#oneaday Day 519: Hero of Hyrule

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 518: '80s Activision had the juice

I frigging love '80s Activision games, particularly on the Atari 2600 and Atari 8-bit. I grew up with the ones on Atari 8-bit, of course, and since I never had a 2600 back in the day, those are a (relatively) more recent discovery. But I adore every one of them, and I'm beyond thrilled that I've been part of bringing them back to a new audience on Evercade.

The first of our Activision cartridges isn't out yet, but I, of course, have a copy. Perks of the job and all that. It's already becoming one of my most-played Evercade cartridges, and I don't see that changing any time soon.

We're actually doing three collections in total (this isn't Super Secret information, it was in our press release) and I've been largely responsible for the curation of said collections. All three of them are very strong indeed (you'll have to wait and see the lineup for the others, which are coming next year!) but this first collection comes out of the gate swinging with some of my absolute favourites.

My personal highlights are MegaMania, Enduro, Crackpots and River Raid, with honourable mentions to Beamrider and Demon Attack, games I've gotten to know a bit more recently.

MegaMania is one of the absolute best fixed shooters of the early '80s. Pitting you against waves of strange household objects, this "space nightmare" keeps things constantly interesting, as each wave has its own distinctive movement pattern — and then once you've cleared a complete loop of all of them, they go and change up their patterns a bit, just to keep you on your toes. It's a beautiful example of how utterly elegant some early games can be: it's simple to understand, has a brilliantly paced difficulty curve, a well-crafted scoring system and is endlessly replayable.

River Raid is, of course, a pioneering vertically scrolling shoot 'em up, whose noteworthy features include the ability to adjust your speed as you fly and the necessity to refuel your aircraft while negotiating obstacles and blasting enemies. The fact that this game was crammed into 4 kilobytes of ROM will never not be amazing to me. Carol Shaw was an actual wizard — not just for the game's technical accomplishments, but for the fact that, like MegaMania, it's an incredibly well-paced, considerately designed game that is likewise replayable until the end of time.

Enduro is the spiritual precursor to the home computer game The Great American Cross-Country Road Race, a game which I played as a child many years before I ever encountered Enduro for the first time. Enduro is, partly by necessity of the more primitive hardware it's running on, a simpler game, but I think its simplicity is also a core part of its appeal. All you have to do is overtake a set number of cars as a full day-night-and-weather cycle of a set duration proceeds: overtake 200 cars on the first day, then 300 each day thereafter. Your final score is how many "miles" you successfully drove before failing to qualify for the next day, and the score is presented using a lovely rolling analogue counter effect. I would have loved that as a kid — hell, I love it now.

Crackpots is a relatively recent discovery, and a game I feel I would have probably been terrified of as a kid. Again, the concept is simple: bugs are climbing your building, and you must drop flower pots on them. With each wave of bugs cleared, a new colour appears, and each colour of bug has a distinctive movement pattern. When you've cleared one loop of all the bug types (black, blue, red, green) the cycle repeats, but faster. The bugs chew through a layer of your building every time you let too many past you, and this affects the pace of the game from thereon. After too many layers of your building have been eaten, the game is over. It's pure high score fodder, and once again, beautifully paced and designed, with a dynamic difficulty level that raises and lowers according to how well you're doing.

Beamrider is, in essence, another fixed shoot 'em up, but it probably has more in common with Atari's Tempest than anything else, in that rather than moving freely, you switch between distinct "lanes" that the enemies proceed down. Thus there's a much stronger element of precision and even strategy to Beamrider than some other games, and the presentation, considering the host platform, is very good indeed. It's another game I got to know quite recently — there is an Atari 8-bit version, I believe, but I never encountered it back in the day.

Demon Attack is a game that I became familiar with after watching Classic Game Room's Atari 2600 reviews many, many times. It's a very simple fixed shooter, in which all you have to do is blast demons in the sky above you. Only three demons appear at once, and only one of them fires at you. It should be primitive and stupid and dumb, but it's incredibly compelling, particularly once the pace of the game increases and the demons start splitting into smaller bits. This one actually wasn't an Activision game back in the day; it was by Imagic, but Activision got the rights to all the Imagic stuff at some indeterminate point in the past. So yes, the Evercade Activision cartridges will have some of the Imagic stuff, too.

