the sci-fi game I've wanted to play since I was very young. It's not perfect by any means — the Wii U hardware arguably holds it back a little at times, though not as much as the original Wii held back titles like the original Xenoblade Chronicles and The Last Story — but it really is an astoundingly good game, and a truly impressive achievement. It deserves to be celebrated a whole lot more than I've seen, and I shall continue to bang my drum about it for as long as anyone will listen.

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2173: Three Swords https://imnotdoctorwho.moegamer.net/2016/01/01/2173-three-swords/ https://imnotdoctorwho.moegamer.net/2016/01/01/2173-three-swords/#respond Fri, 01 Jan 2016 21:16:38 +0000 https://angryjedi.wordpress.com/?p=9540 Been playing a little bit of one of my Christmas acquisitions recently: the intriguing The Legend of Zelda: Triforce Heroes. This isn't a "mainline" Zelda game in that it's not particularly narrative focused and is instead a largely cooperative multiplayer affair, but I've been very pleasantly surprised quite how playable it is — and how it very recognisably … Continue reading 2173: Three Swords →

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Been playing a little bit of one of my Christmas acquisitions recently: the intriguing The Legend of Zelda: Triforce Heroes. This isn't a "mainline" Zelda game in that it's not particularly narrative focused and is instead a largely cooperative multiplayer affair, but I've been very pleasantly surprised quite how playable it is — and how it very recognisably has that Nintendo "magic" about it.

Triforce Heroes casts you in the role of a Toon Link who may or may not actually be Link and throws you into the town of Hytopia, which is currently undergoing something of a crisis: the local evil witch is apparently cursing everyone who is getting a bit too fashionable, and thus it's up to the local heroes (for whom the populace have very specific requirements) to sort things out once and for all.

It's an eminently stupid premise, obviously, but in a way that works in the game's favour, because the lack of focus on a coherent narrative allows the game to instead concentrate on gameplay, and in a multiplayer-centric affair, this is by far the best approach.

Triforce Heroes unfolds over a series of discrete levels, each of which makes up a number of different regions in the Drablands, the area the witch calls home. As you complete the various levels, you'll acquire materials and Rupees, both of which can be used to create new costumes for maybe-Link and confer special abilities and bonuses — or, in some cases, penalties. You then repeat the process, gradually increasing your completion and/or grinding levels you've already done for more materials. That is, so far as I can determine, it. But rather than being a throwaway affair, it's actually rather compelling.

It helps that the levels are well designed to necessitate cooperation. Unlike, say, Super Mario 3D World, where additional players were more of a distraction than anything else, Triforce Heroes' levels are specifically designed with three players in mind. Most of the cooperation involves picking up and throwing around the other two players to reach out-of-reach platforms — not-Link, as ever, can't jump — but also making use of the "totem" ability to create a stack of up to three people in order to shoot at/smack/bomb/collect things that are too high off the ground for a single player.

One particularly charming aspect of the game is that as with most Nintendo online games, Triforce Heroes has no means of directly chatting with other players. Instead, you're given a set of endearing emotes ranging from "Over here!" to "Noooo!" that you can spam at will. Most players have already developed a means of "communicating" using these emotes creatively — and, indeed, it's a heartwarming moment when you come together with two strangers all spamming the "cheerleader" emote to signal your joy at having completed a particularly difficult area of the dungeon you're in.

Perhaps best of all for those who have friends with 3DSes, though, is the fact that the game supports Download Play, meaning that only one person needs to actually own a game cartridge for a group of three to be able to enjoy some cooperative fun. Obviously this doesn't apply when it comes to online play, but for local multiplayer sessions I can see it being a riot — I'm looking forward to trying it sometime.

It's not the sort of game I see being a thing you'd spend hours on at a time. But as something to while away a few minutes with at a time, Triforce Heroes is an impressive achievement: a cooperative game where yelling at each other is kept to a minimum, and where the whole experience just feels so delightfully wholesome that you can't help but enjoy it with a big smile on your face.

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2168: Xenoblade Chronicles X: My Game of the Year https://imnotdoctorwho.moegamer.net/2015/12/28/2168-xenoblade-chronicles-x-my-game-of-the-year/ https://imnotdoctorwho.moegamer.net/2015/12/28/2168-xenoblade-chronicles-x-my-game-of-the-year/#respond Mon, 28 Dec 2015 00:54:00 +0000 https://angryjedi.wordpress.com/?p=9435 It being the 28th of December, I feel fairly confident in declaring my own personal Game of the Year, and it will probably not surprise any of you to hear that it is Monolithsoft's spectacular Wii U role-playing game Xenoblade Chronicles X. In this post, I will attempt to explain exactly why this game has impressed … Continue reading 2168: Xenoblade Chronicles X: My Game of the Year →

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It being the 28th of December, I feel fairly confident in declaring my own personal Game of the Year, and it will probably not surprise any of you to hear that it is Monolithsoft's spectacular Wii U role-playing game Xenoblade Chronicles X. In this post, I will attempt to explain exactly why this game has impressed me so much — and why I'm disappointed (though, I must admit, unsurprised) that the popular games press has given so little attention and/or Game of the Year consideration to it.

The first thing to note about Xenoblade Chronicles X is that it is not Wii classic Xenoblade Chronicles. Aside from a number of similarities in the combat system — including a bunch of abilities that have been brought over wholesale from the original game — Xenoblade Chronicles X is a completely different affair to its predecessor. Where Xenoblade Chronicles' focus was on its strong, linear narrative punctuated by sidequests, Xenoblade Chronicles X's main scenario is, in many ways, the least important part of the whole package, with the incredible sense of worldbuilding produced by the numerous sidequests and optional events instead being the main point of proceedings.

Let's go back a step, though, for the benefit of those who are unfamiliar with Xenoblade Chronicles X in general, and consider it on its own terms rather than getting too hung up on comparing it to its predecessor — which, as we've established, is a different (and not necessarily superior or inferior) experience.

Xenoblade Chronicles X's setup is classic sci-fi. Earth gets caught in the crossfire between some powerful alien races, and looks set for certain destruction. Numerous people manage to escape on colony ships, which take to the stars in search of a new home. Our story concerns the White Whale, a ship which crash-landed on a planet called Mira when one of the alien forces responsible for Earth's destruction caught up with it and destroyed it.

The White Whale broke up on its destruction, but its habitation section remained intact, and humanity quickly set about converting this part of the ship into Mira's first human city. Being modelled on 21st century Los Angeles, the city is dubbed New Los Angeles, and it doesn't take long for a suitable system of social structure to be put into place and help ensure everyone is doing their bit for humanity's survival.

Key to these efforts is BLADE, an organisation concerned with Building a Legacy After the Destruction of Earth — do you see what they did there? BLADE is made up of several Divisions, each of which specialises in important tasks for humanity's continued survival, be it scouting for raw materials, defending the city from dangerous indigenous creatures or maintaining the peace within the city walls.

Your character — for you can create your own avatar in this, rather than playing a pre-scripted character as in the original Xenoblade Chronicles — awakens in a crashed escape pod with the obligatory JRPG amnesia. Discovered by a young woman named Elma, who immediately shows herself to be a capable combatant and responsible individual, you're brought back to New LA and you join BLADE. From there, you become part of humanity's efforts to settle on Mira — and to defend your people from the threat of the Ganglion, a collective of aliens who want nothing more than to wipe humanity off the face of the universe for reasons known only to themselves.

As you progress through Xenoblade Chronicles X, more and more interesting things open up to you. The first couple of chapters are story-centric, but allow you to wander off and explore the game's enormous open world on foot as you see fit if you so desire. Once these are out of the way and your character has joined BLADE, you can start taking on missions, which range from simple MMO-style "collect this" or "kill this" Basic Missions to scene-setting, context-providing Normal Missions and character-centric Affinity Missions.

You're free to progress through the twelve chapters of the game's main story at whatever pace you choose, and the narrative is actually designed in such a way that it doesn't provide a sense of dissonance if you leave the main scenario hanging for a while. Instead, each chapter of the main scenario is effectively a self-contained mini-story in its own right, so there's no sense of putting Important Shit on hold while you go and pick flowers or hunt dinosaurs or whatever. This means that Xenoblade Chronicles X's story becomes as much about what happens in between those major story beats as it does during the more dramatic, cutscene-heavy nature of the main scenario.

In fact, in many ways, it's the side missions of Xenoblade Chronicles X that are the best part of the game, because they render the strange world of Mira and humanity's attempts to start over in far more detail than a linear story ever would. The side missions introduce numerous alien races, for example, many of whom choose to move in to New LA and coexist with humans after your successful first contact with them. Side missions also affect the world, and many of them are written in chains, where events that transpired earlier have an impact on what happens later, with some even having branching outcomes and questlines according to decisions you made earlier in the game.

Character development and customisation is pretty spectacular, being more akin to what you'd probably expect from a Western RPG than a Japanese affair. Your own character is completely customisable: you can switch between classes (and the associated weapons) at will, and mastering a particular branch of classes masters its weapons, allowing you to use them (and their associated abilities) in whatever combinations you see fit. You can also equip your character in armour that you feel suits your play style well, be this damage-absorbing heavy armour, evasion-heavy light armour or a mixture. Armour and weapons can be customised with augments, and upgraded with minerals mined via probes you place around the open world during your exploration. New armour, weapons and vanity clothing can be crafted. And your actions will cause various arms manufacturers to set up shop in the city, with the quality of their wares improving as you use their equipment and donate resources to their respective causes.

Once you hit the game's halfway point, a whole other set of systems opens up as you gain access to "Skells", the giant mechs that have been seen throughout much of the game's promotional material. Skells are just as customisable as characters, perhaps even more so; they're equipped with a vast array of weapons, each of which corresponds to a particular ability as well as affecting the Skell's performance as a whole. You can swap out various pieces of armour and weapons, paint it a lurid shade of pink and name it "Murderbot" if you so desire. And then you can equip the rest of your squad with them once they reach level 30, too, building your party into an unstoppable force of Big Stompy Robots.

Pleasingly, gaining access to Skells doesn't mean that you never participate in the excellent on-foot combat ever again. Rather, both in-Skell and on-foot fighting each have their own benefits according to what you're doing. Skells are generally better for fighting larger opponents, while you get more experience for taking down opponents on foot. On-foot combat also features a mechanic called "secondary cooldowns", where if you let a skill charge twice instead of just once before using it, it will have some form of added effect that could be anything from additional damage to being able to immediately reuse it. Skell combat, meanwhile, allows you to bind enemies so the rest of your team can wail on them uninterrupted, and also has an entertaining mechanic called Cockpit Time, where you get an awesome in-cockpit view of your character pulling levers and flipping switches to unleash the Skell's weaponry on your opponent. You are invincible while this is going on, too, so you can enjoy it without having to worry.

Later still in the game, you gain the ability for your Skells to fly, which gives the game a whole different feel again. Flight allows you to access numerous locations that you wouldn't have been able to get to before — plus Mira looks pretty beautiful from the air. It's also incredibly impressive that Xenoblade Chronicles X's world is genuinely seamless — you can take off from New LA's residential district in your Skell, take to the skies and fly all the way north to the fiery region of Cauldros on the other side of the ocean without seeing a single loading screen.

Xenoblade Chronicles X is, for me, my Game of the Year because it makes me happy on so many levels. It's a beautiful realisation of a classic sci-fi concept that has fascinated me for years. It features some of the best worldbuilding and sense of the setting being a real place that I've seen outside an MMO. It has incredible — and unconventional — music. And it tells great stories: the main scenario is interesting, compelling and dramatic, but just as entertaining are the more subtle stories told by the sidequests, the gossip you overhear in the streets and your own personal career as a BLADE.

Xenoblade Chronicles X deserves to be hailed as a classic. It's the most ambitious, impressive console RPG I've seen for years — perhaps ever — and, while it has its flaws and perhaps may not gel with everyone who tries it due to the obtuseness of some of its systems, it succeeds far better in its attempts to provide a convincing simulation of surviving life on a new and hostile planet than any number of procedurally generated Early Access Minecraft knockoffs you'd care to mention.

Buy a Wii U. Buy Xenoblade Chronicles X. This game deserves to be a success, and it deserves to be celebrated much more than it has been to date.

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2161: Story is About More Than Cutscenes https://imnotdoctorwho.moegamer.net/2015/12/21/2161-story-is-about-more-than-cutscenes/ https://imnotdoctorwho.moegamer.net/2015/12/21/2161-story-is-about-more-than-cutscenes/#respond Mon, 21 Dec 2015 00:29:18 +0000 https://angryjedi.wordpress.com/?p=9262 One of the most common complaints I've read about Xenoblade Chronicles X recently is that "the story isn't as good as Xenoblade Chronicles". And, if you look at it in a somewhat superficial manner, that's true to an extent; it suffers a little from the open-world RPG's perennial problem that is putting Important Things on hold while you … Continue reading 2161: Story is About More Than Cutscenes →

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One of the most common complaints I've read about Xenoblade Chronicles X recently is that "the story isn't as good as Xenoblade Chronicles". And, if you look at it in a somewhat superficial manner, that's true to an extent; it suffers a little from the open-world RPG's perennial problem that is putting Important Things on hold while you go and pick flowers or whatever.

You may feel this way until you get your head into the mindset of Xenoblade Chronicles X. It's not a typical JRPG with a fast-paced, completely linear storyline that you can then break completely when the game opens up towards the end. With a few exceptions — most notably the giant mech "Skells" and, later, the ability to fly in them — much of the game is open to you from the very outset, and the whole game is designed around the concept of "what would happen if you (and the rest of humanity's survivors) were stranded on an alien planet with no hope of getting away any time soon?"

In that sense, Xenoblade Chronicles X's narrative — and the way it is told — starts to make a whole lot more sense. The story isn't just about the "story quests" and the cutscenes they incorporate; there's only twelve chapters to the main story, after all. Instead, the complete Xenoblade Chronicles X narrative consists of a blend of all the game's elements: your freeform career as a BLADE operative and the emergent narrative that comes from your adventures in the field; the simple, short stories that come from the Normal Missions and give context to many of the NPCs in the world — and, in many cases, have significant impacts on the world as a whole; the more in-depth, character-centric stories of the Affinity Missions — which also have cutscenes and are fully voiced, unlike the Normal Missions; the conversations you overhear from NPCs you meet in town and in the field; the implied, non-explicit narrative you can deduce from the scenery of the world; and, finally, the "main" story itself.

I mentioned at the beginning the open world RPG's curse of the party putting saving the world (or equivalent activities) on hold while they went to pick flowers, but in fact Xenoblade Chronicles X has been designed with that very criticism in mind. It's strongly implied that a fair amount of time passes between each of the story missions, since there are numerous references to time-consuming things happening "off-screen" throughout. Rather than simply asking you to accept that several days/weeks/months have passed, however, it's more than likely that, unless you're taking a "critical path" approach to racing through the storyline as fast as you can, a significant amount of time probably will have passed between each of the story missions. And it's in those "in between" moments that Xenoblade Chronicles X has some of its most interesting moments.

The aforementioned Normal Missions, for example. While these may appear to have had less attention lavished on them than the cutscene-heavy Affinity and Story Missions, in actual fact they tend to have more noticeable impacts on the world as a whole. As a result of Normal Missions and your choices therein, characters move around and live or die; buildings are built or destroyed; relationships between characters change; and, in the most drastic example of things changing as a result of your actions, new alien races move into the human city of New Los Angeles, meaning that you can then see them wandering around the streets as random crowd NPCs, talking to named members of their species and even accepting missions from them. As you play through the game, your understanding of Mira — and the wider universe outside the planet — begins to grow, as you get a feel for who the Ma-non, Zaruboggan, Prone and numerous others are, and, more importantly, how they feel about both one another and humanity.

The complete picture you build up in your mind as you play is one of the most comprehensively detailed pieces of worldbuilding I've seen for a very long time. It brings to mind the whole idea of "extended universes" for things like Star Trek and Star Wars, only in this instance, the "extended" universe is right there in the game for you to discover if you see fit. There's no obligation to do most of this stuff — though some story missions have prerequisite Affinity or other missions before you can proceed — but doing so makes the game several orders of magnitude more rewarding, as it starts to tell its story in all manner of different ways rather than simply through cutscenes.

As the year draws to a close, there's no doubt in my mind that Xenoblade Chronicles X is absolutely my "game of the year". It's full of all the things that I love, and, while its way of doing things may not to be everyone's taste — particularly the complexity of its systems and the subtleties in its storytelling — I feel pretty confident in saying that it's a landmark game that deserves to be counted among the greats of not just the RPG style of game, nor just the sci-fi genre of narrative games, but of gaming as a whole.

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2160: Smash It https://imnotdoctorwho.moegamer.net/2015/12/20/2160-smash-it/ https://imnotdoctorwho.moegamer.net/2015/12/20/2160-smash-it/#respond Sun, 20 Dec 2015 02:09:57 +0000 https://angryjedi.wordpress.com/?p=9226 Super Smash Bros. really has become something rather marvellous: a kind of interactive "museum" of gaming, wrapped in an incredibly accessible but surprisingly deep fighting game shell. I mention this because I grabbed the new Cloud Strife DLC for the game earlier and have spent a bit of time getting to know the new character. I … Continue reading 2160: Smash It →

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Super Smash Bros. really has become something rather marvellous: a kind of interactive "museum" of gaming, wrapped in an incredibly accessible but surprisingly deep fighting game shell.

I mention this because I grabbed the new Cloud Strife DLC for the game earlier and have spent a bit of time getting to know the new character. I like him a great deal; his moveset makes me very happy indeed, consisting almost entirely of Cloud's iconic Limit Break moves from Final Fantasy VII, and he's also a character I feel reasonably confident about how to use.

I've had mixed feeling about Super Smash Bros. over the years, partly because I've never been that good at it, and I have a friend who is very good at it, meaning it's not always 100% fun to play it with other people. Ultimately, though, I'm pretty sure I've come down on the side of liking it, because it really is a game like no other: the combination of characters, backdrops, music and sly references to all manner of games, both new and old, is absolutely delightful, and the complete antithesis to the homogeneous nature of most triple-A games.

It's also a damn good fighting game. A few weeks ago, out of curiosity, I read the beginning of an e-book about how to git gud at fighting games, since I've never really got my head around them. The book recommended learning to play using Street Fighter II, since that is the foundation on which most modern fighting games are built, but I was very surprised to discover that much of the advice contained therein very much applied to Super Smash Bros. I could feel myself playing better immediately after reading the book; it was the most obvious example of learning something new and then immediately putting it into practice that I've felt for a long time.

There are, of course, all manner of questions over whether Super Smash Bros. is balanced, whether it's "casual" and whether it's a "fighting game" by the traditional definition at all, since it's so different to your average one-on-one fighter such as the Street Fighter series. But its accessibility — no complicated button commands to learn here, allowing you to focus on using the moves effectively rather than struggling to use them at all — is its best feature, allowing rookie fighting game players to jump in and go toe-to-toe reasonably confidently against veterans. Sure, they'll almost certainly get obliterated — since despite how chaotic Super Smash Bros. looks for the most part, it's a very technical game that is almost frightening to watch high-level play of — but, unlike many other fighting games, it probably won't be for lack of knowledge of the mechanics. No special meters, no indecipherable jargon; all you really need to know is that you need to smack your opponents around a bit to increase their damage gauge, and the higher their damage gauge is, the further they'll fly when you whack 'em with a Smash move, with your ultimate aim being to knock or lure them off any side of the level.

I don't know if I'll ever be any good at Smash Bros., particularly compared to people who really know what they're doing with their favourite characters, but it's a fun time, and probably the fighting game series I've had the most fun with over the years.

But anyway. My original thinking that prompted this post was looking at the character select screen for my copy of Super Smash Bros., which includes the base game plus the DLC for Ryu and Cloud Strife, from Street Fighter and Final Fantasy VII respectively. Super Smash Bros. already has an incredibly diverse roster that draws from series ranging from Super Mario to Metroid via Star Fox and F-Zero, but the really interesting thing that started to happen in the last few installments is the addition of third-party, non-Nintendo characters, beginning with Solid Snake from the Metal Gear games a while back, and in the newer Wii U version, everything from Pac-Man to the aforementioned Ryu and Cloud.

Back when I was a kid playing Super Mario World on my Super NES at home, I would never have predicted that one day I'd be playing a game in which Mario, Sonic, Pac-Man, Cloud Strife, Ryu and the fucking dog from Duck Hunt all feature; it's kind of mind-blowing when you think about it, particularly if the horrible names Sega and Nintendo fans — including the press! — used to call each other are still fresh in your memory!

