2500: Traditional 500-Post Pondering

So, post 2,500. I was going to try and write something meaningful, but then I worked a 12-hour shift (voluntarily) and now I’m knackered and my feet are killing me, so my heart’s not quite in it. Still, onward we go.

Occasionally in recent months I’ve found myself wondering if I should keep this blog going, and/or if so, how long for. Why am I still doing it, who is it for and am I getting anything out of the experience?

On the whole, I think that yes, I do find it to be a valuable and helpful experience on the whole. It’s a means for me to express myself to people who know me in a way that I might not find particularly easy or practical to do so in person. It’s a means for me to talk about the things I love without having to worry about boring people in the same room as me — if you’re not interested in something I talk about for a post or two, simply don’t read it. And, of course, it’s a means to continue practicing the craft of writing, not that there’s a “right” way to do it. (Except for those people who insist on writing all their posts in lower-case letters. Those people are wrong.)

There are things on here that I’m glad I’ve talked about, and things I wish I’d never brought up. There are good times and bad times; there are things I’m happy about and things that make me infuriated.

More than anything, though, this blog is me. It’s a record of, frankly, what has ended up being a rather turbulent period in my life, and it’s been something I can focus on each day even if everything else around me might have been shit. It’s been a great outlet and a good means of broaching difficult topics as well as a place where I can happily vent my feelings, good and bad, on a daily basis.

So yes, I’m carrying on. Until when, I can’t say. But 2,500 daily posts in, it kind of seems like a shame to stop now, huh?

2499: One Week to Go

Until what, you ask? Until Final Fantasy XV, of course.

Regular readers will know that I don’t often get hyped up about big-budget releases, but ever since I played Final Fantasy VII for the first time back in my schooldays, the mainline Final Fantasy series has been something that I cannot — will not — miss out on. And the signs are good for XV to be an incredible installment.

Here’s a new trailer if you’re not sure what the fuss is about:

There are so many things I like about this trailer, and what it promises from the full game.

Broadly speaking, I really like the “fantasy based on reality” idea that appears to have been the main impetus behind its design. Final Fantasy XV’s game world, Eos, is based on the modern age in a believable manner — right down to your party sometimes spending downtime with their heads stuck in their respective smartphones rather than talking to one another — but incorporates classic Final Fantasy material in amongst all that. I’m a big fan of this idea; I love the concept of “supernatural crazy things happen in a world that is like ours”, so I’m very much on board with Final Fantasy XV’s overall setting.

One of the things I’m most interested in is the small playable cast, which consists of just four members plus occasional guests. This is one of the smallest playable casts in Final Fantasy history, though the last time the party was this small (FFI and FFIII; you could perhaps make the argument for FFV too) the technology wasn’t really there to do anything interesting with characterisation. (EDIT: descarte25 quite rightly pointed out in the comments that we’ve also seen small casts in X-2, XIII-2 and Lightning Returns.) Now, though, we have incredibly realistic character models doing believable things in a plausible fantasy world. And the small cast size means that everyone is going to get some exploration; no-one is going to feel like a “bonus party member” who is little more than a walking collection of stats and abilities.

It’s an interesting bunch of characters, too. Noct, while looking like one of the most emo teenagers in the entire history of the series — which is saying something in a series that features Squall Leonhart — has already shown himself across a couple of demos and an anime series to be a likeable, interesting and anything but morose protagonist with plenty of depth to his character. The fact that it is his story rather than an unlikely group of heroes who just happen to stumble into their destiny to save the world puts an interesting twist on the series’ prior formula. Noct starts the game as someone unique and special, though perhaps doesn’t quite know what to do with his status, and thus relies on his friends to help him through his journey.

One of the key themes of the game as a whole is intended to be the bonds of brotherhood between the four characters in the main cast. They grew up together, fight together and live together on the road as Noct continues his journey; although the circumstances of each of them meeting, as depicted in the Brotherhood anime, were anything but natural — not least because Noct is a prince — it’s clear that their mutual relationships are going to develop and deepen over the course of the adventure. The best RPGs convey a clear sense of party members being true companions, closer than family, and if Final Fantasy XV pulls it off correctly, it’s going to be a memorable ensemble cast for sure.

Outside of the story, there are a bunch of gameplay systems I’m looking forward to, too. The Ascension system looks like an intriguingly deep means of developing the four characters’ abilities, for one, and the magic system, where you mix elemental energy with other items to produce all manner of different effects, looks particularly fascinating. Magic is also interesting in that it has an impact on the environment around you, too; fling a Fire spell and the surroundings will burn and become scorched; fling a Blizzard spell and everything will become coated in frost. This is not something that is normally acknowledged in role-playing games, so I’m interested to see how it fits in here.

There look to be a wide variety of sidequests along the way, too, including Final Fantasy XII-style hunts. I’ll be interested to see how deep these sidequests are; technically the Behemoth hunt in the Episode Duscae demo was a sidequest, and that had a ton of things to do along the way, including investigating the area, tracking the beast to its lair and devising a spectacular strategy to deal with it — including abilities for each character that were unique to that fight rather than simple hack and slash. While I’m not counting on all sidequests being that interesting, the designers have claimed that they’ve made an attempt for there not to be “filler” content (“bring me 50 pelts from the monsters on the plains!”) and so hopefully this stuff will be worth doing. It remains to be seen how well they achieve this.

That’s probably enough enthusing for now, because you can bet there’ll be plenty more to come next week once the game’s actually in my PS4. Here’s an hour-long video of some of the music from the game.

 

2498: Contributing Something

I went back to “proper” work today for the first time in quite a while. It’s nothing fancy or exciting — just a seasonal retail job in our local video game emporium — but I enjoyed my time there last year and was fortunate enough to be called up to help out over the impending holiday season.