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2159: Splattack https://imnotdoctorwho.moegamer.net/2015/12/18/2159-splattack/ https://imnotdoctorwho.moegamer.net/2015/12/18/2159-splattack/#respond Fri, 18 Dec 2015 23:51:12 +0000 https://angryjedi.wordpress.com/?p=9202 I spent a bit of time before my shift at work today playing Splatoon. Having finished the single player, I jumped back in to the multiplayer for a few games, and was reminded quite how much I like that game — a fact that surprised me somewhat when I first played it, given that I'm not … Continue reading 2159: Splattack →

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I spent a bit of time before my shift at work today playing Splatoon. Having finished the single player, I jumped back in to the multiplayer for a few games, and was reminded quite how much I like that game — a fact that surprised me somewhat when I first played it, given that I'm not normally one for competitive multiplayer shooters, team-based or otherwise.

Splatoon is a bit different from your usual multiplayer shooter, though, in that there are no game modes that require you to kill the other team. Instead, most of them are about territory control of various types: the basic "Turf War" game mode, for example, involves covering the ground with ink of your team's colour, with the winner being decided by majority coverage after three minutes. Other game modes found in the Ranked Battle mode vary somewhat in what they require you to do, but none of them are straight-up deathmatches, which means there's no necessity to be a 1337 MLG noscope pro.

Splatoon is testament to Nintendo's desire to make games accessible to everyone. Competitive multiplayer shooters are historically rather elitist in nature, with inexperienced players often being mercilessly mocked or picked on until they "git gud". Unpleasantness in chat — be it voice or text — is so expected that it's become something of a cliché to talk about racist thirteen-year olds playing Call of Duty; consequently there are many people — myself included — who, preferring their games to be fun rather than an unpleasant experience, avoid this type of thing and thus tend to miss out on games that, despite everything, are often quite culturally significant, not necessarily from an artistic perspective, but as an activity that brings significant numbers of people together.

Splatoon could have easily been a disastrous failure, being a Wii U game. Yet it has gone on to become one of Nintendo's biggest success stories all around the globe, with it rarely being difficult to find people to play with, whatever hour of the day you happen to be online. I was expecting it to be hard to get a full group together when I played this morning, for example, but was pleasantly surprised to be matched with a full team almost immediately — since Japan was awake and happily playing away already.

The other nice thing about Splatoon is that it doesn't have a chat function. Like, at all. This drew some criticism on its initial release, since it's sort of an expected feature in your typical multiplayer games these days, but in Splatoon's case it really isn't necessary or desirable. The GamePad screen allows you a tactical overview of the entire battlefield and what your team is up to, and simple controls allow you to send messages of support or requests for assistance to your teammates without having to speak. By taking away the chat facility, the ability to abuse one another is also taken away, keeping things family-friendly for everyone and encouraging veteran players to play nice with newbies, since if you're not being a team player you'll just end up dragging your teammates down and, in most cases, throwing the game as a result.

The other thing I particularly appreciate is that games are over quickly. No twenty-minute slugfests here; a single match is just three minutes long, meaning that even if you're stuck with a team of AFKers, you don't have to suffer for too long before things are mixed up and you can try again with some new companions. And since teams are jumbled up before each match, even if the same players stay together, it's rare to see unfair dominance from one side or another.

Above all, Splatoon is just plain fun. It's colourful, it's energetic, it's humorous and it's highly enjoyable — even if you don't typically like multiplayer shooters. I'd highly encourage you to jump on it even if it's not usually your sort of thing — you may just find yourself pleasantly surprised by how much fun you end up having.

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2154: Another Xenoblade X Post https://imnotdoctorwho.moegamer.net/2015/12/13/2153-another-xenoblade-x-post/ https://imnotdoctorwho.moegamer.net/2015/12/13/2153-another-xenoblade-x-post/#respond Sun, 13 Dec 2015 23:07:16 +0000 https://angryjedi.wordpress.com/?p=8991 In conversation with a friend the other day, I realised one of the things I really like about Xenoblade Chronicles X: it feels like a new perspective on a genre of game I liked but was never particularly good at: the strategy/management/"god-game" genre, particularly with a sci-fi focus. Stuff like Alien Legacy, Outpost and its ilk. The … Continue reading 2154: Another Xenoblade X Post →

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In conversation with a friend the other day, I realised one of the things I really like about Xenoblade Chronicles X: it feels like a new perspective on a genre of game I liked but was never particularly good at: the strategy/management/"god-game" genre, particularly with a sci-fi focus. Stuff like Alien Legacy, Outpost and its ilk.

The "new perspective" I mention refers to the fact that rather than acting as an overseer to your colonisation efforts, taking a somewhat detached view of everything that is going on and rarely, if ever, getting up close and personal with your colonists, Xenoblade Chronicles X sees you right in the middle of things. You're not running the colony as such, but everything you do has such a significant impact on the game world that you might as well be.

The feeling of "being inside" a strategy game is further compounded by the game's FrontierNav system, which uses the Wii U's GamePad to display a hex-based map of the planet Mira, the game's setting. Through methodical exploration and completion of objectives, you gradually "conquer" Mira hex by hex, setting up an infrastructure in the process. Placing data probes not only allows you to generate passive income of both credits and the raw material Miranium, it also allows you to collect rare resources from specific hexes, store more Miranium, increase the output of connected probes and all manner of other things. There's actually a rather deep metagame of chaining probes together to maximise your income between all your sites.

And it's important, too; this isn't an RPG where you can just grind out money until you can afford the best equipment in the game. Instead, this passive income is one of the only ways for you to be able to afford things, and Miranium is incredibly important for a wide variety of purposes: investing in arms manufacturers to unlock new gear, upgrading existing equipment, crafting new items and donating to various causes in exchange for credits and other rewards.

Early in the game, this metagame doesn't seem all that important, since you quickly find yourself with far more money than you know what to do with, meaning you can spoil yourself rotten on gear purely for aesthetic value thanks to the game's "fashion gear" system. Once you gain the ability for you and your party members to use the giant walking mechs called "Skells", though, your expenses start to mount up. Miranium is used to refuel them, while credits are needed to purchase frames, armour and weapons for them. Multiply these expenses by all the party members you want to equip with Skells (which is probably all of them eventually) and you'll be spending a lot of money in total — but these investments are ultimately for the good of the colony as a whole.

What's really interesting about Xenoblade Chronicles X compared to many other open-world games — and particularly MMOs, which it's most commonly compared to — is the fact that, as mentioned earlier, your actions have a clear and tangible effect on the game world as a whole over the course of the whole story. For example, one chain of sidequests sees you helping to gather resources to build a water purification plant out in the wilds of Primordia; later, you're sent there to investigate an incident out there, and it's actually there on the lake where there was once just a rocky beach. Characters that were once standing around in town are now there, and it has its own little plotline to follow.

You're not alone on Mira, either; the main scenario introduces you to a few members of other alien races on the planet — both indigenous and extraterrestrial — but there are plenty more sidequests that bring you into contact with all manner of other weird and wonderful peoples, and completing their requests causes them to immigrate to your colony. Once they're there, they set up shop in a particular area and you'll see them wandering the streets. Many of them provide beneficial services to the colony as a whole, and so your experience grows.

It's a really satisfying, organic sense of progression through more than just bars getting longer and numbers getting bigger. There's a wonderful sense of New Los Angeles becoming a real, living place, with people going about their business and clashing cultures learning to understand one another. It is, by far, the heart and soul of Xenoblade Chronicles X, which doubtless won't be entirely to everyone's taste — particularly those who prefer more structured linearity in their RPGs — but, for me, it's basically created the sci-fi game I always wanted to play: a game where I not only get to build a colony on a new world, but where I get to actually run around inside that colony, meet people, help them, go out into the world and make an impact on said new world as I help humanity spread its wings in its new home.

Did I mention Xenoblade Chronicles X is an amazing game? No? Go buy it now. I want more of this sort of thing, please.

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2153: Should You Buy a Wii U? https://imnotdoctorwho.moegamer.net/2015/12/12/2152-should-you-buy-a-wii-u/ https://imnotdoctorwho.moegamer.net/2015/12/12/2152-should-you-buy-a-wii-u/#respond Sat, 12 Dec 2015 20:13:07 +0000 https://angryjedi.wordpress.com/?p=8933 The temptation to make this post just the word "YES" in 120-point bold underlined text is enormous, but most people will probably need a bit more convincing than that. So, going against everything I learned about writing headlines — "never write a headline that is a question that can be answered with a single word" … Continue reading 2153: Should You Buy a Wii U? →

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The temptation to make this post just the word "YES" in 120-point bold underlined text is enormous, but most people will probably need a bit more convincing than that.

So, going against everything I learned about writing headlines — "never write a headline that is a question that can be answered with a single word" — I shall now attempt to explain to you why the Wii U is a really solid investment, certainly as much and possibly even more so than the Xbox One and PlayStation 4.

Hardware

The Wii U hardware may not pack as much of a punch as its competitors in this generation, but it's a nice bit of kit. The console itself is a pleasant, shiny black box with subtle lights on the front, and it will look good under pretty much anyone's TV. The accompanying GamePad is also an intriguing-looking piece of kit that is sure to be a conversation piece for people visiting your living room, and its second-screen functionality is impressive.

The Wii U doesn't have the flashing disc slot that the original Wii did for notifications while it was turned off; instead, the GamePad can light up with announcements about new patches, new content and new releases. These announcements also appear as a banner ad on the Quick Start screen when you first turn the console on, so it's usually pretty easy to find the thing that was announced.

The GamePad itself is a surprisingly pleasant controller, even with its enormous size. Its triggers are comfortable and ergonomic, despite not being that nice brand of squishy analogue that Microsoft in particular has specialised in, and all the buttons are easy to reach by people with normal-sized hands. The only slight adjustment some people may have to make is the fact that the A, B, X and Y buttons are presented in a mirrored arrangement to how they are found on the Xbox controllers (they go "YXBA" instead of "XYAB") but this will be nothing new to anyone who had a SNES.

The Wii U Pro Controller is a really nice controller, too. It doesn't come with the console, but it's a worthwhile investment for those who don't get on with using the GamePad as a controller, or simply as an extra controller for multiplayer games. Modelled somewhat on the shape of the Xbox 360 controller, it lacks analogue triggers but makes up for this with a much nicer D-pad than anything Microsoft has ever come up with, and a built-in rechargeable battery immediately puts it ahead of both the 360 and One controllers.

You can also use your old Wii Remotes, Nunchuks and Balance Board accessories on compatible games, which is a nice nod to backward compatibility that both the Xbox One and PlayStation 4 lack. That said, some games don't support some of the older, more specialised controllers such as the Classic Controller and Classic Controller Pro, so check the packaging for the games or reports online before expecting to jump into multiplayer. One example I can think of is Ubisoft's ZombiU, which supports Wii Remote and Nunchuk, but not the Classic Controller or Classic Controller Pro; for a second player to play with a controller, they must use the Wii U Pro Controller.

The only real letdown so far as hardware is concerned on the Wii U is the pitiful 32GB storage space it comes with. Fortunately, this is easily upgradeable using any standard USB hard drive, and this is highly recommended, even if you generally only play disc-based games — patches, DLC and optional "fast loading" content for larger games can chew through that available space incredibly quickly.

Oh, there's also no Ethernet port; you're stuck with wireless networking only by default, but a third party USB-to-Ethernet converter box works absolutely fine for those who prefer the stability and speed of a wired connection.

OS and Online

The Wii U's OS is a natural evolution from the Wii's "Channels" setup and is rather similar to the 3DS. One screen — the TV by default — shows a splash screen with your own Miis and others from the Internet — assuming you're connected — along with icons representing popular games at the time and related Miiverse posts selected randomly from the community. The other shows a customisable grid of the disc you have inserted into the console and any software you have downloaded. There are also icons for the various tools the system offers.

The Wii U's online service is a significant improvement over past iterations of Nintendo Network. Friend Codes are out of the window, replaced instead by the much easier to share Nintendo Network ID. Online activity is pushed into the background and is completely unobtrusive, perhaps to a fault; the only way you will know friends are online in many cases is if a game directly notifies you, or if you happen to press the Home Button and see a notification.

You're also pretty limited in what you can do with friends. You can see what they're playing and hit a link to it in the eShop, save their Mii to your console, and view their Miiverse profile, but that's about it. There's no chat, no messaging, nothing like that. For the most part, this is fine, since any Nintendo games that offer online functionality are generally designed to be played without requiring direct communication, but the option would have perhaps been nice. There are alternative solutions, though, so it's not exactly a dealbreaker, particularly for those who prefer to play solo.

Miiverse is an interesting idea, with communities for most games as well as more general topics. It's a good place to find comments and some surprisingly impressive fan-art for games, but its execution is a little slow and clunky to make it something most people will want to dip into on a whim. It can be a good place to find information, though, and it's always interesting to see what people are saying about a game. The latest version of the Miiverse software also allows you to save screenshots and keep a "Play Journal" with annotated screenshots, which is a nice evolution of the notes page in the back of old game manuals.

The eShop is a well-designed storefront that makes discovering new things to play quite easy. A colourful front page features new releases — including, in many cases, music from the games — as well as links to the store's various sections. A solid search function allows you to find what you're looking for, but browsing can throw up some interesting surprises too.

The selection available is pretty good, though prices are not particularly competitive with physical editions and in some bizarre cases, digital versions even cost more than their physical counterparts. A big highlight of the platform is the Virtual Console section, which includes games from older systems ranging from the NES to the Nintendo 64 and even the previous-generation Wii, though the selection here is relatively small. It's worth noting that switching the Wii U into "Wii Mode", though, allows you access to the older system's much more substantial Virtual Console library, though you'll have to satisfy yourself with playing these versions in 480p rather than the lovely sharpness of 1080p, but in the case of retro titles this may not be a dealbreaker for many of you.

The main issue with the Wii U's online functionality is that not much of it is explicitly explained. There's a very convenient image sharing website that allows you to quickly post screenshots to Facebook, Twitter and Tumblr, for example, but you won't know it's there unless you happen to peek into the system's default web browser bookmarks. A bit of experimentation — or perhaps being told about these things by friends — will reveal what it offers, though.

Games

This is the highlight, really. While the Wii U's overall library is very small compared to the Xbox One and the PlayStation 4, its quality is pretty consistently excellent. Here are some personal recommendations:

Super Mario 3D World — one of the best Super Mario games in years, Super Mario 3D World takes the isometric perspective of the 3DS game Super Mario Land and presents the player with more complex, longer levels and a wide variety of mechanics to learn and play with. It's a beautifully presented game with wonderful graphics and music (and a somewhat redundant "cooperative" multiplayer mode that doesn't really add much to the game) that is an essential purchase for anyone with a Wii U.

Super Smash Bros. for Wii U — Super Smash Bros. remains one of the most accessible fighting games out there, but its hidden depths mean that it is one of the most consistently popular titles on the tournament circuit, too. It's a tremendously fun game, and in terms of the sheer amount of content you get both on the disc and available as downloadable content, it's hard to think of a fighting game with more to offer both solo players and parties of fighters.

Mario Kart 8 — It's Mario Kart, so not much more needs to be said, really; it runs beautifully, it has some wonderfully inventive tracks (with more available via optional DLC) and it has an excellent online mode.

Super Mario Maker — It's wonderful to see a resurgence of the "Construction Kit" genre of games, and Super Mario Maker is a wonderfully accessible, friendly opportunity for people to try their hand at making 2D platformer levels with a Super Mario Bros, Super Mario Bros 3, Super Mario World or New Super Mario Bros U aesthetic. Even if you have no intention of creating levels, though, the sheer volume of custom levels available online is enough to keep any platform game fan busy, and the game's voting system ensures that badly designed levels drop to the bottom of the rankings pretty quickly.

Splatoon — The shooter for people who don't like shooters. Splatoon is a lovely twist on the team-based multiplayer shooter genre in that it's never just about killing the other team; rather, it's about claiming territory by painting it. A wide variety of weapon types and other equipment keep the game interesting in the long term without unbalancing it, and the fact the game is continually expanding over time means that it's always… fresh.

Xenoblade Chronicles X — If you've read my posts over the last few days about this, you already know how I feel about this. It's one of the most spectacular games I've ever encountered, one of the biggest open worlds I've ever seen and one of the best realisations of "sci-fi" in video games of all time. It's not a game for the faint-hearted as it is absolutely riddled with interlocking mechanics that you need to figure out for yourself in most cases, but it's a significant step forward for the role-playing game genre and absolutely one of the best games I've ever played.

NES Remix — Enjoy retro games but can't quite face playing a whole one through? Enter the NES Remix series, two games that feature numerous snippets of various popular Nintendo games, coupled with bizarre challenges and sometimes complete revamps of how you play them. Can you get through Super Mario Bros. backwards as Luigi? Can you perform perfectly in Excitebike? Can you do anything involving Zelda II without wanting to throw things? SNES Remix now please, Nintendo…

Conclusion

Yes.

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2152: Skelleton Crew https://imnotdoctorwho.moegamer.net/2015/12/12/2151-skelleton-crew/ https://imnotdoctorwho.moegamer.net/2015/12/12/2151-skelleton-crew/#respond Sat, 12 Dec 2015 00:56:00 +0000 https://angryjedi.wordpress.com/?p=8930 I've finally reached a point in Xenoblade Chronicles X where I can start using "Skells", the game's giant robot mech thingies that bring to mind Xeno series progenitor Xenogears. I'm not sure I've mastered them at all yet, but they certainly add some interesting things to the mix — and, like most things in Xenoblade Chronicles X, you're left to experiment … Continue reading 2152: Skelleton Crew →

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I've finally reached a point in Xenoblade Chronicles X where I can start using "Skells", the game's giant robot mech thingies that bring to mind Xeno series progenitor Xenogears. I'm not sure I've mastered them at all yet, but they certainly add some interesting things to the mix — and, like most things in Xenoblade Chronicles X, you're left to experiment a bit rather than having every piece of information you need spoon-fed to you.

A Skell is separate from your character; it's effectively a new party member that replaces one of the on-foot characters. To acquire one, you need to complete the main scenario up and including Chapter 6, then complete the Skell License quest in the BLADE Barracks, which tasks you with completing an appropriate objective for each of the Divisions. Once you've done this, you'll be generously provided with your first Skell for free, which allows you to get a feel for things somewhat. You and your party members will have to reach level 30 before you're able to make use of any more Skells, though — but when all characters are at the appropriate level you can have an entire party of Skells when necessary.

That "when necessary" part is important; while it can be most enjoyable to go stomping all over everything and overkilling them with a giant robot, Xenoblade Chronicles X's enemies and level scaling take size as well as level into account. In other words, let's say you're level 25: on foot, you can happily take down things around your own level — perhaps even slightly above — of a similar size to you. Tackle anything bigger, though, like the giant insects that you'll see in Primordia, and you'll almost certainly get flattened.

This is where Skells come in. Adding just one Skell to a party tips the balance in your favour, because a Skell is stronger than a person, and its simple presence increases the passive defense value of everyone on foot in the party. Adding more than one Skell to your party increases your overall total power level considerably. To give an idea of the difference it makes, earlier tonight I was reasonably comfortably taking on large enemies over 10 levels higher than me using two Skells: a Heavy-type one on my character, and the default (actually not very good) freebie you get on Elma. The two on-foot party members were usually KO'd by the time the fight was over, but since even KO'd members get experience for kills in Xenoblade Chronicles X — assuming the whole party doesn't wipe — this wasn't really a problem.

So Skells allow you to take on enemies that are both higher level and larger than you. They don't make you invincible, though; you have to be a bit careful. Running out of HP in your Skell doesn't kill you, but it does destroy the Skell, forcing you to continue the fight on foot. What happens then depends on if you pass the "Soul Challenge" reaction test as you eject from the Skell: get a Perfect rating and you're fine, though you'll still have to go back to base to pick up your repaired Skell; get a Good rating and, again, you'll be fine, but you'll lose one insurance "point" from your Skell when you retrieve it — once these are all gone, you either need Salvage Tickets or deep pockets to recover your wreck; miss the Soul Challenge completely and you'll eject from your Skell with 1HP, which is seriously dangerous.

Skells have a few interesting mechanics in battle. Firstly, they can Bind enemies that are Staggered. Stagger is a status effect that is usually a cue to use an Art that has the Topple effect, knocking the enemy to the floor and giving you a few seconds of uninterrupted pummelling as they try to get back to their feet. Bind, meanwhile, temporarily puts the Skell out of action while it holds the enemy in place, but the enemy is completely disabled for longer than your typical Topple effect. Successfully Binding an enemy also restores some of your Skell's fuel, which is necessary to use it in battle (and, later, fly).