While retail is fairly mundane work for the most part, it is at least a nice opportunity to get out of the house, do something and actually interact with human beings, which is something I feel like I’ve been sorely missing for a while. Don’t get me wrong, social anxiety is still present and correct, but I feel like I can usually cope better with interactions in a structured environment such as retail, where both parties involved in a conversation are there for a specific reason. The customer is there to either get some information or buy something, and I am there to provide whatever it is they are asking for, or to provide them with a suitable alternative if the thing they want isn’t available.

It can be quite rewarding, too — not financially, since retail pay remains fairly poo across the board, but in terms of knowing that you’ve helped someone. At this time of year in particular, a lot of people come into shops they might not normally go into wanting to buy presents, and this means that they often need advice. Well, that exhaustive knowledge of video games had to be useful for something, didn’t it?

Since I worked my first retail job — I’ve done several over the years — I’ve found that the way I communicate with customers usually puts them at ease and encourages them to trust what I am saying. I’m not sure exactly what it is — perhaps it’s the fact I display genuine enthusiasm for the things I’m talking about, or perhaps my teacher training lets me explain things suitably for all levels of knowledge — but it usually seems to go down well, and I’ve sent many a customer on their way with a smile on their face over the course of the last few years.

I’m not sure I’m cut out for anything more than working the floor, keeping things tidy and ringing up sales — although I guess you don’t know until you’re in a position to take a bit more responsibility and try it for yourself — but for now at least, this is providing both something to do and some money coming in, which is what I needed.

What will happen to me next year is anyone’s guess. But I suppose that’s the holiday period covered, at least.

2497: The Further Adventures of Class Zero

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After some further time with Final Fantasy Type-0, I’m now 100% on board with what it has to offer. It’s a slow burn, to be sure — its rather drab early hours don’t really sell it all that well, but by the time it’s flinging Alexander, Bahamut Zero and Gilgamesh (including the correct music) around with gay abandon it’s hard not to enjoy the ride.

I’m planning a Final Fantasy month over at MoeGamer at some point in the near future, so I’ll write more about this then, but I did want to comment a little on the game’s tone, because it’s markedly different from the mainline Final Fantasy series, and makes this abundantly clear from the outset.

Mainline Final Fantasy games are benchmark JRPGs for many people; they’re regarded as the quintessential example of “young hero gathers a band of companions and saves the world”, despite a number of installments deviating from this stereotypical formula. One thing you can say with a reasonable amount of confidence, however, is that, on balance, they’re optimistic affairs, all about bonds of friendship and love overcoming great evil and that sort of thing. This isn’t to say that the series doesn’t have its dark moments — in fact, several installments’ darkest moments make up some of the most iconic and influential moments in all of gaming history — but on the whole, it’s a series designed to make you feel like part of a heroic epic with all the optimism that involves.

Type-0, meanwhile, occupies the complete other end of the spectrum. I talked a little yesterday about how it de-emphasises the role of the individual in favour of a large cast of characters, and the further you play, the more this becomes apparent. Part of Type-0‘s background lore is the fact that when someone dies, anyone who knew them forgets who they were, even if they were very close. This is one of many reflections the game makes on the horrors of war; a very literal interpretation of Stalin’s supposed (and possibly misattributed) quote “when one dies, it is a tragedy; when a million die, it is a statistic”.

Type-0 lays it on fairly thick with its depictions of the brutality and the senselessness of war. It doesn’t do so in a particularly preachy manner, however; the game’s setup is such that it’s fair to spend some time pondering whether anyone — including the side you’re on — are the “good guys” in the conflict depicted. Instead, we simply see various horrors unfolding, both through the eyes of Class Zero on the ground, and through the distant detachment of the narrator during the documentary-style cutscenes that punctuate the main beats of the narrative as a whole.

One particularly chilling moment comes in the aftermath of a mission late in the game, which culminates with your side in the conflict summoning Alexander as an ultimate weapon of mass destruction; in order to do so, many of your allies give up their lives as they channel their magic and life force into the summoning. The devastation that Alexander wreaks is immense, presented to you in simple, cold statistics — white text on a black screen — after the battle is over. While in the heat of the moment, Alexander’s summoning is pure Final Fantasy fanservice, the realisation that the spectacular light show you just witnessed cost the lives of many people on both sides of the conflict makes you wonder whether or not it was worth it.

I’m nearing the end of the game now, I think; just two more chapters to go. I’ll be interested to see how it ends — particularly if it concludes on as bleak a note as its opening sequence, featuring a seriously wounded soldier trying his best to reach his destination with his also wounded chocobo, then finally dying, forgotten, on the streets as the conflict continues to rage around him. I’m also interested to do a second playthrough once I’ve beaten it once; not only are you at a more suitable level to tackle the optional “Expert Trials” on a second playthrough, there are also additional missions called “Code Crimson” which add additional details and context to the story.

Considering Type-0 is a spinoff game in the Final Fantasy series rather than a mainline installment — and considering it originated as a Japan-only, handheld-only title — it’s impressive quite how much lore has been packed into this game, all of it reviewable through an in-game encyclopaedia. You don’t need to know most of it to appreciate the story, mind you; it’s simply there as “additional reading” if you find it interesting. While I wasn’t sure about Type-0 when I first started playing it, the longer I spend with it, the more fascinating I find this war-torn world that seems to be on a collision course with absolute disaster, so I very much welcome this additional content, particularly as some of it comes in the form of cutscenes that explain what happens to a number of minor characters along the way.

I’ll have definitely beaten it at least once by the time Final Fantasy XV rolls around; whether I’ll have made it through any more of that remains to be seen, but now I’m familiar with how it all works and got to know the characters, I’m certainly up for a bit of New Game Plus.

2496: Type Zero

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In anticipation of the imminent Final Fantasy XV — a game which I am getting increasingly desperate to play the closer its release date creeps — I decided to boot up a game I’ve had on my shelf for a while, but haven’t really done anything with: Final Fantasy Type-0 HD for PlayStation 4.

I had pretty much no idea what I was in for when I fired it up for the first time. I just knew, prior to its release, that it was a well-regarded game for PSP that had previously been confined to Japan, and that people had been clamouring for a localisation for quite some time. In fact, so desperate were English speakers for an English version of the game that there was already a decent quality fan translation of the PSP version available, though in order to play that you’d need to 1) know how to “do” PSP homebrew and 2) be willing to “do” PSP homebrew.

In other words, Final Fantasy Type-0 was a mystery to me when I first started it. After about 15 or so hours with it so far, I think I’ve kind of got my head around what it’s all about and where it sits in relation to other Final Fantasy spinoff games — and the mainline series, for that matter.

Type-0 (formerly Final Fantasy Agito XIII) is part of the overly ambitious Fabula Nova Crystallis series which also includes the Final Fantasy XIII games and the upcoming Final Fantasy XV (formerly Final Fantasy Versus XIII), though since the series was first conceived each of the projects kind of diverged off in its own direction — hence the name changes, abandoning the direct links to XIII — so that now they only have the loosest of thematic and stylistic connections with one another.

That said, Type-0‘s mythology is quite closely related to that of Final Fantasy XIII despite unfolding in a different world, with particular regard to the existence of “l’Cie”, individuals who have submitted themselves to the will of a superior entity (in FFXIII’s case, powerful godlike beings called fal’Cie; in Type-0, the “peristylium” crystals that form the centrepieces of the game world Orience’s various city-states) and an obligation to fulfil some grand purpose called a Focus in exchange for kinda-sorta immortality and badass magical powers. Unlike Final Fantasy XIII, you don’t play l’Cie in Type-0; they’re part of the backdrop of the ongoing story.

Type-0’s narrative focuses on the dominion of Rubrum and its elite training facility Akademeia. Across thirteen classes, Akademeia trains young people to become Agito, the best of the best when it comes to martial and magical prowess. Among the classes, the cream of the crop is found in Class Zero, a unit of youngsters with particularly exceptional powers that has, until the events at the start of the game, been kept somewhat secret from the rest of Akademeia.

Class Zero is brought out of hiding and into immediate active service as Agito Cadets when the Militesi Empire invades Rubrum’s capital and Akademeia itself. Against rather improbable odds — including a l’Cie — they manage to push back the imperial incursion and retake Akademeia, giving Rubrum the opportunity to pick itself up and start planning a counter-offensive. From here, Class Zero plays a leading role in helping Rubrum to expand its territory, push the Militesi Empire back and prevent them from deploying any more of their weapons of mass destruction, such as the Ultima Bomb which devastated one of the other city-states of Orience.

If this all sounds highly political and like the setup for a strategy game such as Final Fantasy Tactics… well, you’d be wrong, technically, but there is something to that comparison, which we’ll get onto in a moment.

In actual fact, Type-0 is an action RPG in which you control a single member of Class Zero at once — accompanied by up to two of their classmates, depending on the situation — as they attempt to complete missions for Rubrum and, in between mission days, wander the dominion generally helping out and making life miserable for the Militesi Empire. Unlike mainline Final Fantasy games (with the possible exception of XII) where the emphasis tends to be on the core cast’s personal stories, Type-0’s plot is less about individuals and more about the ongoing conflict between Rubrum and Militesi.

Each member of Class Zero is unique in their capabilities. Each one wields a different weapon, which all handle very differently from one another, and each one has a unique skill tree, though there is some overlap in common abilities between numerous class members. Some are better at dealing or taking physical damage, some are ranged attackers, others have particularly strong magical capabilities. Ultimately, the best approach to playing the game is to try and keep the entire squad levelled up pretty evenly, which means you’re going to need to get comfortable with playing at least a few of the characters, and perhaps bring the ones you don’t like so much in the AI-controlled slots so they still get some experience.

The reason I mention Final Fantasy Tactics earlier is that the way you set up your characters in Type-0 bears more than a passing resemblance, albeit without the deep and complex Job system that Tactics has. In Tactics, each character had the ability to equip two different “Job commands” at the same time, allowing them to mix abilities and spells from two classes at the same time. In Type-0, your character has two main ability slots, up to one of which can contain a spell — though some characters can unlock an ability to equip two spells — and the other of which can contain one of their unique abilities. There’s also a third ability slot dedicated to defensive magic and abilities, allowing characters to equip curative spells, protective spells or physical abilities such as blocking damage.

In order to succeed in Type-0’s missions, you ideally need a mix of different capabilities, since you’ll run into enemies that are strong or weak against particular types of attacks, and sometimes you’ll encounter enemies that are out of melee reach — on balconies, for example — necessitating ranged attacks. In other words, it’s not simply a case of equipping all of your cadets with equipment and abilities that boosts their physical attack power as high as possible; you need to understand which ones are intended as mages, outfit them accordingly and them complement them with physical melee and ranged attackers to cover every eventuality.

The combat system itself takes a little getting used to. You control a single character at a time, and the face buttons on the PlayStation controller are mapped to normal attack with your weapon (Square), abilities and spells (Triangle and X) and defensive abilities (Circle). You can “lock on” to enemies and keep them in sight by holding the right shoulder button, and dodge with Circle while moving.

Notably, attacking doesn’t require button-mashing; characters instead continuously attack while you hold down Square. Some characters have different moves available if you push forward or backward on the analog stick while holding square; Sice, for example, has a gap-closing leaping slash forwards when you push forward, an attack behind her when you push backwards and a standard melee combo if you just hold the button without a direction.

The different weapons are all very… well, different, and in order to succeed with a character you need to familiarise yourself with not just the abilities you can equip, but the amount of time the character’s various animations take to complete. This is because Type-0’s combat is heavy on timed hits; while locked on to an enemy, they will occasionally show a weakness, usually right after an attack or if they’re knocked off balance. During this time, depending on the enemy’s remaining HP, your lock on reticle will turn either yellow (Breaksight) or red (Killsight), and if you land a successful hit with either a physical attack or magic while either of these is active, you’ll do enormous damage, even killing the enemy immediately in the case of Killsight.