The second interesting Skell mechanic is called "Cockpit Time", and it's awesome. Randomly throughout the battle, the camera will zoom inside your Skell's cockpit to show your character sitting in the seat, working the controls and generally wrecking the enemy's shit. When this happens, you are temporarily invincible and all your skill cooldowns reset, meaning you can immediately use them all again without having to wait. It happens at random, but it can make a huge difference, particularly in longer fights.

The third Skell mechanic worth playing with is Overdrive. On-foot characters can use Overdrive when they build up 3,000 TP and can then get various bonuses by stringing longer and longer combos together. Skells, meanwhile, build up GP rather than TP by fighting — and much quicker than on-foot characters — and, again, can trigger Overdrive when this reaches 3,000. Skell Overdrive doesn't have a combo counter; instead, it just has a timer that randomly extends when it expires, possibly according to how much punishment you've been dishing out in the meantime. Combine Overdrive with Cockpit Time and you become an absolutely unstoppable killing machine for a few seconds. The feeling of power is simply marvellous.

I haven't yet looked into optimising my Skells; the interesting thing about them is that the various weapons you equip to their hardpoints correspond to Arts you can use in battle, so optimising presumably means finding a good balance of stats, damage types, special effects, augments and Arts types. By tweaking your loadout, you can also effectively change the "role" of your Skell in a party situation; loading up on weapons with a Taunt ability turns you into an effective tank, for example, while other weapons come with Arts that can apply debuffs, affect enemy and party stats or boost damage from particular aspects of the enemy. It's all very deep and customisable.

I'm yet to find quite the right balance between being on foot and being in my Skell — I'm sure there's some sort of benefit to fighting on foot, perhaps against smaller enemies — but it's been really interesting to explore so far. At 50 hours into this incredible game, I feel like I'm still learning things. And that's pretty awesome.

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2149: Helping your Squad in Xenoblade X https://imnotdoctorwho.moegamer.net/2015/12/09/2149-helping-your-squad-in-xenoblade-x/ https://imnotdoctorwho.moegamer.net/2015/12/09/2149-helping-your-squad-in-xenoblade-x/#respond Wed, 09 Dec 2015 01:40:08 +0000 https://angryjedi.wordpress.com/?p=8826 Been dabbling with and investigating Xenoblade Chronicles X's online functionality today, so I thought I'd share some findings, because the game itself doesn't make things entirely clear if you don't know where to look for information. Said online functionality is possibly the most interesting use of connectivity in an ostensibly single-player RPG since the Souls series, though, so it's … Continue reading 2149: Helping your Squad in Xenoblade X →

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Been dabbling with and investigating Xenoblade Chronicles X's online functionality today, so I thought I'd share some findings, because the game itself doesn't make things entirely clear if you don't know where to look for information. Said online functionality is possibly the most interesting use of connectivity in an ostensibly single-player RPG since the Souls series, though, so it's worth exploring.

Squads

A Squad is a group of up to 32 players who are effectively put together in a "lobby" of sorts. You don't actually play together for the most part, but the 32 players in a Squad can communicate with each other through the BLADE Report system, and the avatars of Squad members will show up in each other's games.

Whenever you start a new session of Xenoblade Chronicles X, you have three choices:

  • Lifehold Squad indicates that you want to focus on single-player activities, so you won't be bothered too much by the online functionality.
  • Conquest Squad indicates that you're open to cooperative online shenanigans.
  • Friend Squad allows you to join a Squad a friend is a member of.

Note that a Squad isn't persistent, so you don't need to take note of the Squad number you join. If you want to play with friends, just use the Friend Squad mode. Otherwise, use the Conquest Squad mode if you want to play with others, and Lifehold Squad if you want to focus on soloing.

Communicating

The BLADE Report system allows you to communicate with others in your Squad. It's anonymous for the most part, so some players have taken to "signing" their messages. With only 48 characters to play with per message, though, space is at a premium.

Use BLADE reports to offer advice, ask questions or brag. If asking a question, be as specific as you can within the character limit, since it may not be obvious what you're talking about if you're vague.

You can also communicate with other players when you're in a Squad Mission by using the Emotes palette on the GamePad. Some emotes are purely animations, but most of the first page of them have accompanying voice clips.

Scouting

"Scouting" refers to hiring other players' characters into your party, and making yourself available for hiring in turn.

There are two means of Scouting: via the Scout console in NLA's Administration District, and by running into an avatar randomly around NLA or in the field. Friends' avatars seem to show up more frequently around the entrance to BLADE Barracks, assuming you're in a Squad with them, so if you want to deepen your Affinity with a friend's character, this is the easiest place to find them.

Scouting through the Scout console will cost you credits according to the level of the character you're hiring, but you'll be able to keep them in your party for longer — generally 120-240 minutes. Scouting via running into a character in the field or around NLA is free, but they only stick with you for half an hour.

While partying with Scouted characters, you'll notice a small white gauge under their portrait. This is their Scout Level, which will increase the more you complete activities with them. Increasing Scout Level nets you various rewards and also allows you to do more things together — just raising it from 1 to 2, for example, allows for use of the Personal Greeting instead of the Public Greeting.

To make yourself available for Scouting — you'll receive rewards if other players hire you — use the Scout console and the Manage Registered Avatar option. Also check the Settings menu; there's an option in there to automatically update your Scout avatar when you save your game.

Squad Tasks

Periodically, a Squad Task HUD element will appear in the lower right of your screen. This details several tasks for the Squad as a whole to complete before a timer expires: they will either involve killing enemies (yellow, orange or red icons) or collecting Collectibles (blue icon).

In order to see what each task is, hold R and tap L to cycle through the tasks. Note that you won't get any help on where to find the targets, so ask your comrades using a BLADE Report if you're not sure.

Yellow Hunt targets ask you to kill any enemies of a broad group such as Piscinoids, Humanoids or Mechanoids. Orange Hunt targets ask you to kill any enemies of a subgroup, such as Duogills, a subgroup of Piscinoids. Red Hunt targets ask you to kill a specific enemy, usually a Tyrant. Generally speaking, yellow targets will require the Squad to down 20 enemies of the relevant type, orange needs 10 and red needs 5.

Contributing to and clearing Squad tasks will net you Reward Tickets, which can be traded in at the Network Console in your BLADE Barracks. The rewards are mostly crafting materials, but this can be an easy way to acquire quest items or materials you need to develop or upgrade equipment without having to hunt hundreds of monsters or pray for good luck when grabbing Collectibles.

It's in everyone's interest to complete the Squad Tasks, so be sure to use BLADE Reports to tell others where targets are and encourage cooperation.

Squad Missions

Squad Missions are cooperative multiplayer missions for between one and four players. A Squad Mission opens up whenever one of the Squad Tasks is cleared — you'll know this has happened because the greyed-out "SQUAD MISSION" text on the Squad Task HUD will turn blue and start to pulse. The more Squad Tasks the Squad clears, the more Missions will open up — and the better rewards will be on offer.

To start a Squad Mission, go to your BLADE Barracks and use the Network Console, then choose Squad Missions to see what is available. Time Attack missions unlock after Chapter 4 when you fight the first major story boss, and Support Missions unlock after you clear the main story.

A Squad Mission has a minimum level and a sync level. You must meet the minimum level requirement to start the mission, and if you exceed the sync level you will be synced down to it for the duration of the mission.

When starting a Squad Mission you have the option of completing it with your current party (which could consist of NPCs and Scouted player avatars) or to actively recruit. If you choose the latter option, all players in your Squad will receive a notification that you are recruiting for a Squad Mission and have the opportunity to join you if they meet the requirements.

When you start a Squad Mission, you'll be placed in a new instance of your BLADE Barracks Network Room. When other players show up, they'll automatically appear in your party. You can start the mission by using the door near the Network Console, or if you're not the party leader — i.e. you joined another player's recruitment drive — you can indicate you are ready by attempting to use the door. Players who are ready will have a green checkmark on their portraits in the party list, and the icon over their heads will pulse. If you're leader, it's your call as to whether or not you start a mission without a full complement of four people or wait for reinforcements.

Once the mission is underway, you have a limited amount of time to complete the objectives in the lower right of the screen, and a limited number of retries — usually 3. A retry is used up when a player chooses to respawn rather than waiting for a comrade to resurrect them; when the last retry is used, the mission will automatically fail, so if you're down to the last one, don't attempt to respawn unless you're sure everyone else is about to die.

On the subject of resurrecting other players, remember that you need 3,000 TP to get someone up. The quickest way to build up TP is to use your melee weapon, even if you're a ranged class such as Enforcer, Psycorruptor or Mastermind. Resurrecting another character will usually trigger a Soul Challenge, too, so be ready to hit B at the right time to give them some free healing. If you have any direct healing Arts, too, now would be the time to throw them at the person you just got up.

Divisions

At midnight every real world day, Division Spoils are dished out. Rewards on offer include consumable or saleable items and can be very useful in your adventures. The exact rewards available are determined by the Division rankings for the previous day, and ranking is determined by how many BLADE Points each Division earned collectively. You earn BLADE Points for pretty much any activity you do in the game, but you earn significantly more for the two "specialist" tasks each Division is known for.

BLADE Points are also used to rank up within BLADE, so it's in your interest to pick a Division that fits with what you enjoy doing most. You can change at any time, though, so don't sweat the initial decision too much.

Divisions also have support effects. You can take advantage of these by talking to your Squad's characters in the field or in NLA, or they will activate automatically under certain circumstances — check the icons under the minimap to see which are currently active for you.

Conquest and Nemesis

Completing Squad activities will fill the Conquest gauge, which you'll see on the Squad selection screen. When this is full, a Global Nemesis will appear as a Squad Mission and be available for a limited time — generally several real world days.

Fighting a Global Nemesis is a case of dealing as much damage to it as possible before your pretty much inevitable defeat. The more HP gauges you deplete, the better your rewards will be when the Nemesis period is over, or in the unlikely event that it is completely defeated.

You can't just spam the Global Nemesis mission and chip away at its overall total HP, though (known as RP, for some reason) — you need BLADE Medals to jump in to a Nemesis encounter. These are acquired through completing Squad Tasks and Squad Missions, so if you want to take on these powerful enemies, jump into the online stuff and help out other players whenever you can!

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2148: Xenoblade X Tips and Tricks https://imnotdoctorwho.moegamer.net/2015/12/07/2148-xenoblade-x-tips-and-tricks/ https://imnotdoctorwho.moegamer.net/2015/12/07/2148-xenoblade-x-tips-and-tricks/#respond Mon, 07 Dec 2015 17:46:21 +0000 https://angryjedi.wordpress.com/?p=8762 I've been playing Xenoblade Chronicles X for about 25 hours so far, and I've picked up a few tips and tricks along the way. I will now share them with you, in case you're a newcomer to the game somewhat daunted by the sheer scope of what's on offer. Your character Don't sweat early decisions like which … Continue reading 2148: Xenoblade X Tips and Tricks →

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I've been playing Xenoblade Chronicles X for about 25 hours so far, and I've picked up a few tips and tricks along the way. I will now share them with you, in case you're a newcomer to the game somewhat daunted by the sheer scope of what's on offer.

Your character

  • Don't sweat early decisions like which Division to join too much; you can change most things later. About the only thing you can't change is your character's basic appearance.
  • Progression is measured in three main ways:
    • Your character level (sometimes referred to as your "inner level") which increases with experience points gained, and affects your base capabilities.
    • Your class rank, which increases with class experience, and which unlocks new Arts and Skills as you rank up. When you reach rank 10, you unlock one or more new classes in that particular tree.
    • Your BLADE level, which increases with BLADE points, acquired through pretty much everything you do in the game, and which unlocks new facilities in the Barracks as well as allowing you to level up your Field Skills. The rate at which you acquire BLADE points for various activities is determined by your Division, so pick a Division that encourages you to do the things you enjoy the most for fastest progress.
  • Speaking of Field Skills, level up Mechanical first, since you'll always need this to install probes.
  • You can change class at any time. Note that each class has its own signature pair of weapons, so ensure you have appropriate gear before changing.

Equipment

  • Determine whether your class's strengths are in ranged or melee combat — this is partly determined by the weapons you use, and partly by the Arts you have equipped. Focus on acquiring equipment that plays to your strengths; for example, the Enforcer class tree particularly specialises in ranged combat, so pick equipment that emphasises your Ranged Attack and Ranged Accuracy stats.
  • A higher Attack value on a weapon isn't necessarily better; check the attribute of the weapon, too. Sometimes a weapon with a non-physical attribute and a lower Attack score can be more effective than a physical weapon with a higher Attack attribute; insectoid enemies, for example, are weak against Thermal damage and strong against standard physical damage.
  • The colour of a piece of equipment indicates its rarity and quality. White equipment is basic, green is Unique, blue is Rare, yellow is rarer (I've forgotten the official term offhand) and orange is Intergalactic.
  • Augments are important. Two weapons that look the same but have different augments can have a very different impact on your character. Using the ranged Enforcer class as an example again, there's not a huge amount of point equipping a gun that boosts your Melee Attack stats; better to play to the class's strengths and try to boost range.
  • Don't forget Augments can be upgraded at the AM console in NLA. You'll need Miranium and crafting materials to do this. By upgrading Augments, you can make a piece of equipment several orders of magnitude better than it was when you first acquired it, but note that there's a maximum total number of times each weapon can be upgraded.
  • New equipment will become usable every 5-10 levels or so, but you should also make sure you level up the AMs by using their equipment and donating Miranium to unlock additional options within each "tier" of equipment.

Combat

  • The most important thing in combat is positioning. Try and put yourself to the side or rear of the enemy whenever possible, as this boosts accuracy and damage. Use the Sprint function liberally in battle to change position quickly, and take note of the position indicator at the bottom right (the thing that says something like "FRONT / MIDDLE") — this indicates your relative horizontal and vertical positions to the enemy. Ideally, you want to be at "BACK / ABOVE" and least ideal would be "FRONT / BELOW".
  • When using Arts, there's really no reason not to go for positional bonuses when available. Familiarise yourself with your equipped Arts outside of battle and be prepared to shift your position to unleash them from the appropriate location.
  • For Arts that offer bonuses for things like Aura use, keep an eye on your TP meter, because you may need that TP for something other than an Aura at some point.
  • Pay attention to Soul Voice; it's the main way of keeping your party standing. When a character calls out to you, match the colour of their speech bubble to the colour of an Art for a bonus effect and a small heal to both you and the person calling out. (Appropriate arts will also pulse on your action palette to allow you to pick a suitable one to use.)
  • Set up your own character's Soul Voice to play to your party's strengths. If you're rolling with a group of melee specialists, you're not going to be much help yelling for them to use ranged Arts. Also take the time to customise the four Custom Voice options to suit your play style; there's some really nice effects in there, such as temporarily invincibility if you Sprint for three seconds.
  • Hit every Soul Challenge you can. Not only does this trigger a Soul Voice from your character, it also does a significant heal on the whole party. In longer fights against tougher foes, it is essential you hit these, so practice that timing!
  • Watch your enemies closely. There are no telegraph markers for most attacks, so you'll need to learn the visual cues to avoid taking too much damage. A helpful indicator is whether the position indicator is flashing red or not; if it is, you're in melee range, and will be hit by melee Arts. You'll hear a buzzer sound when you enter melee range, too, so take a step or two back if you're wielding your ranged weapon at the time.
  • Breaking enemy appendages is useful for several reasons. Firstly, the more appendages you break, the more damage the enemy takes. Secondly, certain special attacks are tied to particular appendages. Thirdly, breaking an appendage usually triggers a Soul Voice. Fourthly, breaking specific appendages allows you to acquire specific drops from the enemy related to that appendage.

Exploration

  • You're actually fairly mobile even on foot. Sprint when you can, because not only do you move faster, but you also jump significantly higher. This is useful for hopping over obstacles or "mountain goating" up cliff faces.
  • Install every probe you can. Every successfully installed probe nets you Miranium and credits income, but also acts as a fast travel location.
  • Probe sites shoot a beam of light into the sky to help you find them. If you know you're in the right hex but can't see the beam of light, look up to see if it's on top of a mountain or cliff, and if you still can't see it, it's probably underground in a cave somewhere.nearby.
  • When you install a probe, the hexes around it on the Segment View map reveal their main feature. To complete a hex's Sector Recon, you need to complete the objective indicated by the icon. A page icon indicates a mission takes place there (but doesn't necessarily start there); a sparkle icon indicates a specific treasure to be found; a monster icon indicates the Tyrant in that hex must be defeated.
  • NPCs with recon info will have a gold smiley face speech bubble icon over their heads. Walk near them to eavesdrop on their conversation and automatically update your map. The hex they referred to will be marked with "New" on the GamePad; tap it once to reveal the details, and it will be marked with a checkmark to show you've read the information but not yet acted on it.
  • The world layout isn't like an MMO, with "levelled" zones; instead, each hex on the map has an overall danger level in relation to your character's inner level. Don't be afraid to go into areas with higher level enemies, because sometimes you need to pass through these to get to where you're going. Do take care around enemies with red eye or lightning bolt icons, however; steer clear of them to avoid detection.
  • If you see something that looks interesting, go and check it out. It might be a landmark, scenic viewpoint or unexplored area, and these are all worth experience.
  • Grab every Collectible you see lying around on your way to a destination. Some are used as quest items; some are crafting materials; some are simply things to put into your Collectopedia. Curators in particular also gain a decent amount of BLADE points per Collectible acquired.

Online

  • It's worth playing online if you can, since there are helpful rewards available, including:
    • Division Spoils, which unlock at midnight each day according to the total number of BLADE points each division acquired
    • Squad Tasks, which are shared objectives (usually killing specific enemies or types of enemy) that reward everyone in a Squad with Reward Tickets for completing them
  • Reward Tickets can be traded in for a huge variety of material items. If a quest or upgrade is calling for a specific item and you don't feel like killing hundreds of enemies in the hope of a rare drop, see if you can afford it with your Reward Tickets; just use the terminal in the BLADE Barracks to check.
  • If you're stuck on something, try sending a Free Report asking for help; someone might have an idea. Free Reports have a very tight character limit, but be as specific as you can, since it may not be obvious where you are or what you're talking about.
  • Don't forget to register your character as scoutable at the console in the Administration District. You can also hire other players' characters here, and you can also team up with other players' characters if you come across them in the field. Note that they'll only stick with you for half an hour if you do this, whereas hiring them from the console will keep them with you for 2-4 hours depending on their Scout Level. The former is free, however; the latter can get expensive!
  • To encourage other players to scout your character, be sure to customise your Public and Personal greetings as well as your Fashion Gear. Having a distinctive character means people are more likely to pay attention and hopefully hire you.

Think that'll do for now. More tips once I get a bit further and unlock Skells!

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2146: More Xenoblade https://imnotdoctorwho.moegamer.net/2015/12/06/2146-more-xenoblade/ https://imnotdoctorwho.moegamer.net/2015/12/06/2146-more-xenoblade/#respond Sun, 06 Dec 2015 03:28:51 +0000 https://angryjedi.wordpress.com/?p=8706 Pretty much all I've done today is finish off a bit of work I had to do and play Xenoblade Chronicles X, so I'm going to talk a bit more about my experiences with the latter. If yesterday's entry didn't already make it clear, I love it. It's actually not the kind of RPG I traditionally … Continue reading 2146: More Xenoblade →

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Pretty much all I've done today is finish off a bit of work I had to do and play Xenoblade Chronicles X, so I'm going to talk a bit more about my experiences with the latter.

If yesterday's entry didn't already make it clear, I love it. It's actually not the kind of RPG I traditionally used to love, so this surprises me; it's open world, it's non-linear, it's nowhere near as story-centric as many other RPGs out there… but it's compelling, addictive and beautiful.

I think one of the things I like most about it is that it feels something like the realisation of a longstanding fantasy. Let me explain.

Way back in secondary school, I was renowned among the teaching staff as someone who put way too much effort into creative writing assignments, usually delivering pages and pages of epic prose where my classmates would put in maybe one or two at most. I can still remember most of these stories I wrote, from early example Timeslip (a riff on Back to the Future, which my friend Daniel was obsessed with, that featured a time-travelling lorry rather than a DeLorean, and what was essentially Rainbow Road from Super Mario Kart to represent the pathways between times) to later pieces such as my A-Level English Language assignment, where I delivered a surprisingly confident but harrowing first-person stream-of-consciousness narrative from the perspective of a girl who was raped.

Anyway. One of the stories I wrote — I forget exactly when, but I do remember writing it — was called Colony. Having somewhat grand plans for what I had written, I had tagged it Chronicles of the Scorpio, Book 1, despite having not even finished the entire story of Colony. That is beside the point; what is important is what Colony was about.