Just hitting the attack button as soon as you see the markers isn’t generally enough, however; most characters have a bit of a wind-up to their attacks, meaning if you start an attack when the marker appears, you’ll probably miss the window by the time it actually impacts the enemy. Instead, you need to watch the enemy animations to anticipate when Breaksight or Killsight are going to appear, and over time you’ll come to recognise how different enemy types behave in order to take maximum advantage of this feature. Pudding-type enemies, for example, rear back before they swipe at a foe; when you see them do this, dodging to the side to avoid the strike then immediately launching a forward+Square attack with most characters is a good way to hit their Killsight window perfectly every time.

Type-0 is very much a mechanics-focused game rather than a story-centric game, which puts it somewhat at odds with the mainline Final Fantasy series, but firmly in keeping with many of the spin-off titles such as the aforementioned Final Fantasy Tactics. That’s not to say the story is bad — I’m not that far in so far, but it’s been a suitably dramatic “wartime epic” so far, with many of its important moments presented in an appealing “documentary” style — but rather it’s a game in which its individual characters are of significantly lesser importance than the big picture.

It’s an acquired taste, in other words. I wasn’t sure I was going to like it all that much when I first started playing, and indeed I know a few people who bounced off it quite quickly. However, give it some time and get to know how the combat works, and it becomes quite rewarding and satisfying. There’s plenty of side content to do besides the main missions, and it’s one of the most replayable Final Fantasy games I’ve ever seen, with a second playthrough not only seeing your Cadets at a suitable level to tackle tougher challenges, but also rewarding you with additional story material at various points.

Give it a chance if you haven’t already. It’s not the best game to ever bear the Final Fantasy name, but it’s a solid, interesting game in its own right that demonstrates, once again, that Square Enix isn’t at all afraid to experiment and do all manner of strange, wonderful things beneath the Final Fantasy banner.

2495: A Step in the Right Direction

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When I heard that VICE Gaming was rebranding to Waypoint, my reaction was a hearty “shrug and move on”. In the past, VICE Gaming has been responsible for some truly terrible articles about games many of my friends and I are interested in, most notably the Senran Kagura series. I won’t bring them up here, but suffice to say, I’ve written many angry words in the past on the subject.

Consequently, when I happened to see this tweet earlier, my immediate reaction was to predict yet another ill-informed, overly judgemental article about the prevalence of boobs in the game, without exploring any of the things that actually make it an interesting series. (Yes, yes, gratuitous plug for my own work there, but I’ve written a lot about Senran Kagura.)

Out of curiosity — or perhaps partly to vindicate what I will freely admit was prejudice — I clicked through to the article when someone else shared it and took a look.

Here it is.

My goodness me.

I was genuinely surprised to read not the usual screed about how it’s a piece of misogynist filth that everyone should feel ashamed of the mere existence of, but instead a good interview with series creator Kenichiro Takaki about his philosophy towards character design, sexualised content and all manner of other things. Even more notably, the article acknowledges that Senran Kagura games are actually damn fine brawlers in their own right, and far from being simple ecchi delivery vehicles.

I have to give some kudos to Waypoint for publishing this article, and to Patrick Klepek for writing it in the first place. I’ve had my differences of opinion with how Klepek covers things in the industry in recent years — like many other full-time games journos, he has often shown a significant lean towards the oft-irrational “social justice” side of the spectrum — but in this instance, he’s done what he was once known for back in what many regard as “the good old days”. It’s a solid piece of reporting with some interesting questions and no moral high-horsing. Klepek acknowledges that Senran Kagura’s sexualisation is not the sort of thing that generally appeals to him, but doesn’t put it down for that; moreover, he even says that he’s enjoyed playing the games after a few hours.

The article is just plain nice to read; a breath of fresh air in the current climate. Every interview I’ve read with Takaki in the past has shown him to be an incredibly enthusiastic creator with a clear vision; he’s someone who’s passionate about his work and utterly in love with the characters he and his team have created, and this absolutely comes across in Waypoint’s piece. It makes me happy. It makes me really happy to see this.

And when I’m happy to read something, I absolutely don’t mind sharing it with other people. You’ll notice that I’ve added a direct link to the article in this piece rather than using archive.is to deprive the site of ad impressions, and this is because I firmly believe that this is the sort of thing we need to see a lot more of in the future.

I’ve grown very tired of writing the same article about the shitty deal Japanese games get when it comes to the Western games press, and yet every time I see another ill-informed rant on anime girls, I feel I have to say something, because not enough other people are. I’m sure you can understand and appreciate how absolutely wonderful it is to be able to share a piece of writing about the games I enjoy so much that doesn’t tear them to shreds, that doesn’t brand anyone who enjoys them as some sort of sexual deviant, and that does allow a creator to celebrate both the success and popularity of their work while acknowledging that it may not be to everyone’s liking.

While VICE Gaming’s past misdeeds mean that Waypoint has a lot of work to do in order to gain my trust, this article is very much a step in the right direction, and I think everyone — particularly those who have been angry about poor coverage of Japanese games in the past — should acknowledge that; hell, celebrate it, even.

Let’s see more of this in the future, please, and less of the moral crusading. Games are fun; games are thing that people get great joy from; games cater to diverse interests and tastes. The games press of recent years seems to have forgotten that somewhat, despite regularly spouting buzzwords like “diversity” (when what they actually mean in most cases is “people who aren’t white” rather than true all-encompassing diversity). But seeing articles like this gives me a glimmer of hope that we might have turned a corner.

Now we just need to see other sites follow suit — and Waypoint to continue in this manner.

[EDIT: It did not. How naive I was.]

2494: Space Rogue

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I was pleasantly surprised earlier today to see GOG.com release an elderly Origin (old-school Origin the software company, not Origin the unnecessary piece of EA bloatware) title called Space Rogue.

I was particularly surprised to see Space Rogue on GOG.com, primarily because they had already released a game of the same name that had no relation to it — although in retrospect, given that a considerable amount of discussion around the newer game was along the lines of “hey, remember that old Origin game called Space Rogue?” I should have perhaps seen this coming. Still, it’s a pleasant surprise regardless.

I have very fond memories of Space Rogue. It was a game from the 16-bit computer era with everything that entailed, which usually meant a box packed with stuff other than the game disks. In Space Rogue’s case, there was a wonderful “in-character” manual for the spaceship you pilot in the game, complete with sarcastic notes scrawled “by hand” in the margins. I really miss this kind of thing; the only place we tend to get “feelies” like this any more is in limited edition releases of games, and those tend to be considerably more expensive than standard editions.

But I digress. Space Rogue was an interesting game for its blend of genres — part space sim, part RPG. Origin proved themselves to be masters of both over the years — with their most well-known series including Wing Commander (space sim) and Ultima (RPG) — but Space Rogue was an early example of mashing the two together, which makes it, to date, still pretty distinctive in its respective genres. Sure, titles like Star Citizen, No Man’s Sky and Elite have all taken a few tentative strides in the direction of allowing you to get out of your ship and do stuff other than fly around, but none yet have captured what Space Rogue did, which was include a fully-featured “walking around” mode as well as its 3D polygonal space flight sequences.

Details of the plot of Space Rogue elude me, though there are odd bits that I still remember. Of particular note was a lengthy sequence that I was thoroughly enamoured with as a youngster in which you play messenger boy between two sisters living on different space stations. The sequence culminates with one of the sisters throwing her arms around you and thanking you for all your hard work. I found this to be a satisfying conclusion to the episode, even presented purely in text as it was.

I also remember the space stations having various different designs, and greatly enjoying the experience of landing on the one that looked like an aircraft carrier in space. Elite Dangerous does very good space station docking sequences, but 20 years ago, Space Rogue was my favourite.

also remember the spaceflight sequences having a peculiar “Newtonian” movement option, in which rather than adopt the usual space sim convention of always thrusting forwards and simply turning the direction you’re moving, you could spin your ship around and face one direction while moving in another, allowing you to, say, shoot enemies who were on your tail while running away from them.

Due to technological limitations of the time, not all of the space flight sequences took place from the 3D cockpit view. Long-range navigation unfolded from a top-down map that clearly used the same engine as the on-foot segments. While relatively primitive in comparison to the 3D graphics, it gave the game a good feeling of “context” and of moving across vast distances.

I have no idea if Space Rogue is still a good game, but I’m interested to try it again anyway. While it’s not a game that ever went down in any Great Gaming History books or whatever, it’s nonetheless a game I consider to be a defining experience in my youth, and as such even if it plays like a dog in 2016, I will always have a soft spot in my heart for it.

2493: Japan’s Great Games, and Their Lack of Coverage

This tweet from the Editor-in-Chief of gaming news site DualShockers caught my attention earlier tonight:

As regular readers will know, I’m a big fan of Japanese games and visual novels and will frequently wax lyrical at great length on the subject of my favourite titles. Hell, I even set up a whole new website — MoeGamer — to have a convenient place to put my more in-depth commentary on games that I’ve found particularly interesting.

Over the last couple of years — in particular since I started my JPgamer column on USgamer, and subsequently moved on to my MoeGamer project after I was laid off from the site — I’ve gotten to know a fair few “faraway friends” on the Internet thanks to a mutual love of games from Japan. And all of them — including me — feel the same way: it’s sad that almost the entirety of a whole country’s output gets thrown under the bus, usually in the name of “progressiveness”, and usually with woefully little understanding of the works they have cast aside.

Sure, the Final Fantasies (except XIV) and Souls games of the world still get plenty of column inches, but the rest, as Nelva points out in his tweet, is ignored at best, and treated appallingly at worst.

I found Nelva’s tweet noteworthy because it’s the first time I recall seeing a member of the games press (aside from me) come out with sentiments like this, outside of sites that specifically dedicate themselves to this sort of thing. As such, I thought it worth talking about a bit, and to draw particular attention to a number of noteworthy developers, publishers and series that are well-regarded and regularly praised among players, but which receive less than stellar treatment from the press.

Let’s talk about the Vita

Dear old PlayStation Vita. One of my favourite platforms of all time, and declared “dead” roughly every two months by some idiot who sees that there hasn’t been a Call of Duty game on it since the atrocious Call of Duty: Black Ops Declassified.

As a handheld gaming machine, Vita is never going to match the big boys in terms of power, and it doesn’t need to: when you’re playing something on the go, aspirations of being some grand cinematic masterpiece are largely wasted on a screen the size of an envelope. And this is why we don’t get any triple-A games on the platform.

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What we do get is an absolute shitload of Japanese games. What we do get is an absolute shitload of Japanese role-playing games — a genre frequently and erroneously declared “dead” alongside the Vita by people who don’t know what they’re talking about. What we also get is a bunch of visual novels and strategy games. And this is just Japan we’re talking about, remember; all this is on top of all the great indie titles we get from Western developers.

There are a number of developers out there who put out their games on Vita as their lead (or only!) platform. And if these games got any coverage, it would be plain as day to see that the Vita is far from dead; there are plenty of great new games coming out for it on a monthly basis, many of which hail from Japan.

Let’s talk about “progressiveness”

It’s the current fashion in the games press to be as “progressive” as possible. That is to say, it’s fashionable to berate any games that feature attractive women or any kind of provocative, adult-leaning content as “problematic”, in the hope that frequent use of that word will make these critics look somehow educated and intelligent. In practice, all it does is undermine the other big argument these people make, which is that “games need to grow up”. You can have one or the other. You can treat gamers as adults and trust them to handle provocative content, or you can sanitise the medium to such a degree that everything becomes generic, inoffensive waffle.