Colony was loosely inspired by a PC CD-ROM game I'd been playing called Alien Legacy. This concerned an interstellar colonisation ship waking up its crew a long way from where they were supposed to be, and the crew and colonists having to make the best of the situation in which they found themselves. Colony featured a similar kind of situation, with the UNS Scorpio finding itself pulled through a wormhole into (if I remember correctly) the Beta Caeli star system, which conveniently had an M-class planet for humanity to plant itself on. The remainder of the story — which I finished — described the colonists' struggle for survival as they discovered they were not entirely alone on this planet, and so on and so on.

To the point, then: the thing I like about Xenoblade Chronicles X is that it feels like I'm exploring that story: one that's been stuck in my head since I was a teenager. I don't think I've ever played a game with such a brilliant sense of exploration, discovery and having to fend for yourself on a very alien world, and Xenoblade Chronicles X's handcrafted setting puts the randomly-generated locales of Minecraft and its ilk to shame by being absolutely fascinating to explore. The experience of surveying planet Mira is exactly how I pictured the characters in Colony spreading out from their initial base camp to discover exactly where they had landed.

There's so much to do, with an excellent sense of constant progression. You can follow the story missions — something that I haven't done much yet so far — or you can make an effort to survey as much of the planet as possible. It's extremely satisfying to take a look at the Segment Map on the GamePad screen and see a number of little checkmarks indicating that you've completed that particular area… but it's also somewhat daunting to see how many other areas don't have little checkmarks in them and realise quite how much there is left to do.

I am fine with this, though. The sheer amount of stuff to do in Xenoblade Chronicles X distinguishes it significantly from MMORPGs, which is what it's getting most frequently compared to: rather than grinding out the same content over and over again in an effort to get an incrementally small reward and creep up in power week by week, you can pretty much always be doing something different and be making progress somehow: you can be levelling up your character, or increasing the rank of your current class, or increasing your rank in the BLADE organisation, or earning money, or gathering resources, or researching weapons for the arms manufacturers, or… you get the idea.

The online seems like fun, too, though I've only dipped my toes into it so far. Taking the form of short, instanced missions for up to four players at once, the Squad Missions feature allows you to play with others and cooperate to take down some tough challenges together. The game is set up in such a way that direct communication isn't necessary, with characters instead using the "Soul Voice" system to automatically shout out things to each other and boosts to your abilities being appropriately applied if you respond correctly to these shouts. It's also possible to communicate through emotes and, if you so desire, the slightly clunky "Free Report" system, which is not quite real-time text chat, but it's testament to the game's solid systems that four strangers can come together and take on some significant challenges without any need for voice or text chat to coordinate things. I wonder if this will still be the case at higher levels? We shall see, but being only level 15 so far, I have a way to go yet!

Anyway. If you've been dithering over whether or not Xenoblade Chronicles X is worth a purchase, stop; it absolutely is. (And, to answer a question from the comments yesterday, no you don't need to play Xenoblade Chronicles first, because they're two completely independent games.) It's one of the most ambitious, impressive RPGs — no, games, full stop — that I've ever played, and it deserves a big, appreciative audience. I'm telling you now, games industry; if this game gets passed over in Game of the Year talk, we are going to have some serious words…

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2145: Xenoblade Chronicles X First Impressions https://imnotdoctorwho.moegamer.net/2015/12/05/2145-xenoblade-chronicles-x-first-impressions/ https://imnotdoctorwho.moegamer.net/2015/12/05/2145-xenoblade-chronicles-x-first-impressions/#respond Sat, 05 Dec 2015 02:10:12 +0000 https://angryjedi.wordpress.com/?p=8677 So, Xenoblade Chronicles X came out today, and I picked up a copy. Is it any good? Well, after eight hours of play in one day, I think it's fairly safe to say that yes… yes it is. 38 words is not quite enough to articulate why this game is worth your time and attention, however; so I shall … Continue reading 2145: Xenoblade Chronicles X First Impressions →

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So, Xenoblade Chronicles X came out today, and I picked up a copy.

Is it any good? Well, after eight hours of play in one day, I think it's fairly safe to say that yes… yes it is.

38 words is not quite enough to articulate why this game is worth your time and attention, however; so I shall attempt to elaborate somewhat. I wrote a little the other day about how much I enjoyed the previous Xenoblade Chronicles game on the Wii, and much of that still applies, though as I suspected from what I'd heard prior to release, Xenoblade Chronicles X is a bit of a different beast to its predecessor.

Let's start from the beginning, then. Xenoblade Chronicles X casts you in the role of a survivor of a spaceship crash on the planet Mira. The game begins with you being rescued from your stasis escape pod and emerging into this strange new world with no recollection of who you are/were. You're surprised to discover that the remnants of humanity have been somewhat busy in the intervening two months between the ship crashing and your rescue, but you quickly adjust to life in New Los Angeles, a city constructed from the wreckage of your former ship's habitation module.

In those two months, it seems said remnants of humanity have organised themselves in what appears to be a fairly efficient manner. Of chief importance to the building of humanity's new life on Mira is the organisation known as BLADE, which stands for Building a Legacy After the Destruction of Earth, but which everyone just calls Blade, because that's cooler.

BLADE is responsible for most of the day-to-day running of life on Mira for humanity. Its employees go out and explore the world, gather materials, keep the more feisty members of the local fauna in check, deploy probes and set up resource infrastructures. It doesn't take long for you to be inducted into the ranks of this group, and before long you're swearing allegiance to one of the "Divisions", which determines the most efficient means you have of ranking up within the BLADE organisation, though regardless of your allegiance you're free to pursue any activities you see fit.

Once you step outside New LA onto Mira proper, there's plenty to do. Like the previous Xenoblade game, the world is strewn with collectables that can be put into the Collectapedia; there are plenty of enemies to fight of all shapes and sizes — with the biggest being some of the biggest… things I've seen in any video game ever, including Shadow of the Colossus — and there's a ton of exploration to be done. By wandering around, you'll discover landmarks, sightseeing spots, unexplored areas such as caves and ruins, places to install mining equipment and all manner of other things.

When you get into combat, you're presented with a system somewhat like the previous game's, but with a number of refinements. Of chief importance is the "Soul Voice" system, whereby party members can chain attacks together by shouting things out during battle based on various trigger conditions. By using the appropriate Arts when your companions yell out the relevant things (which are colour-coded to make things easier for you) you can achieve various helpful bonuses and special effects. Likewise, when you perform a particular ability and then hit the B button at just the right time, you can encourage your allies to trigger a Soul Voice in the same way. Combat feels fluid and interesting, and the fact you can switch between ranged and melee weapons at will means you can tweak your playstyle how you see fit — a fact that is further compounded by the array of different character classes on offer, which you're free to switch between whenever you like.

There's also some online functionality that is pretty interesting. After clearing the third chapter of the main story, you sign up for a "Squad", which is an online group of up to 32 players. Once you're in a Squad, you receive notifications about their achievements and gain the ability to make "reports" about things that go on around the world, things you've done or simply to chat. You can trade things with other players, too, and there are communal Squad objectives to complete collectively as a group.

For those who want to take things a step further, there's a full multiplayer mode where you can take on Squad Missions together in parties of up to four people. These tend to be short, timed missions where you have to achieve specific objectives such as defeating enemies, but playing alongside other people and chaining your Soul Voice effects into each other has a markedly different feel from playing with the AI characters. It's also a good opportunity to admire other players' custom avatars, since the game features a vanity system whereby you can wear one set of gear for its stats, then apply the appearance of a different set for your own custom outfit.

Xenoblade Chronicles X is a game that appears to be incredibly daunting in its scope, with numerous intertwining game systems that, after the initial few story chapters, it leaves for you to explore for yourself rather than guiding you through by the hand. The electronic manual is essential reading, since not everything in the game is explained in tutorials, and there are a few bits and pieces that will doubtless prove bewildering without explanation.

So far I've had an absolute blast, though. The environments are spectacular, the creatures are weird, wonderful and gigantic, the combat is fun, the story is enjoyable, the characters are pleasant to hang around with, and the setting is well-crafted with a pleasing sense of coherence to the whole thing.

In short, it's pretty gobsmacking, not only as a game in its own right, but in how much of an improvement over its predecessor it is, too. And it's doubly impressive for being quite this spectacular on the Wii U, by far the least powerful of the current generation of consoles. Frankly, if this game doesn't shift a few Wii U systems, nothing will, because I find it hard to believe anything more impressive will be squeezed out of Nintendo's hardware.

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2144: Link's Awakening https://imnotdoctorwho.moegamer.net/2015/12/03/2144-links-awakening/ https://imnotdoctorwho.moegamer.net/2015/12/03/2144-links-awakening/#respond Thu, 03 Dec 2015 21:47:17 +0000 https://angryjedi.wordpress.com/?p=8647 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 … Continue reading 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!

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2143: Anticipating Xenoblade https://imnotdoctorwho.moegamer.net/2015/12/03/2143-anticipating-xenoblade/ https://imnotdoctorwho.moegamer.net/2015/12/03/2143-anticipating-xenoblade/#respond Thu, 03 Dec 2015 00:29:10 +0000 https://angryjedi.wordpress.com/?p=8610 I'm picking up a brand new game release on Friday. It's not often I buy a new game the moment it's released, but in the case of Xenoblade Chronicles X, I feel almost obliged to, given that it's not only a game that's been a long time coming, but also a game that's likely to be one … Continue reading 2143: Anticipating Xenoblade →

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I'm picking up a brand new game release on Friday. It's not often I buy a new game the moment it's released, but in the case of Xenoblade Chronicles X, I feel almost obliged to, given that it's not only a game that's been a long time coming, but also a game that's likely to be one of the most impressive titles for Nintendo's underappreciated Wii U console — much like its predecessor was for the original Wii.

I don't know a lot about Xenoblade Chronicles X as yet save for the fact it's a bit of a departure from the style of the previous game; I've been deliberately avoiding too much coverage of it because it's one of those titles for which I'm keen to go in almost completely blind, much as I did with Xenoblade Chronicles. I can, however, talk a little bit about my memories of Xenoblade Chronicles, and why they lead me to anticipate Xenoblade Chronicles X quite so much.

I'm not massively familiar with the overall Xeno metaseries. I played Xenogears back when it was originally released on PS1 and enjoyed it a lot, despite its rushed second disc. To date, I know nothing at all about the Xenosaga series, and my next contact with the overall Xeno quasi-franchise was Xenoblade Chronicles on Wii. Again, I came to this knowing almost nothing about it save for the fact it was one of three games for the Wii that a pressure group known as "Operation Rainfall" had been encouraging Nintendo to bring to the West, the others being The Last Story from original Final Fantasy creator Hironobu Sakaguchi, and the unconventional, wonderful Pandora's Tower from Ganbarion.

In other words, I picked up Xenoblade Chronicles based entirely on hearsay — people whose opinion I respected said that it was an important release, and that as someone who enjoyed JRPGs, I would do well to check it out. It was also noteworthy in that it actually made it to Europe before North America, which is not something that tends to happen all that often with localisations, and its dub featured English, rather than American, voiceovers — a fact which gave it a considerable degree of charm as well as inadvertently creating a number of memes that persist to this day, including "I'm Really Feeling It" and "Now it's Reyn Time", the former of which was helped enormously by protagonist Shulk's inclusion in the Wii U version of Super Smash Bros.

Anyway. Booting up Xenoblade Chronicles for the first time, I was confronted by a JRPG experience quite unlike any other JRPG I'd played to date. Well, that's not quite true; it was a bit like Final Fantasy XII in many ways, but it definitely had its own unique identity that combined influences from traditional, story-heavy Japanese role-playing games; open-world, mechanics-centric Western role-playing games; and the sheer, daunting amount of content found in your typical massively multiplayer online RPG.

Of particular note was its combat system, which is the main aspect that Xenoblade Chronicles X carries across from its predecessor. Allowing you to take direct control of any of your current three party members, gameplay changed significantly according to how you chose to play each character. Each party member had a fairly obvious "role" in the party that they were supposed to play, but there was a decent amount of customisation between learning new Arts and Skills for them, as well as the limited number of Arts the characters could have equipped (and, thus, usable) at any given moment.

Combat was much more than simple hack-and-slash; in fact, simply running up to an enemy and hoping to whittle down its health was an invitation to disaster, even early in the game. Instead, you needed to know your characters' abilities, including positional bonuses, and make appropriate use of them at the right times. This is where MMO influences showed themselves once again; since you were only controlling a single character, you had to trust that your AI-controlled companions were up to the task of doing their job — which, to their credit, they usually were — while you concentrated on doing yours.

I typically played as Shulk for most of the game; Shulk, in party-based MMO terms, would have been a melee DPS class somewhat akin to a rogue, dragoon or monk in Final Fantasy XIV. In other words, his abilities were largely focused on both dealing damage and inflicting debuffs on enemies, and many of them were conditional on him being in a particular position in relation to the enemy. One of his Arts required him to hit an enemy from behind, for example, while another had bonus effects when used from the side. Mechanics such as this kept combat dynamic and interesting rather than simply having two groups hacking away at each other until one or the other's HP ran out.

Then there was the world. Oh, goodness, the world. Xenoblade Chronicles was running on one of the weakest consoles of that particular generation, but it managed to be one of the most impressive games there was in terms of scope and visual design. Unfolding on the overgrown, long-dormant bodies of two mysterious giant mech-type things known as the Bionis and the Mechonis, Xenoblade Chronicles' world combined the realistically natural with the fantastic to create an absolutely beautiful, memorable world with some genuine landmarks that were worth seeking out just to admire the visual majesty of. I still remember vividly the first time I came across Makna Falls and had to stop and just admire this beautifully crafted environment for a few moments; it was somewhere I'd want to actually go in reality, such was its beauty.

To reiterate an earlier point, I know very little about Xenoblade Chronicles X, and that includes details about its world. If it's half as interesting and thrilling to explore as its predecessor, though, I'm excited to jump in and start running around… and later, to start stomping around it in the big mech-like Skells.

Xenoblade Chronicles X is out on Friday. There are online and multiplayer features in the game, so if you're planning on playing it and would like to do stuff with me, let me know and we can exchange Wii U friend details.

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2141: #NotAllZeldas https://imnotdoctorwho.moegamer.net/2015/11/30/2141-notallzeldas/ https://imnotdoctorwho.moegamer.net/2015/11/30/2141-notallzeldas/#respond Mon, 30 Nov 2015 22:37:47 +0000 https://angryjedi.wordpress.com/?p=8544 I've been continuing my leisurely jaunt through Nintendo's The Legend of Zelda series for the last few days, and have finished A Link to the Past and started on Link's Awakening. The degree to which I'm enjoying these games suggests to me that this is something I should have probably done quite some time ago, but no matter; the nice thing … Continue reading 2141: #NotAllZeldas →

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I've been continuing my leisurely jaunt through Nintendo's The Legend of Zelda series for the last few days, and have finished A Link to the Past and started on Link's Awakening. The degree to which I'm enjoying these games suggests to me that this is something I should have probably done quite some time ago, but no matter; the nice thing about the Zelda games, I'm discovering, is that despite their technical limitations in their older incarnations, they are mostly pretty timeless experiences that stand up very well today.

The other thing I've discovered is that the oft-mentioned criticism that "every Zelda game is the same", at least with regards to plot — a criticism that I have myself leveled at the series in the past — is actually complete bollocks. Don't believe me? Let's take stock.

The Legend of Zelda: Ganon kidnaps Zelda. Link has to save her and defeat Ganon. This is the wafer-thin plot that everyone assumes is the same in every subsequent Zelda.

The Adventure of Link: The Link from the first game seeks to awaken a Zelda who is not the Zelda from the first game by taking magic crystals to palaces. Meanwhile, Ganon's followers seek to resurrect their pig-faced twat of a master by sprinkling Link's blood on Ganon's ashes.

A Link to the Past: A Link from several eras prior to the first two Zelda games follows his uncle into battle having received a telepathic message from yet another Zelda, who is a descendant of seven wise men who sealed away the Demon King Ganon. Ganon is trapped in the Dark World, which was once the Golden Land, where the Triforce lay. Link takes up the Master Sword to strike down Ganon and return the Dark World to its former status as the Golden Land, and to undo the damage Ganon's machinations have done to the Light World.

Link's Awakening: The Link from A Link to the Past washes up on a mysterious island and is not immediately beset by requests for help from anyone called Zelda, instead finding himself meeting a cast of weird and wonderful characters and given the inevitable quest to clear out a bunch of dungeons, this time to "wake the Wind Fish" and escape the island.

Ocarina of Time: A Link from several eras before A Link to the Past and even more eras prior to The Legend of Zelda becomes aware that there is something special about him after a somewhat humble beginning in his forest village. He witnesses how Ganondorf, leader of thieves, becomes Ganon the Demon King, and through somewhat convoluted means involving time-travel, gives Ganon a right good kicking. Possibly. If he doesn't, A Link to the Past happens. If he does, Majora's Mask might happen, or Wind Waker might happen. It all gets a bit complicated here.

Majora's Mask: The young Link from Ocarina of Time finds himself drawn into a strange other land called Termina, which is set to be destroyed in a horrible cataclysm in three days' time thanks to the machinations of the peculiar Skull Kid, who has decided it would be a really good idea to call the moon down from the sky to blow everything up. Link, being a pro at this time-travel thing by now, repeatedly cheats death for everyone in Termina by rewinding time to the beginning of this three-day period until he can finally prevent the disaster from occurring. (It's a tad more complicated than this.)

I could go on, since there are a lot more Zelda games than these six, but I won't for now. Suffice to say, the assumption that "all Zelda games are about rescuing Zelda and killing Ganon" is completely mistaken, with the series actually having a rather complex and fascinating timeline if you care to explore it in detail. The nice thing about it, though, is that if you don't care to explore it in detail, each game stands perfectly well by itself without requiring any prior knowledge of its prequels, sequels or parallel timeline tales that the series has exploded into over the years.

Whether this complexity was entirely intentional or more of an "oh shit!" response to the folks at Nintendo realising they'd fucked up their own canon repeatedly isn't entirely clear. But it works for me, and the more I explore the Zelda series this time around, the more I'm glad I'm coming to it when its hype is at a somewhat more temperate level. It means I can explore — or revisit, in some cases — these games with relative "beginner's mind", and make up my own mind up about what I'm playing.

So far, I'm enjoying the experience a lot. Whether I'll make it through all of the Zelda games released to date — all of the good ones, anyway; I doubt I'll touch those CD-i monstrosities — remains to be seen, but I'm hopeful about my progress so far.

Now, back to Link's Awakening…

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2140: Rate Me! https://imnotdoctorwho.moegamer.net/2015/11/29/2140-rate-me/ https://imnotdoctorwho.moegamer.net/2015/11/29/2140-rate-me/#respond Sun, 29 Nov 2015 23:39:51 +0000 https://angryjedi.wordpress.com/?p=8518 I've been thinking about user reviews. It's a long-standing joke that user reviews aren't always entirely useful, particularly when it comes to people who think they're more hilarious than they actually are, but on balance, I think they're a pretty good thing. Or, rather, I do actually look at them when considering whether or not to … Continue reading 2140: Rate Me! →

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I've been thinking about user reviews. It's a long-standing joke that user reviews aren't always entirely useful, particularly when it comes to people who think they're more hilarious than they actually are, but on balance, I think they're a pretty good thing. Or, rather, I do actually look at them when considering whether or not to purchase something or make use of a service.

The reason I got thinking about this is because I tend not to leave reviews myself very often. I am, for the most part, one of those people who tends only to leave bad reviews when I hate something, and just let good work go silently appreciated.

This is no help to anyone, of course, because recommendations are just as important — if not more so — than advice to Steer Well Clear. And, given I'm a reasonably intelligent sort of chap and I make use of user reviews to inform my purchasing decisions, I should probably make more of an effort to be helpful to other prospective purchasers.

From hereon, then, I'm going to try and review more things in the hope that the things I have to say are helpful to someone. I've already done a fair few Steam reviews over the years, and I always make a point of trying to be informative when I write them. But I'm also going to try and review more of the apps I use on my phone, and software I download on my other devices such as my 3DS, Vita and PlayStation.

I'm actually quite taken with Nintendo's approach to reviews on the Wii U and 3DS; rather than allowing people free reign with their comments, it simply asks a number of simple questions that, in their own right, are quite informative and helpful. Firstly, there's the question of whether you think the game would appeal more to men or women. Then it asks you how old the person who enjoyed the game the most was. Then it asks you to give it a star rating between one and five, and finally asks you whether you think it's more suitable for "Everyone" or "Gamers", and whether it's more suited to "Casual" or "Intense" play sessions.