The ironic thing about the supposed “progressive” arguments against these games — particularly against the ones that feature attractive women — is that they completely fail to explore the game on anything other than the most superficial level. It is, quite simply, “this game has women in short skirts with big boobs, so it’s bad”. This isn’t an exaggeration; this is a paraphrase of several Senran Kagura articles I’ve read from “progressive” games journalists.

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As I’ve written at great length over on MoeGamer, I find it interesting that a lot of these games from Japan actually handle some pretty weighty themes throughout, and do so sensitively and enjoyably. In some cases, games, much like anime, allow creators to explore aspects of society that are still somewhat “taboo” in parts of Japan, such as homosexual relationships.

Others set a great example by having an all-female cast, often with no mention of men or romantic entanglements whatsoever.

Others still have a point to make with their erotic or quasi-erotic content; a while back, for example, I wrote a lengthy piece about how Criminal Girls uses its S&M-themed ecchi content to reinforce the narrative’s key message about trust. Or there are works like visual novel The Fruit of Grisaia, in which its erotic content is used as part of the characterisation process, particularly when it comes to the character Amane, who is an aggressively sexual individual for reasons that become apparent later in her narrative arc.

In damning the majority of Japan’s cultural output on the grounds of “progressiveness”, the self-proclaimed “progressives” are ironically missing out on some of the most progressive games out there.

Let’s talk about Falcom

Let’s talk a bit about Falcom first of all. Falcom is a developer who has been around since pretty much the dawn of gaming, with its long-running Ys series arguably playing a defining role in the modern action RPG.

Of perhaps even greater note, meanwhile, the most recent installments in the Legend of Heroes series — Trails in the Sky and Trails of Cold Steel — are absolute masterworks in how to blend the best bits of Western and Eastern RPGs. They’re well-written with excellent characterisation (though admittedly too wordy for some), they have some of the most astonishingly detailed worldbuilding I’ve ever seen in a game through a combination of their visuals and their texts, and they’re simply great games, to boot. And yet, it’s rare to hear them mentioned, even by self-professed JRPG enthusiasts in the press.

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Why? Well, at least partly because they were on PSP and Vita as their lead platforms, though Trails in the Sky’s two currently available localised chapters have made the jump to PC since then. It goes back to what we said about the Vita before; it’s a self-fulfilling prophecy. If you don’t cover the games, the platform withers, though at least in the case of the Trails series, there’s the formidable combination of XSEED’s enthusiastic social media team and plenty of fans who are more than happy to promote the series via word of mouth.

But it saddens me that there are probably a whole lot of people out there who have no idea that these games exist, or have no idea quite how good they are. That, surely, is the press doing these games a great disservice.

Let’s talk about Neptunia

And Idea Factory in general, while we’re on.

Idea Factory and its label Compile Heart have been very prolific over the last few years, and it’s fair to say that in the twilight of the PS3 era it took a while for them to find their feet. Titles such as Trinity Universe and Hyperdimension Neptunia were very much inferior to much of the platform’s other fare in technical terms, though those who played them will happily attest that they are both overflowing with charm to more than make up for their technological shortcomings.

Unfortunately, some people have never got past a bad experience they had with a game a few years back, and seemingly outright refuse to cover new titles from a company that has grown astronomically in popularity over the last few years — and, moreover, a company that has clearly learned from its mistakes, with each new game being better than the last by a considerable margin.

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This is most clearly demonstrated by the Neptunia series, which has gone from unknown niche-interest JRPG to full-on cultural phenomenon over the course of the last six years or so. People online love Neptunia. There’s fan art everywhere, there are role-players on Twitter, there are mods for popular Steam games to insert the characters, there are people using Source Filmmaker to create their own Neptunia dioramas and videos — and, of course, there are the games, which tend to enjoy solid sales on console platforms (typically Vita, though the most recent mainline installment jumped to PS4) and then again a few months down the line when they hit PC.

Neptunia games still aren’t the most technologically advanced games on the market, but what they have always had since day one is an absolute ton of soul — not to mention the aforementioned progressiveness thanks to homosexual characters and a strongly capable all-female main cast — and something which is very much underexplored in gaming as a whole: satirical humour. Their developers know what the players want from a Neptunia game, and they provide it. And they are widely loved as a result.

Coverage? Some idiot on Kotaku writing about how the animated Live2D character sprites in the dialogue sequences freak them out. And little else.

I love Neptunia, as you know. But even if I didn’t, it would seem very strange to me not to acknowledge something that is so popular on the Internet at large that it’s frequent meme fodder. And yet that’s exactly what happens with today’s games press: it doesn’t fit the unwritten criteria, so it doesn’t get explored.

Let’s talk about overlooked games

I played through the visual novel Root Letter recently and had a great time with it. I only knew about it because it happened to catch my eye one day when I was browsing the publisher’s other works. I’ve barely seen a peep about it on other websites. I, meanwhile, wrote a bunch about it here.

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In the case of Root Letter, the press can’t even play the progressive booby card to refuse to cover it: Root Letter has no ecchi content whatsoever, instead adopting an art style that features hand-drawn characters and “painted” backdrops of real locations in Japan. On top of looking beautiful, it’s the start of a new series from a fairly major publisher in Japan (Kadokawa) and, judging by the speed we got an English version over here, it looks likely that we’re going to see the other installments shortly after their native versions, too. Not only that, it’s noteworthy in that it focuses not on a group of teenagers as many other Japanese works do, but instead on a group of 33-year olds.

Let’s talk about why this happens

We all know why this happens: clicks. What games critic has time to cover obscure Japanese games when they could be raking in the clicks by posting meaningless, needless “guide content” for Watch Dogs 2 or Call of Duty? know, I’ve been there, done that.

The thing is, this approach to content strategy becomes a vicious cycle. These games remain popular at least partly because they’re always plastered all over the major gaming sites, and the relentless pursuit of This Tuesday’s Article On The Big Game That Came Out Last Week does damage to gaming criticism as a whole because it gives needless amounts of attention to titles that already have a ton of attention on them thanks to their astronomical marketing budgets.

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What I’d really like to see is more sites making a specific effort to go out of their way to cover games that are a little more off the beaten track, but which still have cultural significance of some sort — whether it’s the popularity of something like Neptunia, or the self-conscious maturity of Root Letter — and helping to broaden the medium for everyone. Some sites already make an effort to cover Western indie games in this regard, and while there are occasionally some questions to be asked over whether certain games would be covered if the developer and the writer weren’t friends with one another, I feel it’s more important to note that this is a start.

While we’re on, what I’d also like to see is a complete end to the mockery of Japanese games in the press, particularly by those who clearly have no intention of attempting to engage with a game. No-one should be mocking anyone else’s taste — particularly those in positions of power as “tastemakers”; live and let live.

The insufferable “progressive” crowd are always going on about “diversity”, so what I would very much like to see is an acknowledgement of Japan in 2016 as part of that diversity. There’s still a rich flow of quality games coming out of that country on a monthly basis, and as Nelva noted in that tweet that sparked off this whole entry, very few of them that don’t have Souls or Fantasy in their title get a look-in. Wouldn’t it be great to see that change?

I’m not going to hold my breath, mind you. In the meantime, well, I’ll do what I can with MoeGamer — so please, show your support if you like what you see.

2492: Fresh Meat

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Fresh Meat is a show by Jesse Armstrong and Sam Bain, of Peep Show fame. Across four seasons, it concerns the lives of a houseful of university students from their initial arrival at university through to the end of their final exams.

I remember watching the first few episodes of the first season and really enjoying it, but for one reason or another I never finished watching that season. More recently, however, I’ve been watching the complete run on Netflix and enjoying it a great deal; much like one’s university life, it evolves and changes over the course of the three years/four seasons, but it manages to maintain enough coherence throughout to feel like a convincing serialised story rather than simply an episodic comedy-drama, which it could have easily turned into.

Part of the reason for its feeling of coherence is the fact that it managed to keep its core cast together for the entire run, and said cast is an excellent lineup. All of them are flawed to one degree or another, but none of them are so far beyond redemption as to become dislikeable. On the contrary, the show frequently demonstrates that behind prominent displays of bravado, there is often someone crying for help or struggling to express themselves.

One of the first characters we see in Fresh Meat is Greg McHugh’s portrayal of Howard. His first appearance is wearing only a jumper, no trousers or underpants, and drying some dead poultry on a washing line across the kitchen using a hairdryer. It would have been easy for the show to keep Howard as a deranged character, only coming out for comedy relief or gross-out factor, but even within the first episode, we quickly see that he’s been designed with a lot more thought behind him. Across the entire run, Howard actually becomes a character that it is easy to sympathise and empathise with, since in many regards he’s the character who makes the biggest strides outside his comfort zone — particularly with regard to social situations and taking perceived “risks” like asking a girl he likes out — and who manages to pick himself up repeatedly after numerous setbacks.

Zawe Ashton’s portrayal of Vod is also noteworthy, as Vod initially comes across as an arrogant, dislikeable young woman with an attitude problem. Her abrasive edge doesn’t dull throughout the entire run of the series, keeping her as a formidable person that most people would probably find tough to get close to, but piece by piece, we start to understand the difficulties she’s endured through her life and why she has ended up as the person she is. Most people probably won’t end up liking Vod as such, but we certainly understand her pretty well and can sympathise with her by the series’ end.

Kimberley Nixon’s Josie subverts the “sensible girl” trope often found in series of this nature. While initially appearing to be the cast member who has it together the most among the group, Josie’s character goes into a downward spiral early in the series, succumbing to a combination of alcoholism, stress and depression that sees her getting kicked off her dentistry course for drunkenly putting a drill through a woman’s cheek, moving to Southampton, moving back to Manchester in the hope of a relationship with fellow cast member Kingsley, and from there seemingly repeatedly sabotaging her own potential for happiness. Outwardly, Josie is one of the most cheerful, optimistic-seeming characters, but as the show progresses, she becomes one of the most tragic figures in it.

Joe Thomas’ depiction of Kingsley initially appears almost identical to his portrayal of Simon in The Inbetweeners — mostly due to his trademark rather sardonic delivery — but over time Kingsley becomes a distinctive character in his own right. Whereas Simon was fairly aloof and detached from the idiocy of the rest of the group in The Inbetweeners, Kingsley becomes a character who consistently tries too hard and often finds himself coming a cropper as a result. His relationship with Josie is initially set up to be the “Ross and Rachel” of the show through its on-again, off-again nature, but in the latter seasons in particular it becomes clear that the two are simply not right for one another. Kingsley repeatedly puts across the impression that he desperately wants to “grow up” but isn’t entirely sure how, with his attempts ranging from developing an interest in composing his own rather emo music to growing an ill-advised and rather pathetic soul patch. His desires are perhaps most explicitly demonstrated in the final season, when he gets together with an older woman and is initially ecstatic about the prospect, even when it becomes abundantly clear that she is not going to treat him well.

Charlotte Richie’s portrayal of Oregon is one of the strongest performances in the show, ironically because of how understated a lot of her delivery is. Oregon, or Melissa as she’s really called, desperately wants to appear cool and it’s immediately apparent from the outset that she’s attempted to “reinvent” herself for university life after a privileged upbringing. She has a habit of getting drawn into positions that initially seem like a good idea at the time, but which quickly turn sour. In the first season, this is exemplified through her relationship with her English tutor Professor Shales; in the final season, we see her mount a successful campaign to become Student Union president only to be lumbered with massive debt, impending legal action and the realisation that she’s little more than a “ribbon cutter” for the people who actually have power. To her credit, Oregon always tries to fight her way out of these situations and is often successful in doing so; while the adversity she encounters throughout the series is usually of her own creation — perhaps deliberately so, given the life of privilege she grew up with — she doesn’t ever buckle under the pressure, and usually comes out stronger and having learned something from her experiences. Of all the characters, she’s probably the least overtly “tragic” in one way or another; in many ways, she becomes the most admirable after initially being one of the biggest fakers there is.