Five questions that give you a reasonably good idea of what the game experience is all about, and it takes a matter of seconds to fill them out. I am all for that.

In that spirit, then, I present to you a series of five-word reviews of things I've played recently.

Nintendo presents New Style Boutique 2: Fashion Forward – More fun than you'd think.

The Legend of Zelda: A Link to the Past – Still relevant now, in 2015.

The Legend of Zelda – The Dark Souls of Zelda.

DiRT Showdown – Lots of fun in cars.

Sonic and Sega All-Stars Racing Transformed – Mario Kart meets Blur. Yes!

Mini Metro – Minimalist puzzler with lovely sound.

Hyrule Warriors – Impa is the most badassest.

OutRun 3D – Arcade classic still plays well.

Streets of Rage 3D – Mega Drive brawler still fun.

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2137: Nintendoes https://imnotdoctorwho.moegamer.net/2015/11/26/2137-nintendoes/ https://imnotdoctorwho.moegamer.net/2015/11/26/2137-nintendoes/#respond Thu, 26 Nov 2015 23:44:12 +0000 https://angryjedi.wordpress.com/?p=8415 I've been playing almost exclusively Nintendo games for the past week or two. This wasn't entirely deliberate, but it's just sort of happened. And it's allowing me to rediscover my appreciation of what Nintendo does well. Nintendo, more than pretty much any other company out there, puts out games that feel satisfyingly complete. They don't come … Continue reading 2137: Nintendoes →

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I've been playing almost exclusively Nintendo games for the past week or two. This wasn't entirely deliberate, but it's just sort of happened. And it's allowing me to rediscover my appreciation of what Nintendo does well.

Nintendo, more than pretty much any other company out there, puts out games that feel satisfyingly complete. They don't come out of the door half-baked, lacking in content or riddled with bugs; they're ready to play, bursting with things to do and full of enjoyment waiting to be discovered. And this is how they've always been, even since the days of the NES.

The other thing I rather like about Nintendo is that their work has a very distinctive "voice". This is partly the job of the localisation teams who work on the various properties, but the overall "tone" of most Nintendo works is so very consistent — and has been for many years — that I find it difficult to believe that this is purely a regional thing. Rather, I feel that Nintendo almost certainly makes very careful decisions about how it's going to localise things and make them accessible and tonally appropriate in territories around the world. This even goes as far as making the British/European English and American English versions of games different to quite a considerable degree in some cases, which always feels like a pleasantly "personal" touch.

Now, Nintendo have attracted the ire of a number of people over the last few years thanks to what these folks see as unnecessarily "butchered" translations of games such as Fire Emblem Awakening and Xenoblade Chronicles X. And, for sure, some notable changes have been made from the original scripts — and, in a number of cases, content has been edited or even cut to be in keeping with the perceived values of a particular territory. Memorable examples in recent memory include the shot of Tharja's panties-clad bum in Fire Emblem Awakening (which featured a curtain being pulled across it in the English version, inadvertently making it look more lewd by hiding her panties altogether) and the inexplicable removal of the breast size slider from Xenoblade Chronicles X's character creation tool.

These sorts of edits are nothing new, however. The Legend of Zelda series, for example, has a somewhat different tone in Japan to in the West, particularly in installments such as A Link to the Past on Super NES. In the Japanese original A Link to the Past, for example, the story touched on religious themes, with one of the main villains being a priest. In the English versions, however, religious references were removed, and the "priest" became a "wizard".

Why does Nintendo do this? For an attempt at inclusivity, I guess; the company has a carefully curated "family-friendly" image to uphold, after all, and "family-friendly" means different things in different territories. From its localisation decisions, we can interpret that Nintendo believes here in the West that "family-friendly" means something that the whole family can sit down and enjoy together without any material provoking arguments or awkwardness between one another. We've seen on all too many occasions that discussions and material relating to both religion and sexuality are very much capable of inducing arguments and awkwardness, so out the window they go. It's kind of a shame for those who prefer their translations to be more literal and true to the original Japanese texts, but it is, after all, what Nintendo has always done — and, I have to admit, that warm, friendly tone most of their localisations tend to have is rather comforting, and quite unlike anything from other localised Japanese works.

This is even apparent in games such as New Style Boutique 2 and Animal Crossing, where there was unlikely to be any real "offensive" content in the first place; both have been localised in such a way as to be as inclusive and welcoming as possible to a broad audience; they're games that invite you in to enjoy the experience rather than insist you must be this skilled to ride, or whatever. And that's rather nice, really. Not something that every game needs, of course — some games are all the better for their laser-sharp focus on a very specific, niche-interest audience — but, to be honest, I find it hard to get too riled up about censorship talk when it comes to Nintendo games, simply because I've grown up with that warm, friendly, familiar tone of their localisations, and it would feel kind of strange for that to change now.

Anyway. I'm enjoying my Nintendo period right now: currently playing Zelda 3, Hyrule Warriors and New Style Boutique 2. All are very different games from one another. All are simply marvellous. All are proof that Nintendo doesn't give a shit what its competitors are doing, because they're quite happy doing their own thing, even if it ends up causing their sales figures to look dismal in comparison to those of Sony and Microsoft.

I hope this Nintendo never goes away. They're an important part of gaming, and it would be sad to see them go the way of Sega, becoming just another third-party publisher.

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2135: Zelda 3: Still Great https://imnotdoctorwho.moegamer.net/2015/11/25/2135-zelda-3-still-great/ https://imnotdoctorwho.moegamer.net/2015/11/25/2135-zelda-3-still-great/#respond Wed, 25 Nov 2015 01:31:26 +0000 https://angryjedi.wordpress.com/?p=8359 I remember playing Zelda 3, or The Legend of Zelda: A Link to the Past, to give it its full title, for the first time. It was an eye-opening experience; prior to this, most of the games I'd played on computer and console had been fairly straightforward arcade-style affairs — you put them in, you hit Start, … Continue reading 2135: Zelda 3: Still Great →

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I remember playing Zelda 3, or The Legend of Zelda: A Link to the Past, to give it its full title, for the first time. It was an eye-opening experience; prior to this, most of the games I'd played on computer and console had been fairly straightforward arcade-style affairs — you put them in, you hit Start, you start playing from the beginning, you get as far as you can get before hitting a Game Over screen, you try again.

A Link to the Past was different, though. Having never owned my own NES, the series was new to me, and so I didn't know that it had been providing this sort of ongoing, lengthy grand adventure for quite some time prior to its Super NES incarnation. But I was immediately enraptured with it; here was a game that provided me with a convincing open world to explore, some challenging dungeons to defeat, a convincing sense of getting stronger and more powerful as the game progressed, and an enjoyable, if somewhat simple, story to follow.

I played A Link to the Past through numerous times, so much did I enjoy it. It got to the stage where I could run through the game pretty much on autopilot, though I must confess I never quite reached total completionist status with it; I enjoyed the experience of progressing through the game and beating it rather than doing things like hunting down the myriad Pieces of Heart scattered around the game's two worlds.

My love for Zelda waned a little over the years. I recall being a little underwhelmed with Ocarina of Time when I first played it, though I can partly attribute this to the fact that I had been playing Final Fantasy VII around a similar time and, to my inexperienced, rather shallow eyes, they simply didn't compare to one another. I enjoyed Ocarina of Time enough to finish it, mind, but I didn't love it in quite the same way I loved A Link to the Past. I did, however, love Majora's Mask in the same way I loved A Link to the Past, but that's probably a story for another day.

Anyway, to the point: after finally finishing (the first quest of) the original Legend of Zelda the other day, I felt like continuing my journeys through Hyrule, so I skipped Zelda II, not quite feeling up to its punishing ways at present, and went straight to A Link to the Past. (For the Zelda-illiterate: most of the Zelda games tell their own, self-contained stories that feature characters with the same names and same appearances as those in other games, but who are actually different people from different times. This means that skipping a game in the series doesn't mean you'll skip important plot, though if you care to research it there is a complicated, convoluted chronology of how it all fits together.)

I was immediately reminded how much I love this game, even so many years after I last played it. It has an extremely strong opening — one of the reasons it made me sit up and take notice the first time I played it — and some highly memorable music. It's also a massive, massive improvement mechanically on the original Legend of Zelda, which it most closely resembles; Zelda II went off and did a bunch of weird things with RPG mechanics and platforming, but A Link to the Past was a return to the original formula, but better.

And everything really is better. Instead of having to wander around aimlessly, hoping you'll find the right order to challenge the dungeons, you'll be nudged in the right direction by the game, though you'll never be completely railroaded, and you are free to go off and explore any time you want. There's also a much stronger sense of the overall map being a coherent world; Hyrule may be relatively small, apparently consisting of only a single village and a castle that is bigger than the whole village, but there are plenty of interesting things going on and memorable characters to stumble across.

And, somewhat surprisingly for a Nintendo game if you're used to Mario and its ilk, A Link to the Past is pretty dark and bleak in places. The strong opening I mentioned before sees Link acquiring his first sword and shield by stumbling across his dying uncle, who had left the house in Link's stead earlier in the night in an attempt to save him from the trouble that becoming the Hero of Hyrule would be. Later, there are other equally subtle, sad scenes, such as the spirit of the young flute-playing boy in a clearing, whom you later discover close to death in the Dark World, a realm that deforms body and spirit, so you grant his dying wish before he gives up on life entirely and turns into a tree.

In many ways, it's kind of stunning to think that the same creative mind behind Super Mario Bros. also came out with Zelda, something that, while still ultimately pretty family-friendly, is a quantum shift away from Nintendo's mascot in terms of tone. I've spent a good few years feeling like I wasn't a particular fan of Zelda, since I felt as if none of them quite captured my attention in the same way as more conventional role-playing games, which had, of course, subsequently turned out to be a favourite genre. After enjoying the first and third Zelda games so much so far, though — not to mention Hyrule Warriors — I feel like it's probably time to educate myself on the series as a whole, so I'm going to try and work my way through them one by one. Who knows — I may even make it through Zelda II one of these days, though not today…

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2134: Hyrule Warriors is My New Favourite Musou https://imnotdoctorwho.moegamer.net/2015/11/23/2134-hyrule-warriors-is-my-new-favourite-musou/ https://imnotdoctorwho.moegamer.net/2015/11/23/2134-hyrule-warriors-is-my-new-favourite-musou/#respond Mon, 23 Nov 2015 23:51:01 +0000 https://angryjedi.wordpress.com/?p=8323 I'd been meaning to check out Wii U title Hyrule Warriors for some time, and my recent Zelda bingeing seemed to be an ideal time to do it. I primarily picked the game up as something to play as a co-op game with a local friend, but I've found myself playing through a number of missions this evening and … Continue reading 2134: Hyrule Warriors is My New Favourite Musou →

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I'd been meaning to check out Wii U title Hyrule Warriors for some time, and my recent Zelda bingeing seemed to be an ideal time to do it. I primarily picked the game up as something to play as a co-op game with a local friend, but I've found myself playing through a number of missions this evening and having a great deal of fun.

I've always enjoyed the Musou games since Dynasty Warriors 2 on PlayStation 2. Their hack-and-slash nature appeals to the brawler fan in me, but they've always had a surprising amount of depth to them — not necessarily in the combat itself, but in choosing the right characters for the job, keeping an eye on the overall battle situation, and responding appropriately to what is happening.

For the unfamiliar, the Musou series covers the various Warriors games, including the Dynasty Warriors, Samurai Warriors and Warriors Orochi series. Hyrule Warriors was an interesting break from the norm for developers Omega Force in that rather than being loosely (very loosely, in some cases) based on established historical fiction such as Romance of the Three Kingdoms, it's based on an established other property — in this case, the Legend of Zelda series.

It isn't the first time Omega Force has tackled a licensed Musou game; there are Warriors games based on the popular anime and manga One Piece, Fist of the North Star and Gundam, among others. But Hyrule Warriors is arguably one of the more "accessible" properties that the team has chosen to adapt into the Musou style, since Zelda is one of Nintendo's properties with near-universal appeal, and much more ripe for adaptation than, say, Mario.

Hyrule Warriors, like its stablemates, casts you in the role of one of several different playable characters and tasks you with turning the tide of a large-scale battle on a sprawling map. Your character is just one part of your "side's" overall efforts, but you're considerably more powerful than the rather dim footsoldiers that litter the battlefield, usually standing around looking perplexed. You're not alone, though; in two-player mode, a second player takes on the role of one of the other present allied generals to support you, and even in single-player you'll find yourself fighting alongside other characters: they'll come to your aid, but you'll be expected to do the same in return.

In what I've played of Hyrule Warriors so far, there seems to be quite a bit more variety than, say, the Dynasty Warriors series, thanks in part to the setting being considerably more fantastic than ancient China. But it's not just about the monstrous enemies and magic flying around — it's also about varied objective during battle. It's pretty rare, even in the early stages of the game, to be confronted with a battle that simply involves cutting a path to the enemy boss; instead, you'll find yourself supporting your troops in various areas, capturing strongholds to gain a foothold and advance into enemy territory, dealing with counterattacks from enemies and, in true Zelda style, occasionally accidentally clipping a chicken one too many times with your sword and inviting the wrath of its myriad friends, who will come and peck you to death in pretty short order.

The game also makes use of its Zelda roots well by adding a number of mechanics based on the iconic Zelda inventory items. As you progress through the game's "Legend" mode, you'll acquire various items that can be used in battle, ranging from bombs (blow stuff up, reveal secrets) to a bow and arrow (shoot things) and a boomerang (cut down things that a sword just won't chop). Fulfilling various secret requirements in battle will also reward you with heart containers and pieces of heart to extend your characters' life bars, and Ocarina of Time's Gold Skulltulas make an appearance, too, spawning on the battlefield when you fulfil a specific condition and then requiring you to track them down by searching a marked area of the map and listening carefully for their telltale scraping sounds.

I feel like I've barely scratched the surface of the game so far; I've only played Legend Mode as of now, but there are a variety of other ways to play, with one of the most interesting sounding being Adventure Mode, which tasks you with exploring a grid-based map based on the original NES Legend of Zelda game and fighting various battles in order to take control of it piece by piece. I don't yet know how well this is executed, but I'm looking forward to trying it out. Even if it turns out to be bobbins, though, just the battles in Legend Mode have proven to be more than worthwhile and enjoyable so far — and it looks very much as if the game has continued to develop and expand long after launch, if the multiple pages of patch notes that appeared the first time I booted the game up are anything to go by!

I'm looking forward to trying it out co-op later this week, all being well, but in the meantime I can already confidently say that it's one of the best Musou games I've played to date, and anyone who enjoys a good bit of hack and slash should most definitely check it out, Zelda fan or no.

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2128: Point to Point https://imnotdoctorwho.moegamer.net/2015/11/17/2128-point-to-point/ https://imnotdoctorwho.moegamer.net/2015/11/17/2128-point-to-point/#respond Tue, 17 Nov 2015 23:58:16 +0000 https://angryjedi.wordpress.com/?p=8182 I'm apparently on a minor retro kick at the moment, what with playing The Legend of Zelda and, also, downloading the "3D Classics" version of OutRun on my 3DS. I love OutRun. It's one of those games that I used to see in the arcade but, for whatever reason, didn't play very often. (I feel it was probably something to do … Continue reading 2128: Point to Point →

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I'm apparently on a minor retro kick at the moment, what with playing The Legend of Zelda and, also, downloading the "3D Classics" version of OutRun on my 3DS.

I love OutRun. It's one of those games that I used to see in the arcade but, for whatever reason, didn't play very often. (I feel it was probably something to do with my Dad baulking at the idea of paying 50p for one credit, but I usually managed to convince him that it was worth paying this much to play G-LOC, which at least had aeroplanes in it.) We also had the dreadful Atari ST port of Turbo OutRun, which I actually rather enjoyed despite its atrocious framerate, appalling load times (in the middle of a race!) and loss of various animations and game features if you had less than 1MB of RAM in your computer.

Despite all these setbacks, OutRun has always remained a racing game that I've been very fond of, and when the Shenmue series hit Dreamcast with a variety of playable Sega games right there within the game itself, I spent a great deal of time recapturing past glories (or, more commonly, indignities) on OutRun and Super Hang-On. When the PlayStation 2/Xbox era rolled around, I spent a lot of time playing the wonderful OutRun 2, which brought the basic gameplay of the original up to date with fresh graphics, but otherwise played just like an old arcade game. And when the Xbox 360 got a tweaked port of OutRun 2 on its downloadable Xbox Live Arcade service, well, of course I was going to play it again.

3D Classics OutRun is arguably a step back technology-wise from OutRun 2 and its spinoffs; it's based on the original 16-bit sprite-based graphics rather than being rendered in full polygonal glory. This is true to the original game, however, and there are a few little tweaks here and there to bring it a bit more up to date. It runs at 60 frames per second, for one thing, making it look smoother than the arcade version ever did, and makes excellent use of the 3DS' glasses-free stereoscopic 3D for some impressive visual effects. Possibly my favourite "pointless but cool" feature in it, however, is the simulation of the arcade cabinets' movement that you can turn on; OutRun was one of the many arcade games in the period that had "Deluxe" cabinets featuring hydraulics that would cause your seat to move around as you played. Your field of vision on the tiny screen of the 3DS isn't quite the same as literally feeling your car being slammed around corners, but it's a decent enough approximation, and a fun (and optional) effect to play with.

But enough about the technical side of things; every time I play some variation on OutRun I find myself pining for this lost age of racing games. Not necessarily because of the graphics or the style of play or anything — playing racing games with strict countdown time limits can be a bit of a culture shock these days! — but because they feature a subtle difference from most modern racing games in that they are point-to-point racers rather than lap-based.

I like point-to-point races, and we don't see nearly enough of them in modern racing games. There are exceptions, mind you: Burnout 2 had a nice little feature where once you completed the various events in one area, you then had a point-to-point race to get to the next one; Burnout Paradise was almost entirely point-to-point races; the Midnight Club series took an enjoyably chaotic approach to point-to-point racing by allowing you to choose your own route through an open-world city, so long as you hit the checkpoints along the way. But despite these examples, many of the racers we have today are lap-based.

Why is this something I care about? Well, lap-based racers are fun, of course, and allow you to learn the course, even within a single race. Point-to-point racers, meanwhile, have a wonderful sense of going on a journey, and in the case of games like OutRun, it's immensely satisfying to successfully reach the next stage of said journey and see what new scenery there is to admire a little further down the road. OutRun even takes this one step further, by providing a fork in the road at the end of each stage, allowing you to continue in one of two different directions to create your own custom route through the game.

3D Classics OutRun isn't a deep game in the slightest, especially when held up against more modern examples. But there's a purity to the experience that you just don't get in more realistic fare; it's a game that revels in the enjoyment of taking a fast car on a rollercoaster ride and seeing how far you can get this time. I love it, and I'm happy it's still a relevant game in 2015!

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2064: Makin' Marios https://imnotdoctorwho.moegamer.net/2015/09/14/2064-makin-marios/ https://imnotdoctorwho.moegamer.net/2015/09/14/2064-makin-marios/#respond Mon, 14 Sep 2015 22:36:01 +0000 https://angryjedi.wordpress.com/?p=7889 I picked up Super Mario Maker for Wii U the other day. I originally wasn't going to bother with it, but a lot of positive feedback from people I know, like and trust convinced me to give it a shot. I like the concept of games with built-in level designers very much, but the execution has to … Continue reading 2064: Makin' Marios →

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I picked up Super Mario Maker for Wii U the other day. I originally wasn't going to bother with it, but a lot of positive feedback from people I know, like and trust convinced me to give it a shot.

I like the concept of games with built-in level designers very much, but the execution has to be good to make them something I want to engage with in the long-term. TrackMania does it well; LittleBigPlanet less so. For me personally — and this doesn't apply to everyone, I know — the key is the balance between simplicity and flexibility: the freedom to realise your creative ideas without it being too much work to do so.

Fortunately, Super Mario Maker strikes an excellent balance, and part of that is due to how it gradually dishes out new parts, themes and level types over time from launch. It can be mildly frustrating to have a level concept in mind and be unable to realise it completely until you've unlocked the relevant pieces of content, but there are ways to game the system if you feel that strongly. In the meantime, though, it's worth exploring the initially limited toolset, because artificial limitations can often stimulate creativity in the strangest of ways.