Finally, Jack Whitehall’s depiction of J.P. largely consists of Jack Whitehall playing an exaggerated version of himself, but it really works, at least partly because J.P. is written as more than a one-dimensional “posho” laughing stock of a character. Over the course of the four seasons, we come to understand J.P. as a deeply confused, conflicted young man who doesn’t understand how the world works — like Oregon, he grew up with a life of privilege, but unlike her, he initially makes no attempt to reinvent himself, instead preferring to try and solve his problems by throwing money at them. In an early episode, he learns the folly of this approach when he gets taken advantage of to a ridiculous degree by his former schoolmates, and from here his growth as a character begins. Each time he proclaims that he wants to have “a large one” or that he is desperate to be regarded as “a legend”, it rings a little less true; inside, he’s a man who sees his future looming ahead, but he can’t see what lies beyond the veil at the end of his university life. That’s a scary feeling, and not just limited to university students; J.P.’s struggle to understand how life as a whole works is something that a lot of us can relate to.

All in all, Fresh Meat is an excellent (if occasionally mildly unrealistic) look at student life in the early 21st century. It captures both the soaring highs — the excitement of meeting new people and striking up relationships that may last the rest of your life; the nights out that seem like the most enjoyable, fun times ever — and the crippling lows — mounting debt; loneliness; the uncertainty of your (and everyone else’s) future — and in the process manages to depict a collection of flawed but interesting, likeable characters as they work through one of the most turbulent periods in their respective lives.

2490: Root Letter: Some First Impressions

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Today I’ve been playing a bunch of Root Letter from Kadokawa Games, localised and published by PQube over here. I’m honestly surprised that I’ve heard pretty much jack squat about this game except press releases from the publisher, because it’s turning out to be a most intriguing, enjoyable visual novel/adventure game hybrid.

Root Letter’s basic premise runs thus. 15 years ago, you were penpals with a high school girl named Aya Fumino. In total, you exchanged ten letters with one another before drifting apart, but one day, 15 years later, you discover an eleventh letter with no postmark. In this letter, Aya appears to confess to a murder, but gives no details about the crime, the victim or her current status. Understandably somewhat perturbed by this alarming discovery, you set off for her hometown with only her return address to guide you.

Upon arriving, you find an empty plot where her house is supposed to be, and quickly discover two rather strange stories: firstly, that while the Fumino house did indeed once stand on that plot, it burned down fifteen years ago; secondly, and more disturbingly, the only person by the name of “Aya Fumino” that people in the area seem to know died twenty-five years ago from a mysterious disease.

What unfolds from this point is a mystery story as you attempt to piece together what really happened to Aya — and, if the stories about her death are true, who the person you’ve been corresponding with actually is — by using her letters from 15 years ago as guidance. Using a combination of the information in the letters and evidence you gather through investigating scenes and conversing with various characters, you gradually come to figure out the identities of “Aya’s” classmates, each of whom theoretically hold a piece of the puzzle, but all of whom are extremely reluctant to speak of the past, and of their classmate — the girl you knew as Aya — in particular.

I’m roughly halfway through a first playthrough after a little over five hours, and I believe there are four discrete “routes” for the final two chapters to take, varying according to how you remember your replies to Aya’s letters went at the start of each chapter. It’s given me a solid idea of how the game works.

Essentially, it’s a modern take on old-school “ADV”-style visual novels such as Nocturnal Illusion in that you’re given an interface and a variety of actions to perform — including moving between locations, looking at things in a location, asking characters about topics, showing items from your inventory to characters and just standing around thinking — but in practice there’s generally only one “correct” option to push the story onward. At the end of most of the chapters, there’s an “investigation” sequence where you interrogate someone you suspect to be one of Aya’s classmates from 15 years ago, using knowledge you’ve obtained and physical evidence you’ve gathered to destroy their arguments.

If this all sounds a bit Ace Attorney, you’d be absolutely right; the structure is very similar, with the standard wandering around exploring gameplay mirroring Ace Attorney’s investigation sequences, and the interrogation sequences working much like the courtroom scenes, right down to having a limited number of chances to present the correct piece of evidence and proceed. Pleasingly, the interrogation sequences also feature some ridiculously overdramatic music that rivals Ace Attorney’s classic Pursuit ~ Cornered! theme in terms of ramping up the intensity.

One interesting mechanic the game has comes from the protagonist’s nickname “Max”, which comes from his apparent predilection to give things everything he’s got, even when it’s not strictly necessary to do so. In mechanical terms, this is represented as “Max Mode”, where a meter pulses up the sides of the screen with four different divisions, each representing a particular “intensity” of comment that you want to fling at someone. The bottom of the meter represents simple statements, moving up through lightly provocative, very provocative all the way to “I can’t believe you just said that”. When these sequences present themselves, you have a limited amount of time to determine how intensely would be appropriate to argue the point Max is presently debating, and the meter moves seemingly unpredictably at times, making it a bit of a test of reactions as much as choosing the right option. Fortunately for those blessed with less than stellar reflexes, you don’t lose a “life” if you get one of these wrong; you can simply try again.

Thus far the story has been highly intriguing and hinted at several different directions it could (and probably will) branch off into in its final chapters. The setup is an interesting one, and it’s satisfying to gradually see the truth slowly coming into focus as you progress. I have no idea what the actual “truth” is at this point, but I’m very interested to find out.

Since this game has had so little coverage on the Internet at large, I’m going to devote some time on MoeGamer to it at some point in the near future. Whether there’s enough to give it the full Cover Game treatment or if it will simply be a one-off article remains to be seen, but count on some more detailed thoughts once I’ve seen how the whole thing ends up.

For now, if you’ve been thinking about grabbing this, I’d say do so. And if you’ve never heard of it and enjoyed titles like Danganronpa or Ace Attorney, you’ll definitely want to give this one a go.