It's ridiculously easy to make a level in Super Mario Maker. Choosing from a palette of objects at the top of the screen, you just draw things onto the level using the Wii U GamePad stylus. There are limits on how much you can put down, but they're pretty generous; likewise, the overall width and height of a level can be fairly large. We're not talking Metroidvania territory, of course, because that would go against the philosophy of a Mario game, but you can certainly put together some fairly intricate designs in the available space if you so desire.

As with any type of game like this, it's always fascinating to see what other people have come up with, and the creative ways in which they've used the tools. TrackMania, for example, fostered a subculture of track creators who made "press forward" tracks, in which all you had to do to complete it was simply continuously accelerate; the design of the track would take care of the rest, automatically flinging the car through a series of ridiculous stunts, with objects placed in the absolute perfect locations to ensure that you always landed in the right place and the right way up.

It's the same with Super Mario Maker. The game's only been out for a few days, and some of the most popular levels out there are already of the "don't press anything" variety; in other words, they play themselves. These levels aren't any challenge to play, of course, but it's fascinating to see the intricate "machinery" these creators have put together, and worthy of respect, because it must have been a painstaking process of trial and error to get it working perfectly.

As for me, I haven't unlocked everything just yet, but I've been enjoying dipping in and out of the game, playing a few levels here and there and even making a few. I like the whole package very much, though there are a few things it would be nice to see expanded on over time: most notably, it would be good to see the in-game score and coins actually matter, because outside of the "Mario Challenge" modes, in which you're presented with a randomly selected series of levels to complete, even the concept of "lives" is completely irrelevant. It would be good to see some sort of leaderboard system with clear times, scores and number of attempts, for example, and perhaps coins could be used to unlock additional features.

It remains to be seen if Nintendo will expand this over time, but with Mario Kart and Splatoon on Wii U, Nintendo has shown itself to be open to the idea of games growing and changing over the course of their lifetime. Super Mario Maker already has a wealth of content in it, but it would be fantastic to see more features — perhaps even based on the Amiibo compatibility, since most currently available Amiibo already unlock character sprites; it would be cool to be able to unlock visual themes, sound effects and music through the Amiibo, too; I might even be tempted to collect a few more then.

In the meantime, though, Super Mario Maker is an enjoyable package that is well worth a purchase. Even if you never make any levels yourself, it's great to fire up for a quick blast of Mario action — and if you do make your own levels, it will give you a whole new level of appreciation for what professional level designers do all day!

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2058: Hi Games Journalism, It's Time We Had Another Chat https://imnotdoctorwho.moegamer.net/2015/09/08/2058-hi-games-journalism-its-time-we-had-another-chat/ https://imnotdoctorwho.moegamer.net/2015/09/08/2058-hi-games-journalism-its-time-we-had-another-chat/#comments Tue, 08 Sep 2015 10:57:13 +0000 https://angryjedi.wordpress.com/?p=7859 And so soon after the last one! My goodness me. It's almost as if you don't listen or have any consideration for your audience whatsoever. Although if you're writing for "dead" people, I guess I shouldn't be all that surprised, since the dead don't usually talk back. Today in Unacceptable Articles That Should Never Have … Continue reading 2058: Hi Games Journalism, It's Time We Had Another Chat →

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And so soon after the last one! My goodness me. It's almost as if you don't listen or have any consideration for your audience whatsoever. Although if you're writing for "dead" people, I guess I shouldn't be all that surprised, since the dead don't usually talk back.

Today in Unacceptable Articles That Should Never Have Gotten Through the Editorial Process, If There Even Is One, I present Vice UK's depressingly predictable article "Is There Anything More to Senran Kagura 2 Than Big, Bouncing Cartoon Breasts?".

I learned early on that you should never write a headline that is a question that can be answered with a single word. There are a number of reasons for this, the most obvious being that most people will look at the headline, think of their own personal answer to the question and then not bother to read the article to find out what the author thought. But beyond that, these sorts of headlines are often inherently loaded questions, too, demonstrating clear prejudice before you even get into the article itself. In the case of the article here, it's immediately apparent that the author has come to Senran Kagura 2 with the assumption that there is "nothing more" to the game than "big, bouncing cartoon breasts" and, as such, will probably take some convincing that, in fact, the series is considerably deeper than that. Or, more likely, he simply won't even entertain the possibility that his prejudices might, in fact, be mistaken and based on flawed assumptions.

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The author kicks off his article by burying the lede — admittedly only by a single paragraph, but he still opens the article by talking about Metal Gear Solid V, Mad Max and Super Mario Maker instead of Senran Kagura 2. This is an immediate warning sign; it sends the signal that he would rather be doing anything other than writing about Senran Kagura 2, which, of course, begs the question as to why he is writing about it in the first place, but I think we all probably know the answer to that already. (Hint: it rhymes with "dicks".)

The second paragraph then introduces Senran Kagura 2 by giving some important context: the fact that the author downloaded the game "a couple of weeks ago" and, since that time, has "played maybe an hour" of the game in total, across "five or six brief sessions" that we can extrapolate to have been no longer than ten minutes each. He also briefly discusses developer Tamsoft's history, implying that the PS1 era's Toshinden is their most noteworthy and "acceptable" work, while everything since (including Senran Kagura and Oneechanbara) has been "rather more exploitative fare". (He's not wrong to call Oneechanbara in particular exploitative, but in that game's case in particular, it's a direct reference to "exploitation" horror films and as such is rather more clever than he gives it credit for.)

"60 minutes is enough to know what [Senran Kagura 2 is] all about," the article goes. "Breasts. Boobs. Tits. Baps. Knockers, Bosoms. Norks. Melons. Insert your own local, colloquial variation, here. Seriously. That's it. Breasts. This is a game about breasts."

I would perhaps be more receptive to this appraisal were it not for the fact that the article contradicts itself in the same paragraph by saying "oh, sure, there's fighting too, and a storyline I cannot even begin to fathom on account of it directly following the events of its preceding game, Senran Kagura Burst, which I'd not even heard of prior to picking this up."

Hold on there. Hold on just a minute. There's a little thing that you can do as a journalist called "research". If you're not familiar with a series — and the fucking great "2" in Senran Kagura 2's title should be a pretty obvious tip-off that it is part of a series and a sequel to something — then you should probably find out a bit more about it before you jump in halfway. You wouldn't start reading The Lord of the Rings (or watching the movies) halfway through The Two Towers without at the very least familiarising yourself with a synopsis of what had come before; you wouldn't start watching Breaking Bad halfway through its third season and then whinge that you had no idea what was going on; you wouldn't read His Dark Materials starting at the third book. (Or at least, you shouldn't do any of these things, or if you do, you shouldn't moan that you "cannot even begin to fathom" what is going on, because it's your own stupid fault.)

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"There's an extremely long, context-setting intro, but I fell asleep halfway through it," continues the piece, again contradicting itself by demonstrating that the game clearly does make an effort to get people up to speed even if they haven't played Burst, and also demonstrating a clear unwillingness to engage with the game on anything more than the most superficial level.

Here's the thing: Senran Kagura, as a series, is essentially a visual novel in which story sequences are punctuated by brawler-style action sequences — the 3DS games feature 2.5D-style fighting similar to arcade classics such as Streets of Rage, while the Vita and PS4 games feature 3D brawling somewhat akin to the Dynasty Warriors series. Although the games are regarded as "brawlers", their main reason for existence is not, as the article claims, "breasts", but to tell their stories. And they do this through a medium that Japan has proven time and time again to be an effective means of exploring and developing characters: the visual novel.

It is quite surprising to a lot of people coming to Senran Kagura for the first time quite how much effort the game makes with its storytelling. Certainly, it's not particularly flashy in its execution — it alternates between "NVL"-style full screens of text overlaid on static backdrops or event images for longer, more dramatic sequences or internal monologues exploring characterisation, and "ADV"-style head-and-shoulders conversations for shorter, more incidental and immediate conversations between characters — but it's an effective means of getting its point across. The longer NVL sequences put the story in context and often feature past-tense narration explaining things that happened in the past, while the shorter ADV sequences give us an insight into how the characters are right now, and how they are responding and reacting to one another.

In other words, ignore Senran Kagura's visual novel sequences — or "fall asleep" during them — and you are Missing The Point fairly spectacularly, not to mention completely invalidating your own assertion that "this is a game about breasts".

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"That a game like this can come out in 2015 is ridiculous," continues the article, now in full-on table-thumping mode. "It's brazenly, unapologetically sexist. And it's all as arousing as a dinner date with Des O'Connor, where [at this point it trails off into the author's own bizarre fantasy which I will spare you for now]. The thin waists and titanic whimwams might represent wank fantasy material for teenage boys who, for some reason, can't bring themselves to find actual pornography on the Internet, but to a grown adult, a married man, a father of two, this is just the dullest, most tired tripe masquerading as titillation. I get more excited making toast."

Here we get to one of the important issues with this piece's appraisal of the series: the assumption that it is pornography. As anyone who has actually played the series will tell you at great length, Senran Kagura is most certainly not pornography. It has positive attitudes towards sexuality — most notably fetishes such as sadism and masochism as well as lesbianism — but that doesn't make it pornographic.

Even the game's notorious "clothes ripping" mechanic and its jiggly breasts don't make it pornographic; both of those things have been put in there for two reasons: firstly, simply as part of the game's aesthetic, in the same way that Bayonetta has masturbating angels and naked witches all over the place but isn't "porn" — to be honest, you sort of stop actively noticing it after a while, and it just becomes "the way the game looks" — and secondly, as a reflection of the characters' attitudes towards their own bodies, sexuality and selves as a whole. Compare Haruka's positive glee as her opponent shreds her defenses to Mirai's embarrassment at her skinny, childlike body no longer being hidden by her big, baggy Gothic Lolita dress as a great example of how this is used as a means of characterising the cast in a non-verbal manner.

The author then plays what he clearly believes to be his trump card: that he's a "grown adult, a married man, a father of two" and that this somehow makes him better than all this. To refute this, all we have to do is go back to his first paragraph, where he mentions Metal Gear Solid V (a game in which you can make a horse shit on command), Mad Max (a game in which you fix up a pretend car and blow up people you don't like) and Super Mario Maker (a game in which you fashion crudely-drawn penises out of platforms floating in the sky in a magical mushroom kingdom, and then invite your friends over to giggle childishly as they leap all over them). I don't actually think all of these games can be reduced down to these stupid descriptions, of course — but in the same way, Senran Kagura as a series cannot be reduced down to "this game is about breasts", particularly after just 60 minutes across five or six sessions with a single game in the fucking series.

It continues, though. "Yet this is a game — a series, which has spawned its own manga and anime offshoots — with so many fans," says the author with apparent surprise that something he doesn't like could possibly be popular or well-received. "Sales of the games to date have passed the million mark [significant for a niche-interest title like this] and coverage elsewhere has emphasised the gameplay improvements made to Deep Crimson, compared to its predecessor. And, you know, I'm absolutely fine with people playing this game, and enjoying it (be fair, most likely in the privacy of their own homes, despite the portability of the platform), and claiming that they're primarily in it for everything but what's inside all those fancy blouses."

No you're not, sir. You are not "fine with people playing this game, and enjoying it", as your incredibly judgemental parentheses indicate. But we've already covered this; in your five or six ten-minute sessions with the game, you made no effort to engage with its more interesting aspects, and instead chose to reduce it down to "what's inside all those fancy blouses". I feel that you, sir, may be the one with the issue here.

"Of course, they're fucking lying, as this is a game about breasts," continues the author, proving the point I made in the last paragraph. "And nothing else, so stop kidding yourself. You're not playing Deep Crimson for its multi-layered gameplay, for its sole playable male…"

Hold on a minute. Games journalism as a whole is always whingeing about how there's no female representation in games, and yet here we have a game with eleven playable female characters, each of whom are developed and explored in great detail across the course of the series as a whole, and yet the "sole playable male" is something worth fixating on or criticising? I'm not even sure what point the author is trying to make by mentioning this — perhaps the mistaken assumption that horny young men refuse to play as women and as such will only want to play as Murasame? I don't know. But I digress.

"…its pair battles or its tangled tale of… sorry, again, no idea, but I get that the baddies aren't all that bad in the big scheme of things."

Senran Kagura's "baddies" want to summon youma and take control of these legendary monsters to assert their dominance over the world, and have no problems resorting to kidnapping and even murder in order to further their own goals. I guess the author is right about one thing: he really does have "no idea" about what the game's "tangled tale" is all about.

"You're playing it because misshapen cartoon girls with weirdly massive eyes, piss-poorly made outfits and ginormous gazongas do it for you," he continues. "And that's okay, I suppose. Better that you feel up fictional girls on your 3DS screen rather than grope a stranger on the bus."

Hold on a fucking minute there. The rest of this piece has been dismissive and judgemental, yes, but this particular passage crosses the line into just plain offensive. The not-at-all-subtle implication that people who enjoy Senran Kagura would be committing sexual assaults in public if they didn't have their terrible, awful pornographic games to sate their depraved appetites and slake their thirst for young flesh is absolutely unacceptable. I don't think any more really needs to be said about this, particularly as we've already had words about this. You do not imply that portions of your audience are criminals based on what kind of entertainment they choose to enjoy. You do not demonise people based on their open-mindedness. And you do not get to pass judgement on a game you have played for "five or six" ten-minute sessions without making any attempt to engage with it beyond "this is a game about breasts".

This article is completely unacceptable, and should never have made it through Vice's editorial process — if indeed there even is one. I've mentioned before that I strongly believe in a case for specialist writers who know what they are talking about in the field of video games, and nonsense like this just goes to prove the point. The article achieves nothing other than reinforcing prejudices and frustrating people who know better. It doesn't drive discourse about gaming forwards, it's utterly backwards and completely closed to debate; for all the author's protestations that he's "fine" with people liking it and that it's "okay, I suppose", it's abundantly clear that he believes anyone who has even a passing interest in the Senran Kagura series is a sexual deviant who is just one 3DS away from committing a criminal sexual assault in public.

Well, sir, your attitude is not fine. It is not "okay, I suppose". Your piece is a vile, hateful, ill-considered and poorly researched screed about a topic you clearly have no business writing about. Go back to Mad Max and pimp up your wasteland-mobile, since that's clearly what you'd rather be doing — though I'll expect a 3,000-word essay from you about how the game's depiction of women is "problematic" by the end of the week, assuming someone from Polygon doesn't beat you to it.

In the words of Senran Kagura creator Kenichiro Takaki, "the world is full of stuff people will think is fun to them. It just seems so pointless to waste your time on things you don't like or can't understand." If only a few more people took those words to heart.

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2036: Splattering https://imnotdoctorwho.moegamer.net/2015/08/17/2036-splattering/ https://imnotdoctorwho.moegamer.net/2015/08/17/2036-splattering/#respond Mon, 17 Aug 2015 22:29:49 +0000 https://angryjedi.wordpress.com/?p=7765 Been playing a bit more Splatoon, and I really like it for a number of reasons. Turns out that Nintendo's first real foray into the dedicated online multiplayer sphere (as opposed to titles like Super Smash Bros. and Mario Kart, which include online but don't make it a focal point) is a really solid effort that does things a bit differently from … Continue reading 2036: Splattering →

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0036_001Been playing a bit more Splatoon, and I really like it for a number of reasons. Turns out that Nintendo's first real foray into the dedicated online multiplayer sphere (as opposed to titles like Super Smash Bros. and Mario Kart, which include online but don't make it a focal point) is a really solid effort that does things a bit differently from the norm and is consequently a better, friendlier, more accessible experience as a result.

Splatoon's structure may seem restrictive to those who have been raised on more well-established shooter franchises. You can't purchase any new weapons or other equipment (each piece of which confers a buff of some description, and which can be levelled up at least once to unlock additional abilities) until you hit level 4, and until you hit level 10 you're restricted to playing just the "Turf War" battle mode.

In practice, though, this all works really well. Turf War — a mode where whichever team covers more of the map with their colour after three minutes wins — is a good introduction to the game, emphasising how it's important to work together as a team. By the time you hit Rank 10, at which point Ranked Battles with different rulesets unlock, you should be pretty comfortable with how the game works and perhaps even have found a favourite weapon style.

The other interesting thing about how Splatoon works is that rather than throwing all the maps and modes into the rotation and making people either vote on them or set up their own lobbies, it simply uses a small, rotating roster: two maps for Turf War, two more for Ranked Battle, and one of the available game modes chosen for Ranked Battle too. Every few hours this rotates.

This is also an excellent system. It encourages you to familiarise yourself with the maps, and since there are only two in a given set at any point, if you settle down to play a few games, you'll get the opportunity to learn their intricacies rather than being forced into always playing community favourite levels until the end of time.

So far I've only played the Splat Zones mode in Ranked Battle: a variant on King of the Hill in which you have to take control of one or more zones by painting its floor in your colour to score points. It's a different experience to Turf War; while Turf War is usually on the move, often with a scuffle over the map's middle ground, Splat Zones forces you to both go on the offensive and defensive according to the position you're in. Taking advantage of the squids' abilities to hide under their ink makes for some enormously satisfying stealth "kills" (sorry, "splats") and there's a real sense of fun when you manage to outwit an opponent who's been giving your team grief.

I haven't yet had the courage to jump into some games with the folks on the /r/splatoon Discord server, but they seem like a friendly bunch open to giving advice, so I may look into that in the next few days. After all, I am level 12 now; that's at least a bit fresh, I think…

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2030: Splatoon is Pretty Damn Good https://imnotdoctorwho.moegamer.net/2015/08/12/2030-splatoon-is-pretty-damn-good/ https://imnotdoctorwho.moegamer.net/2015/08/12/2030-splatoon-is-pretty-damn-good/#comments Wed, 12 Aug 2015 00:19:06 +0000 https://angryjedi.wordpress.com/?p=7740 Wandered into town today to take care of a few bits of business, and decided that I'd trade in some games I didn't really play any more and that wouldn't be difficult to find again (Uncharted, Uncharted 2, Need for Speed, stuff like that) and pick up Splatoon. I've been idly following Splatoon since it was released, but I've … Continue reading 2030: Splatoon is Pretty Damn Good →

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0030_001Wandered into town today to take care of a few bits of business, and decided that I'd trade in some games I didn't really play any more and that wouldn't be difficult to find again (Uncharted, Uncharted 2, Need for Speed, stuff like that) and pick up Splatoon.

I've been idly following Splatoon since it was released, but I've held off picking it up because I'm generally not a massive fan of competitive games, and while Splatoon does have a single-player mode, it's most well-known for its online battles.

Well, after spending a couple of hours with it this evening, I'm kind of sorry I waited; it's really, really good.

Most of you reading this are probably already familiar with Splatoon but on the offchance you aren't, it's a Wii U game from Nintendo that is a rare example of them putting out a non-Mario or Zelda-related IP. Moreover, it's actually an all-new IP, and one that deserves to do well, since it has some great character designs and witty writing, even in a game so focused on competitive multiplayer.

I haven't tried the single-player at all yet and I'm only level 6 in multiplayer, so I can't talk about the complete experience as yet, but what I've played so far has been a whole lot of fun.

In your early hours of Splatoon, you're restricted to playing "Turf War" mode; a four-on-four affair in which the two teams compete to cover as much of the level with ink as possible over the course of three minutes. At the end of the match, the area covered is totted up and a winner declared, and individual rankings are shown so you can see who was pulling their weight more than others.

The genius of Splatoon is that it's a competitive shooter (third-person in this case) in which the emphasis is not on killing other players, but instead on surveying the overall situation of the battlefield and acting accordingly. There's no voice chat, but this isn't really a problem, since you can coordinate your efforts with others simply by glancing at the overview map on the GamePad screen and seeing what regions need your attention. The fact that all you're expected to do is cover as much of the level as possible with ink keeps things simple and accessible — though you will give your team a small advantage if you can fend off your opponents, sending them back to their base and wasting a bit of time as they respawn and make their way back to where the action is.

The other thing I like about Splatoon is that it's apparently possible to pick up and play it and immediately be quite good at it. Out of the fifteen or twenty matches I've played this evening — they're short and snappy, which is lovely — I was on the losing team only twice. There's plenty of variety in the weapons, but none of them (so far, anyway) feel like they're massively overpowered or anything; most of them can be countered in some way or another, and even the "superweapons" can be dodged and avoided if you know to recognise the warning signs soon enough.

I'm convinced, then; this is a good game that I'm looking forward to exploring more in the coming days. And it seems there's a really active community, too, both on Reddit and Discord, so I'm looking forward to getting to know some new people.

I can officially confirm, then, that I am indeed a kid now, a squid now, a kid now, etc. So that's nice.

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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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1778: Enough with the "Nintendo on Mobile" Nonsense https://imnotdoctorwho.moegamer.net/2014/12/01/1778-enough-with-the-nintendo-on-mobile-nonsense/ https://imnotdoctorwho.moegamer.net/2014/12/01/1778-enough-with-the-nintendo-on-mobile-nonsense/#comments Mon, 01 Dec 2014 00:02:11 +0000 http://angryjedi.wordpress.com/?p=6952 Another article about whether or not Nintendo should move into the lucrative but (largely) morally bankrupt world of mobile phone games came up today, this time from Forbes. Thankfully, Forbes' Erik Kain actually has his head screwed on correctly, unlike the various analysts who have, over the last few years, said that Nintendo "should" go … Continue reading 1778: Enough with the "Nintendo on Mobile" Nonsense →

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Another article about whether or not Nintendo should move into the lucrative but (largely) morally bankrupt world of mobile phone games came up today, this time from Forbes.

Thankfully, Forbes' Erik Kain actually has his head screwed on correctly, unlike the various analysts who have, over the last few years, said that Nintendo "should" go mobile owing to the decline of dedicated handheld gaming in favour of gaming on smart devices, and the general underperformance of the Wii U compared to both its peers and its predecessor the Wii.

Nintendo's in a very different position to where it was during the Wii and DS years, for sure, but the company is coming into the Christmas period in a strong position with regard to games. The Wii U in particular is in a much better position than it has been, with strong first-party titles like Mario Kart 8 and Super Smash Bros. (as well as Captain Toad Treasure Tracker soon) doubtless having places on many Christmas lists. The 3DS, meanwhile, is largely keeping to itself for the most part, but still has an enormous library of great games to draw from — not to mention backwards compatibility with the wealth of fantastic software available on DS.

Kain brings up an excellent point in his piece, which is something I've been saying for a while: Nintendo shouldn't move into mobile game development because the philosophy behind it is fundamentally different to the way Nintendo does things. And not, for my money, for the better; while excellent mobile games like The Room, 80 Days and the like exist, for every one of those there's a Candy Crush Saga, a Hay Day, a Clash of Clans: mindless tapping games designed not to be in any way fun, but instead to extract as much money out of their players as possible. And, worryingly, players are lapping these up. The aforementioned games all make obscene amounts of money each month — enough to be able to afford advertising campaigns that rival (and in many cases exceed) the presence of the most big-budget triple-A titles — and they're all a load of cack.

Nintendo, conversely, is all about the fun, and I've been reminded of this as I've played Super Smash Bros. and revisited Mario Kart 8 this week. Nintendo makes games by the old book: they're not trying to be movies, they're not trying to be spectacular, they're simply trying to be enjoyable fun that anyone can pick up and have a go with, but which those willing to put in a bit more time and effort can get even more out of. Every time I play a Nintendo game, it feels like that Christmas I got a Super Nintendo; they're games just made to be enjoyed and savoured for the joy of playing, nothing more. They have no desire to be "art" — though for sure there's artistry in both their aesthetic and top-quality mechanical design — nor any desire to say something about the human condition; they're just… you know, fun.

Moreover, they're games that are designed to gradually train players to get better and progress a little bit at a time, demonstrating their skill rather than how deep their pockets are. If you get stuck in a Nintendo game, it's up to you to get good, scrub; no paying to skip a difficult bit here.

Up until very recently, Nintendo games didn't even have downloadable add-on content; that's changed with Mario Kart, but even that demonstrates Nintendo's "players first" attitude. Rather than pre-purchasing the DLC costing as much as a new game as tends to happen with new triple-A games and their obnoxious "Season Passes" on Xbox, PlayStation and PC, Mario Kart's DLC costs £12 and clearly shows exactly what it is you're getting for your money and when. (8 new tracks and 4 new characters now; another 8 new tracks and 4 new characters in May of next year; alternatively, you can pay about £8 and get just the first half now.) Not only that, but when playing online, the player-base fragmentation issue that DLC creates is deftly taken care of by a simple on-screen button that asks whether or not you want to play with the new tracks included, or just those that came on the disc. Simple, effective.

I have not played a single mobile game for… probably well over a year now. Very little has appealed — though I do intend to give 80 Days a go at some point — and, moreover, the problems both Android and iOS have with discoverability have only continued to get worse and worse as time has gone on; the market is flooded with identikit crap from developers trying to make a quick bit of cash from reskinning existing games and cloning popular titles. There's the odd diamond in the rough — stuff like Monument Valley, Threes! and the aforementioned 80 Days — but it's very much in the minority and, frankly, even these great games are very rarely up to the standard of what you can get on 3DS and Vita, whether technically or in terms of gameplay.

Conversely, I take my 3DS and my Vita to work every day and play an hour of something like Senran Kagura Burst (3DS) or Hyperdimension Neptunia Re;Birth1 (Vita) every lunchtime, and I have an absolute blast. I can enjoy a game without requiring an Internet connection, without having to pay up to progress, and without "social features" constantly bugging me to share my every move on Facebook and Twitter. I've said it before, I'll say it again: I'll continue to prefer dedicated handhelds for portable gaming for as long as companies like Sony and Nintendo continue to make them, and it will be a sad day for me when the only available portable gaming platforms are mobile phones and tablets. I hope that day never comes.

Now, maybe a Neptunia dungeon or two before sleep…

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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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1597: Mario Kart 8 is Fucking Great https://imnotdoctorwho.moegamer.net/2014/06/03/1597-mario-kart-8-is-fucking-great/ https://imnotdoctorwho.moegamer.net/2014/06/03/1597-mario-kart-8-is-fucking-great/#respond Tue, 03 Jun 2014 22:07:00 +0000 http://angryjedi.wordpress.com/?p=6500 (Hey, that rhymes. It's like it was meant to be.) So, yes, Mario Kart 8 is, as the title says, fucking great. And it's a surprisingly complete-feeling package this time around, too; past installments of the series have typically not been anywhere near as interesting if you're sitting around by yourself, but the excellent online mode in Mario … Continue reading 1597: Mario Kart 8 is Fucking Great →

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(Hey, that rhymes. It's like it was meant to be.)

So, yes, Mario Kart 8 is, as the title says, fucking great. And it's a surprisingly complete-feeling package this time around, too; past installments of the series have typically not been anywhere near as interesting if you're sitting around by yourself, but the excellent online mode in Mario Kart 8 means that there's always some interesting, enjoyable competition to be had even if you don't have anyone to play with in the same room as you.

As ever, though, it's when you have people over to play that the game absolutely shines. I bought it primarily with the intention of this evening happening — my regular board gaming friends came over, we ate curry and then played Mario Kart 8 instead of something tabletop. And it was fab.

The thing that has always been good about multiplayer Mario Kart is also the thing that frustrates people the most — the fact it can all turn at a moment's notice. One minute you'll be happily driving along in first place, not a care in the world, and the next you'll be pelted by blue, red and green shells, knocked back into the middle of the pack as you friends whizz by you, giggling.

This is, of course, infuriating when it happens to you, but with the nicely tuned balance of Mario Kart you'll have the chance to get your revenge before very long. The further down the pack you are, the nastier the items you get are, so unless you were knocked out of the running moments from the finish line — which isn't beyond the realm of possibility — there's always a chance to claw your way back to a respectable position.

Ultimately, the nice thing is that it doesn't matter all that much because it's simply fun to play. The simple controls and well-tuned difficulty level mean that anyone can pick it up and have a go, while the myriad shortcuts and special techniques mean that those who want to take their game to the next level can do so. Just remember, though, getting out in front effectively paints a big target on your back, so don't be surprised when the dreaded blue shell comes a-knockin'.

I could tell that the game was well-received by my friends from the amount of foul language it was producing. I find it remarkable that Nintendo's family-friendly games provoke more bitching, swearing and cursing than pretty much any other game I know. Even our go-to multiplayer titles like Super Street Fighter IV and TrackMania don't make us yell and curse like we were during our Mario Kart session this evening, and the cursing grew in volume and intensity as we worked our way through the eight cups. Eventually, my friend James was reduced to a gibbering wreck, no longer using words and simply making what he apparently believed to be insulting noises, having previously passed through stuttering, peculiar insults ("W-wank yourself!") and some frankly unprintable utterances that would probably get certain quarters of the Internet angry at me (or James) were I to repost them here.

Anyway. That's that. I hope there will be more Mario Kart 8 in my future, because that was one hell of a lot of fun. Nintendo very much still has the magic.

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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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1376: Turnabout Weekend https://imnotdoctorwho.moegamer.net/2013/10/25/1376-turnabout-weekend/ https://imnotdoctorwho.moegamer.net/2013/10/25/1376-turnabout-weekend/#respond Fri, 25 Oct 2013 23:03:57 +0000 http://angryjedi.wordpress.com/?p=5933 I am glad this week is over. Really glad. It's not been a great one. Granted, pretty much all of the "bad things" that have happened have actually happened to Andie rather than me — she's the one who got ill, then her phone broke, just to add insult to injury — but what with me being … Continue reading 1376: Turnabout Weekend →

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I am glad this week is over. Really glad. It's not been a great one.

Granted, pretty much all of the "bad things" that have happened have actually happened to Andie rather than me — she's the one who got ill, then her phone broke, just to add insult to injury — but what with me being somewhat of the anxious persuasion, all this has had a bit of an effect on me too.

Still, pretty sure the worst of everything is over and done with now, which means we can hopefully enjoy a quiet, peaceful weekend and get back to some semblance of normality next week. Andie's not yet sure if she's going back to work next week or not, but that's up to her, not me, of course.

So what am I up to? Well, I spent a chunk of this evening playing Hyperdimension Neptunia Victory and finally cleared the enormous backlog of sidequests I'd built up, leading me to achieve a "perfect 40" rating for a chapter, which is what I was really after. Helpfully, chasing all these sidequests has equipped me with some powerful items and levelled my characters up to "comfortably overpowered" status, so the remainder of the story should be reasonably straightforward — though, of course, there will be plenty more sidequests to do along the way, too.

I also downloaded Ace Attorney: Dual Destinies (aka Ace Attorney 5) yesterday, and am already in love with it. Those who know me well will know that the Ace Attorney series is one of those few series that, like Neptunia, I will immediately purchase a new installment of without question and without reading reviews. I'm only partway into the game's first chapter so far, but it's already impressive stuff.

The DS versions of the Ace Attorney series were actually enhanced ports of Game Boy Advance games, and thus were rather technologically limited. It wasn't until brand new content was added in the fifth case of the first game, the fourth game in the main series and the Ace Attorney Investigations spinoff came out that we started to see some slight variations on the formula — better use of the touchscreen, for example, along with objects that could be examined in 3D.

Ace Attorney 5 is a bit of a milestone for the series, then, in that it's the first installment to be specifically built for the platform it's on rather than based on old code and assets. And it shows.

I was a little worried when I heard that Capcom was making the shift to 3D characters and environments — the 2D artwork of the original games was always charming and full of character, and I was concerned that the move to 3D would lose some of this. Thankfully, it hasn't; the 3D characters are cel-shaded and look convincingly like much better-animated versions of their 2D counterparts, with a few tweaks here and there. Phoenix Wright looks noticeably older, for example, but this makes sense — by this point, he's a veteran defense lawyer, not the frantically sweating rookie he was in the first game.

The 3D aspect also allows for more dramatic, cinematic presentation; occasionally, in the old games, the view would switch to an overview of the courtroom while the peanut gallery would mumble about something that had just been said. Now, rather than this being a static image, it's a dynamic pan across the courtroom that looks much cooler. It's a small touch, but it's neat.

There's anime sequences, too, to depict things that don't really work with just the usual visual novel-style narration. This also means that characters have a voice; I'm pretty sure Wright is voiced by the same guy who did Jude in Tales of Xillia, which will continue to prove distracting until I find out for sure.

In fact, let me research that right now.

………

Yes, he is. Here's proof. Well, that answers that. So long as Wright doesn't start coming out with things like "I wish we didn't have to fight, but we must!" I think we'll probably be all good.

Oh, yeah. You should buy Ace Attorney: Dual Destinies. I'm sure there will be more enthusing about it in the very near future. Now I'm off to play Ace Attorney: Dual Destinies and flip the bird to this week. Mata ne.

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1364: Pokey https://imnotdoctorwho.moegamer.net/2013/10/13/1364-pokey/ https://imnotdoctorwho.moegamer.net/2013/10/13/1364-pokey/#respond Sun, 13 Oct 2013 23:25:15 +0000 http://angryjedi.wordpress.com/?p=5902 I'm mildly bewildered by the fact everyone is losing their shit over the new Pokemon games for 3DS. Don't get me wrong, I don't begrudge anyone their excitement and I'm sure they're very good, I just feel like I've never really "got" Pokemon. This is strange, really, because the Pokemon games are effectively JRPGs which, as longtime readers will know, … Continue reading 1364: Pokey →

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I'm mildly bewildered by the fact everyone is losing their shit over the new Pokemon games for 3DS. Don't get me wrong, I don't begrudge anyone their excitement and I'm sure they're very good, I just feel like I've never really "got" Pokemon.

This is strange, really, because the Pokemon games are effectively JRPGs which, as longtime readers will know, is my favourite genre of gaming. And yet despite a brief dalliance with Red back in the Game Boy Color days, I've felt absolutely no inclination whatsoever to return to the series. I'm sure it's changed a lot since Red — at least I hope so — but honestly, my fairly underwhelmed experience with the original installment in the series was enough to discourage me from checking it out again in the future.

My main reason for disliking Red back when I tried it was that it felt like a "JRPG for kids". This isn't necessarily in and of itself a bad thing, and it's probably actually a fairly accurate description what with the warning on the box informing players that "basic reading ability is required to enjoy this game". However, what this translated to for me was something that played like a JRPG, but which didn't really include many of the things about that genre of gaming that I liked.

Pokemon Red came out in the UK in 1999. I'd discovered JRPGs with Final Fantasy VII back in 1997, and it felt like a big step backwards. Obviously I'm aware that this isn't a particularly fair comparison, what with FFVII being on a CD-ROM based 32-bit machine and Red being on a cartridge-based 8-bit handheld. But even so, limited technical capabilities doesn't prevent you from doing good things with writing and characterisation, and Red just didn't offer that to me. I didn't care about what was happening in the world, I couldn't put myself in the shoes of the mute, personality-free protagonist and there were very few relatable characters scattered around the world. It felt like a game about the grind, and about collecting endless reams of things that you'd never use, rather than the kind of JRPG that I definitely do like: games where there's a cool story to follow and, oh, by the way, here's a bajillion other things to do in this world with these characters you like.

I don't know if the Pokemon series has changed since then, because I've never felt inclined to try another one after that. As I say above, I'd hope it has — surely the long-running anime has shown that people are hungry for some actual characters and story in among the monster-training gameplay — but I remain unconvinced at present. I am almost — almost — curious enough to pick up a copy for myself and see why everyone seems so excited about this latest version, but not enough to spend £35 on a new copy. After growing tired of Animal Crossing a lot more quickly than some other people I know, I'm hesitant to jump aboard another Nintendo hype train.

If, on the other hand, someone wanted to send me a copy so I could educate myself, I would certainly do my best to try and understand the new games' appeal. (Worth a try.)

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1246: Eeeeee Three https://imnotdoctorwho.moegamer.net/2013/06/17/1246-eeeeee-three/ https://imnotdoctorwho.moegamer.net/2013/06/17/1246-eeeeee-three/#respond Mon, 17 Jun 2013 22:13:03 +0000 http://angryjedi.wordpress.com/?p=5551 It occurs to me that I don't think I've written my own personal thoughts on E3 and the stuff therein yet. Allow me to rectify that. Let's start with the Xbox One. While it would be tempting to just write "HAHAHAHAHAHA" and leave it at that, Microsoft's strategy, if you can call it that, bears … Continue reading 1246: Eeeeee Three →

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It occurs to me that I don't think I've written my own personal thoughts on E3 and the stuff therein yet. Allow me to rectify that.

Let's start with the Xbox One. While it would be tempting to just write "HAHAHAHAHAHA" and leave it at that, Microsoft's strategy, if you can call it that, bears some examination.

The Xbox One was received very negatively when it was first announced, thanks to the reveal's focus on the box's TV aspect. Things didn't get much better when Microsoft revealed an FAQ document detailing the fact that yes, the things everyone had been fearing — the console needs to "phone home" once every 24 hours via the Internet; publishers may choose to restrict the resale and/or trading in of games if desired; you can "pause" Kinect but you can't turn it off — were all true.

The company's E3 presentation was reasonable, but didn't show anything that particularly blew me away. We had Call of Duty: Roman Wars, sorry, I mean Ryse: Son of Rome and a host of other stuff so uninspiring that I can't remember a goodly proportion of it. The few things that were genuinely interesting and outside the "norm" were glossed over; Below, a new title from Sworcery and that weird Might & Magic puzzle RPG that was actually really good developer Capybara was given a minute-long trailer with no explanation, for example.

However, as I wrote over on USgamer the other day, these press conferences aren't designed for people like me — they're designed for people who, for want of a better term, don't know any better. They're designed for the more casual gameplaying public and shareholders, in other words, and consequently need to show off the biggest, the best, the most exciting-looking. It's unfortunate that a significant proportion of the "core" gamer population is growing increasingly weary of the biggest, the best, the most exciting-looking, particularly as their favourite studios regularly suffer rounds of layoffs when, say, their five million-selling game "isn't performing to expectations" or some such nonsense.

All in all, I was left underwhelmed by Xbox One. I didn't see a single title that sold the system to me, and Microsoft's determination to make the platform even more closed off and irritating than it already is is just baffling. It's like they're looking at feedback and then doing the exact opposite. That can't be good business, surely.

—

As for the PS4, I was impressed. I can live without all the social nonsense, though I can see that being a bit of fun on occasion — so long as you can turn it off. The fact that Sony simply said "we're doing things the way we do now" and they got a round of applause says it all, really, though; it's not a case of people being "set in their ways", it's a case of people actively wanting to resist the suspiciously anti-consumer practices that Microsoft are trying to put in place.

Let me go off on a tangent to explain for a moment.

I like owning my games as physical copies, particularly on console. I feel less strongly about this on PC for a reason I haven't quite worked out, but given the option between getting a physical copy and a digital download on console, I will always, without fail, go for the disc.

The primary reason for this is that I want to always be able to play this game, even if, say, PSN no longer exists one day in the distant future. A secondary reason is that I enjoy displaying my collection the way a movie buff displays their DVDs, a music lover displays their CDs and/or records, and a book lover displays their books. There's a growing movement to "declutter" our lives from all this stuff we've collected over the years, and I really dislike it, because it encourages us to think of things as impermanent. While it can be a pain to store and move all this stuff, I know that if I got rid of any of it, I'd regret it. Sure, once I'm done with, say, Ar Tonelico Qoga it's unlikely that I'll go back to it in the immediate future, but what about five years down the line when I hear a snipped of EXEC_COSMOFLIPS and think I'd really like to relive Aoto's adventures?

I'm saying all this for a reason: PS4 fills me with more confidence than Microsoft does in this regard. Xbox One will have disc-based games, sure, but it's abundantly clear that Microsoft mean business on the whole "you are licensing this piece of software, you don't own it" thing that everyone ignores in EULAs these days. We still don't have a straight answer in place for them on what happens when Xbox Live goes down, or when you don't have Internet access, or when your account gets banned or hacked… or years into the future when the Xbox One is a "retro" console and Xbox Live doesn't exist in the same form, or perhaps at all. Can you still play your games? Or does the lack of authentication render them completely useless?

Video games are the only art form where I see this discussion happening, and we're drifting in the wrong direction. As modern games get more and more advanced, they become more and more worthy of preservation as genuine works of art. And yet with each passing console generation seemingly determined to get more and more restrictive and based around connectivity, it's a real concern to me that some of these titles will one day be lost forever.

Anyway. It remains to be seen whether Sony does anything stupid between now and the PS4 coming out — because this is Sony, let's not rule it out — but at present, I'm feeling much more confident about them than Microsoft.

—

As for Nintendo, well, they're Nintendo. Nintendo has always been happy bumbling along doing its own thing… and I'm absolutely fine with that. I have no need for them to try and compete with PS4 and Xbox One or try to become yet another Call of Duty machine. I have no issue with the third-party support that people were whingeing about all the way through the Wii's lifespan but which didn't hurt its profitability at all.

What Nintendo machines do are provide "pure games" — experiences which tend not to have any aspirations to be considered "art", but which provide excellent examples of simply entertaining and fun things to do. For this reason, I'm actually relatively excited to see things like Wii Party U, as Nintendo Land is a big favourite any time friends come over; having something with even more games to play together will be even better.

Anyway, I'm not sure if anyone "won" E3 for me, because I didn't really come away from the show thinking "I MUST BUY THIS GAME THE SECOND IT COMES OUT" with regard to anything, but it was certainly an interesting show. The coming console generation is going to be an intriguing one to watch, and I have a feeling that Microsoft is going to get its nose bloodied more than once in the process. Whether that will take them down completely or just relegate them to the position Sony spent most of this generation in remains to be seen, but it's going to be a hell of a fight to watch.

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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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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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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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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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1073: It's-a Me! https://imnotdoctorwho.moegamer.net/2012/12/26/1073-its-a-me/ https://imnotdoctorwho.moegamer.net/2012/12/26/1073-its-a-me/#respond Wed, 26 Dec 2012 22:49:36 +0000 http://angryjedi.wordpress.com/?p=4812 As I said I probably would, I picked up New Super Mario Bros. U or whatever it's called today. Mario in HD is a pleasing sight, though I'm one of those people who still likes the blocky old pixel-art too, and to whom SD graphics aren't as offensive as they appear to be to some. … Continue reading 1073: It's-a Me! →

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As I said I probably would, I picked up New Super Mario Bros. U or whatever it's called today. Mario in HD is a pleasing sight, though I'm one of those people who still likes the blocky old pixel-art too, and to whom SD graphics aren't as offensive as they appear to be to some. But I digress.

It's somewhat ironic that the most old-school Mario experience you can get today comes from a subseries with "New" as part of its title. Ever since the first New Super Mario Bros. launched on the DS and provided traditional 2D platforming with an up-to-date 3D aesthetic, this particular offshoot of the Mario series has remained firmly and staunchly set in its ways, providing gameplay that is not fundamentally any different from Super Mario World, which, let's not forget, came out in 1990.

This is not, I hasten to add, a bad thing. Super Mario World is probably my favourite Mario game of all time — at least it was. It remains to be seen whether or not this new Wii U version will be able to uproot it, but I will always have a very fond place in my heart for the SNES classic. It was so perfectly balanced, so completely fair all the way through — even on the ridiculously difficult Special Island levels — and so packed with things to discover that I actually played it through several times, which I don't normally tend to do with platform games. 96 levels (or, more accurately, exits) was a big deal at the time, too. It's still pretty massive for a platform game even today.

New Super Mario Bros. U follows the Mario World tradition very closely, with a few bits and pieces from Mario 3 along the way. You have your top down map screen with multiple routes to your eventual destinations (castles housing bosses, naturally); you have a mixture of levels where the challenge comes from evading enemies and levels where your pixel platforming skills are tested to the limit; you have a selection of interesting but natural-feeling puzzles incorporated into the gameplay; and you have gameplay so intuitive that there isn't a tutorial because there really doesn't need to be one. (After playing so many Facebook games for work where the tutorial literally doesn't let you press anything you want to press for anywhere between ten minutes and half an hour, this is a breath of fresh air.)

There are a few intriguing additions, however, some of which may have been present in the previous Wii-based New Super Mario Bros. game which I haven't really played much of. First up, there's the baby Yoshis, who can be carried around and fed, but unlike in Mario World, their special abilities can be used even in baby form. The pink one, for example, blows up like a balloon and can be used to reach otherwise inaccessible areas; the yellow one explodes in light, useful for dark caves. I'm not sure (yet) if there's anything more to them than this, but they add some interesting new game mechanics which, as Mario games always have done in the past, encourage experimentation.

I really haven't played a Mario game seriously since Super Mario Sunshine, which I didn't really enjoy all that much, and certainly haven't finished one since Super Mario 64. I was never quite sure how I felt about Mario's shift into 3D — although I respected Mario 64 in particular, I always felt like I preferred 2D platformers, and the same is still true today. New Super Mario Bros. U looks set to scratch that itch with tight controls, challenging levels and an interesting-sounding cooperative mode that I'm keen to try out when I get some friends around.

I'm very much enjoying the Wii U so far, if you hadn't already gathered. It's a console designed for pure fun. Whereas both the PS3 and Xbox 360 are trying desperately to be that "one box you need under your TV," Nintendo are once again sneaking past to provide a system that is fun, accessible and entertaining for the whole family. It may not be the most technologically advanced system in the world (though the Gamepad is super-cool — I'm looking forward to seeing some creative uses of that), the games may not be the biggest-budget blockbusters (though the presence of Arkham City, Darksiders II and Call of Duty in the launch lineup suggests that big-name publishers are at least willing to give it a shot for now) and it's doubtful it will become any "serious" gamer's primary console, but it does what it does extraordinarily well — and that is to provide "pure" gaming experiences such as those Nintendo has always provided. Hopefully we'll see some niche publishers taking a few risks like we saw towards the end of the Wii's lifespan, too — sequels or follow-ups to Xenoblade Chronicles, The Last Story and Pandora's Tower would be just lovely, thankyouplease.

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1067: I Accidentally a Wii U https://imnotdoctorwho.moegamer.net/2012/12/21/1067-i-accidentally-a-wii-u/ https://imnotdoctorwho.moegamer.net/2012/12/21/1067-i-accidentally-a-wii-u/#respond Fri, 21 Dec 2012 00:57:44 +0000 http://angryjedi.wordpress.com/?p=4796 As the title says, I most certainly did accidentally a Wii U. And no, it's not dangerous. Actually, it wasn't accidental at all; I'd been pondering getting one for a little while, particularly after hearing a number of my friends were having fun with their respective ones, and I saw in Game today that they … Continue reading 1067: I Accidentally a Wii U →

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As the title says, I most certainly did accidentally a Wii U. And no, it's not dangerous.

Actually, it wasn't accidental at all; I'd been pondering getting one for a little while, particularly after hearing a number of my friends were having fun with their respective ones, and I saw in Game today that they were doing some quite nice deals. So, after gaining suitable approval from Andie (who is actually quite interested in playing with it too) I appear to find myself with a shiny new black Wii U plus copies of Sonic and whatever Racing Transformed and NintendoLand, which comes with the console.

I can't comment too much on the system's capabilities as we don't have reliable Internet access at our new place as yet — we're leeching Wi-Fi off our neighbours' bandwidth at present. (Legally, I might add — service provider BT offers the ability for users to set aside part of their bandwidth for public use, so we're taking full advantage of the fact that our neighbours have this facility turned on while we wait for our own high-speed line to be installed… which won't be until January 16. Boo!) However, I can comment a little on the games I have played so far.

Let's start with Sonic and… ugh, I'm going to have to actually check what the sodding thing's called, aren't I? Let's see… *rummages* Sonic and All-Stars Racing Transformed, commonly shortened to just Sonic Transformed. Right. Yes. Sonic Transformed. It is a kart racing game. As seemingly usually happens, someone else has beaten Nintendo, supposed masters of the kart racing genre, to the kart racing punch on their own system. And wouldn't you know it, it's actually rather good.

Sega's had a few goes at this kart racing lark with previous entries in the Sonic and All-Stars Racing series, and they've actually been quite good in my admittedly limited experience — even the iOS version is pretty decent, and it is very easy to fuck up the controls in an iOS racer. (Believe me. I know. I have suffered through a lot of them for the sake of reviewing them.) With Sonic Transformed, though, what they've done is channel Diddy Kong Racing, which is something I am very happy about because Diddy Kong Racing was freaking awesome.

For those unfamiliar, Diddy Kong Racing was a kart racer for the Nintendo 64 console, developed by Rare, who were the undisputed masters of development for that platform besides Nintendo. One of many cool things about Diddy Kong Racing was that you weren't limited to just straight kart racing — you also got to fly planes and race hovercraft over watery courses, too. This gave the game plenty more variety than your average kart racer, and meant that not only did you have to figure out how each character handled, but you also had to get to grips with each of the three vehicles' idiosyncracies, too.

Sonic Transformed also features karts, hovercrafts and aircraft. Only rather than having races focused around just one of these at a time, a single event in Sonic Transformed will more often than not see you switching back and forth between them at various points, with frequently hilarious results. For example, an After Burner-themed level sees you racing your karts across an aircraft carrier deck as F-14 Tomcats launch either side of you. Drive through the blue gate that signals a transformation, and suddenly you're flying through the air on the way to the next carrier, surrounded by dogfighting aircraft and other mayhem. Fly through the blue gate on the next carrier and you're back in your kart again, powersliding around the deck to head back the other way and repeat the whole process.

Sonic Transformed is also fantastic for Sega fanservice. While the characters and settings may not be quite as universally recognised as the old Nintendo favourites seen in the various Mario Kart games, it is absolutely delightful to be reminded of some of Sega's past masterworks — everything from Jet Set Radio to Panzer Dragoon via Skies of Arcadia, all with wonderful remixes of their iconic music, and all having their own dynamic take on the game's chaotic, track-shifting racing.

Sonic Transformed is, of course, also available on other platforms and whether or not the Wii U is the "best" platform for it is a matter of debate as I haven't played it multiplayer yet, though five-player local multiplayer is not to be sniffed at, plus there are a couple of "Party Play" modes that make use of the Gamepad device. When racing in single-player, the Gamepad is used to display a top-down map view — not particularly practical to glance at while racing, but a nice touch nonetheless.

So I'm impressed with Sonic Transformed. How about NintendoLand?

NintendoLand is clearly the Wii Sports/Play equivalent, in that it's a series of simple little games designed to showcase the system. Unlike Wii Sports and Play, however, the whole experience is fleshed out a little better, with incentives for progress, trophy scores to challenge and achievement-like stickers to collect. The games make good use of the Gamepad's capabilities, and many of them include nice little touches like displaying your face on screen during play using the Gamepad's front-facing camera. They're little more than minigames in most cases, but I can see these being fun at parties, plus the obsessive collector types out there will want to get their hands on as many "prizes" as possible.

In more general terms, I like the feel of the Gamepad a lot — it's not too heavy, and it's shaped nicely in the hand, though as with Nintendo's handhelds having to hold the stylus and use the buttons can sometimes be a little cumbersome. The use of sound is very clever — the Gamepad sound tends to complement what is coming out of your TV/home theatre speakers, giving a really nice "3D" effect as some noises are literally closer to you than others. This is put to interesting effect in NintendoLand, where the "guide" character Monita typically talks to you through the Gamepad, but her voice can also be heard in a muffled, mumbly form through the TV/HT speakers. I anticipate plenty of other games will make intriguing use of this functionality in the future.

So far I'm pretty impressed, then. It seems like a decent system that will only improve over time, and if nothing else it's likely to continue the Wii's legacy as the go-to machine for fun, easy to understand local co-op experiences. I'll be interested to try out the online functionality — particularly MiiVerse — but that will have to wait until we have proper Internet access here!

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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 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 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 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 570: Nintendon't https://imnotdoctorwho.moegamer.net/2011/08/11/oneaday-day-570-nintendont/ https://imnotdoctorwho.moegamer.net/2011/08/11/oneaday-day-570-nintendont/#comments Thu, 11 Aug 2011 22:21:21 +0000 http://angryjedi.wordpress.com/?p=2883 So apparently Nintendo are under pressure from their investors to say sod the 3DS and start developing for smartphones. I can't help but think that this is a really good idea. The 3DS was a bold experiment for the company, but it's not going particularly well for them right now — hence the massive price … Continue reading #oneaday Day 570: Nintendon't →

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So apparently Nintendo are under pressure from their investors to say sod the 3DS and start developing for smartphones. I can't help but think that this is a really good idea. The 3DS was a bold experiment for the company, but it's not going particularly well for them right now — hence the massive price cut. Said price cut still isn't enough for me to want to purchase one, however, which I think is part of the problem. Nintendo doesn't seem to know who the 3DS is for. Is it for the casual market, a la Wii? Is it for core gamers? Is it for people who played their DSes religiously?

The answer to all of those questions is a shrug of the shoulders and a non-committal "Idunno".

The trouble is, of course, iOS and to a lesser extent Android. Why should people purchase a dedicated game system featuring an initially impressive but ultimately useless gimmick when they can have equivalent gaming experiences (albeit without the 3D) on their phones? The only real advantage I see of the 3DS (and, by extension, the Vita) over the smartphone platforms is the addition of physical controls — a relatively big deal, sure, but a lot of developers are getting wise to the best ways to work controls around a touchscreen now.

iOS and Android have a bigger ace up their sleeve than physical controls, though: pricing. This occurred to me today when considering the disgruntlement people expressed over Final Fantasy Tactics releasing at £10.99/$15.99 on iOS. Final Fantasy Tactics is about 14 years old, and was a full price title on its original release. It was then a full price title on its more recent PSP release before dropping down to around the $10 mark on PSN. The iOS port is more expensive than the PSP version, sure, but it has been revamped for the touchscreen — and rather well, I might add.

Still think it's expensive? Let's take a look at the one game people consider to be an "essential purchase" for the 3DS: The Legend of Zelda: Ocarina of Time 3D. A game of an equivalent age to Final Fantasy Tactics. Given a slight makeover with some new textures, 3D graphics and an interface revamp, sure — along with the addition of the Master Quest variant that I'm pretty sure no-one ever plays — but still, in essence, the same Ocarina of Time we were playing on the N64. The price? $40.

Now hold on a minute. Suddenly Final Fantasy Tactics doesn't seem like such a bad deal after all. If Nintendo are going to charge that much more for the privilege of having the game on physical media rather than a digital download, then I say bring on the digital future. If Nintendo are so stubborn as to remain dedicated to their own proprietary hardware, then they need to think about how they can be competitive. Because at the moment, they're not — and the sales figures are showing that. Perhaps the 3DS will show a sharp upswing in popularity when the price drop comes into effect tomorrow, but said price drop still isn't going to solve the system's most critical problem — a lack of good games, and those games that are good released at a price way higher than you'd find similar experiences on the App Store — even the most expensive ones like Final Fantasy Tactics.

It'd be sad to see Nintendo crushed after they dominated the handheld market for so many years. But I have a feeling it's going to happen — and the sooner they accept it, the better. I for one would certainly be very happy to see a Virtual Console app appear on the App Store, and I'd be delighted to play titles like Super Mario Bros., Castlevania and numerous others on the go. But I'm not buying a 3DS for the privilege — if Nintendo can't accept the common knowledge that people of 2011 want fewer devices in their pocket, not more, then frankly they deserve everything they get.

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#oneaday Day 158: Wii3 https://imnotdoctorwho.moegamer.net/2011/06/07/oneaday-day-158-wii3/ https://imnotdoctorwho.moegamer.net/2011/06/07/oneaday-day-158-wii3/#comments Tue, 07 Jun 2011 21:46:11 +0000 http://angryjedi.wordpress.com/?p=2641 More E3 gubbins today, with the big news being Nintendo's announcement of its new console, the Wii U, which features a controller with a big-ass touchscreen in the middle of it. It looks pretty damn impressive, to be fair, but it remains to be seen whether or not it'll become just another gimmick for people … Continue reading #oneaday Day 158: Wii3 →

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More E3 gubbins today, with the big news being Nintendo's announcement of its new console, the Wii U, which features a controller with a big-ass touchscreen in the middle of it. It looks pretty damn impressive, to be fair, but it remains to be seen whether or not it'll become just another gimmick for people to deride.

That said, I liked the Wii. It was a good console for social gaming. And I'm not talking about bollocksy "Share This With Your Friends!" Facebook titles — I'm talking about getting together with actual real-life three-dimensional people in the same room and playing fun games. Maybe the Wii's games weren't the most hardcore — but have you ever played a "hardcore" game with friends who aren't particularly up on their gaming? It becomes an exercise in frustration, with experienced players either deliberately having to nerf themselves or the less-experienced ones giving up out of sheer frustration. The Wii knew exactly what its market was, and it tapped it perfectly with the minigame collections and the motion control. Hardcore gaming it was not, but the 360 and PS3 covered that more than adequately, so Nintendo had no need to compete.

Now, though, it's a different story. Microsoft is wooing the former Wii market with all its Kinect shenanigans and running the risk of alienating the core user base, were it not for platform mainstays such as Call of Duty, Gears of War and the like. Microsoft's E3 press conference left a lot of gamers frustrated that there wasn't more for "them" on offer, but Microsoft have seen the success Nintendo had with the Wii and want a piece of that pie — and given the Wii's dated technology, are perfectly entitled to that.

Nintendo, in response, fight back with a new console that purports to offer the best of both worlds — a casual-friendly console that supports all existing Wii hardware and software that is also a hardcore-friendly console that will see hopefully great versions of big-name games like Batman: Arkham City with the additional benefit of both the world's biggest VMU (Dreamcast-five!) and the ability to carry on playing whenever your significant other and/or housemate bursts into the room desperate to watch Britain's Got Desperate People Who Really Want To Be On Television Despite Being Shit and Absolute Cunts. It looks awesome, though a lot will depend on the price of the system — and its crazy controller.

Meanwhile, in PC land, we continue to have the most backward-compatible system in the universe with the cheapest games in the universe (excepting that little games exchange on Zargon Prime, they actually do have the cheapest games in the universe) and consoles start to look just a little bit gimmicky. Possibly.

Oh dear. PC snobbery is starting to infest my brain!

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#oneaday, Day 64: Act Your Age, Fanboys https://imnotdoctorwho.moegamer.net/2010/03/23/oneaday-day-64-act-your-age-fanboys/ https://imnotdoctorwho.moegamer.net/2010/03/23/oneaday-day-64-act-your-age-fanboys/#comments Tue, 23 Mar 2010 00:42:23 +0000 http://angryjedi.wordpress.com/?p=561 Why does the phenomenon of fanboyism still exist? And more to the point, why does it exist amongst men (and it pretty much is always men) who are old enough to know better? The simple and easy answer is, of course, that it's always been around. I remember growing up as an Atari-based family and … Continue reading #oneaday, Day 64: Act Your Age, Fanboys →

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Why does the phenomenon of fanboyism still exist? And more to the point, why does it exist amongst men (and it pretty much is always men) who are old enough to know better?

The simple and easy answer is, of course, that it's always been around. I remember growing up as an Atari-based family and all of the Atari magazines at the time belittling the competition with stupid names like Spectrash (Spectrum) and Crappydore (Commodore 64). Then came the schoolyard arguments – SEGA vs Nintendo. Sonic vs Mario. "We've got Street Fighter II! Hah! …Oh wait, now you have, too." It got pretty silly.

Once the Dreamcast came out, it was hard to justify fanboyism because, certainly once SEGA's wondermachine came out, it was so far ahead of its competition – the 64-bit Nintendo 64 and the 32-bit PlayStation – that half-hearted attempts to call it things like "Dreampants" always came across as more than a little desperate.

Things then kicked off again with Sony vs Microsoft, with Nintendo kind of relegated to "background observer" by this point. The PS2 and the original Xbox both had fiercely loyal supporters when, in fact, you'd have a far better experience if you bought both systems, played the relevant exclusives on their respective platforms and played multiplatform titles on the Xbox. That's what I did, and I never felt the need to slag off any of the systems.

And it still goes on today, despite each of the consoles arguably offering a more distinct and unique experience from each other than ever before. The Xbox 360 offers its legendary ease of online play, the PS3 is home to a variety of unusual and interesting games (like Flower, flOw, Linger in Shadows, the Pixeljunk games) and the Wii is the family-friendly bundle of fun.

Still the hating goes on, though.

But nowhere is it more apparent than in the world of smartphones, particularly between the owners of iPhones, BlackBerries (let's pluralise it properly, please) and Android-based phones. iPhone owners are either Apple fanboys who bang on about how great Apple is all the time or jailbreakers who bang on about which ludicrously-named hack they're installing this week – and, of course, which apps they could get for free rather than paying for them on the App Store. BlackBerry owners seem to be updating their OS every night. And Android owners seem to be particularly sore about the iPhone for some inexplicable reason.

The question is: why? When it came to the early console wars, slagging off the systems your friends had was just schoolyard banter. You didn't really think that the systems were inferior, otherwise you wouldn't have gone around to their houses and played those games with them. The fact that this juvenile banter has grown up with people who have been using gaming and other consumer electronics for years is utterly baffling. Even people who started gaming at the same time as me – or before – are still bitching and moaning about how much better their handset is that [x]'s handset, and blahblahblah open source, blahblahblah build quality, blahblahblah BlackBerry Messenger, blahblahblah… You get the picture.

Am I alone in thinking that all of this stuff, without exception, is seven degrees of awesome and we should appreciate the brilliant things we have? Yes, some of them have more features. Yes, some of them are objectively "better" in terms of capabilities, power and technical specifications. But is that really any reason to act like 5-year olds telling each other that their respective Mums smell of wee?

No, it's not. So why does it still go on?

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