I'm quite fond of Activision Anthology on the PlayStation 2, but the last time I played it, I spotted quite how poor the emulation is in that version. It's not altogether surprising — there have been 23 years of advancements in emulation since — but, given how accessible good quality emulation of these games is about to become with the Evercade cartridges (and, hell, how easy it is to get 2600 up and running on systems like MiSTer and cheapo Chinese handhelds) it's a little hard to go back to. The built-in "badge" challenges, weirdo visual effects and '80s soundtrack are fun, though. I feel like we'll never see a compilation quite like that ever again.

But anyway. I am banging on about this because I spent today making a video about the upcoming cartridge. Watch out for it on the Evercade YouTube channel soon!


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#oneaday Day 517: First impressions from Hyrule Warriors: Age of Imprisonment

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 516: Longform playthroughs

I originally stopped doing longform playthroughs on my channel because it was taking forever to get through a single game (and I was getting bored with Final Fantasy III, probably my least favourite Final Fantasy — yes, I'm a sicko who likes Final Fantasy II), but with my recent playthrough of The Granstream Saga on PS1 proving to be quite enjoyable (if not exactly a viewer magnet, but I don't care about that) I think I'm going to do some more of these.

I've been hesitant to do so for the aforementioned reason, but at the same time I've also wanted to do some more, because I feel like that does better justice to longer games that perhaps can't be finished in a single sitting. And, given that it's easy for me to set aside some "retro time" to record this stuff of a weekend, particularly now I have the MiSTer Multisystem set up, I feel I can probably devote some proper time to a number of games I've been meaning to explore properly for ages.

I think the first one I'm going to do, and I'm going to kick this off alongside the ongoing The Granstream Saga playthrough, is Origin's Space Rogue. This is a game I have adored ever since I first played it on Atari ST back in the day, but I've never beaten it, at least partly because, as a kid, I always assumed it was so dauntingly massive it was impossible to ever beat. However, looking back at it as an adult, it definitely looks like it will be a manageable size, and with my big brave adult brain, I can probably "solve" anything it wants to throw my way. And if not, it'll be a fun experiment anyway.

The other reason I want to do this is because I'm conscious I've done a lot of "later retro" stuff recently with the PlayStation games, and I have no intention of stopping that, but I've been struggling to think of a way to kind of refresh my enthusiasm for older home computer (particularly Atari) stuff. And I think this might be a good means of doing that.

With two longform series on the go, I'm not intending on leaving the single-episode formats behind. There are some games where you only really need a single episode to see what makes a game tick, and from there you can decide whether or not you want to spend any more time with it. There are many arcade-style games that I've played for half an hour on a video as my first encounter with them, and now go back to frequently because I enjoyed that initial session so much.

There's no need to make additional videos on those games, though, because in most of those cases, the game is sort of "the same" each time — it's just my skill and knowledge of it developing over time. And while I don't doubt there's at least some value in demonstrating my own improvement in a series of videos, I feel if I'm going to spend multiple videos on one thing, it's more interesting to tackle a longer game that evolves over time with a narrative, character progression or simply a long overall playtime.

Stuff that I've casually earmarked to look at in this regard At Some Point™ include the aforementioned Space Rogue, Times of Lore, the Ultima games, Dungeon Master, the Eye of the Beholder series, the Gold Box Dungeons & Dragons games and Starflight. Some of these games I've covered before in a one-off format, and always felt like I probably should go back to them at some point.

So I'm going to, starting this weekend!


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#oneaday Day 514: Up to the Atic

For the last few days, I have not been playing any of the new games I have. I have, instead, been mildly hyperfixating on Atic Atac for Spectrum, which is part of the upcoming Rare Collection 1 cartridge that we're releasing for Evercade. I have ostensibly been doing this so I can better inform the Evercade community about how to get the best out of this game, but honestly I've just been having a lovely time, too.

Atic Atac is a game I have fond memories of, though not because I had it as a child — none of Rare predecessor Ultimate Play the Game's titles were on Atari computers. I don't actually remember where I played it for the first time, and it was only once I ever played it. I believe it was the BBC Micro version I played rather than the Spectrum version, which means I probably played it at my friend Matthew's house, but the details are hazy and unimportant.

What I do remember about Atic Atac is that I thought it was a really cool game for a few reasons: firstly, its top-down perspective, presented with bold, colourful, almost vector-esque lines; and secondly, its unusual health display, which was presented as a roast chicken gradually being stripped down to the bone. When all the "meat" was gone, you lost a life.

For years, I never actually knew what the point of Atic Atac was, though. When I played it as a child, neither I nor whoever it was who was proudly showing it off to me knew what you were supposed to do, so we just had a lovely time wandering back and forth through rooms, throwing axes at monsters. And, indeed, it is possible to enjoy Atic Atac like that if you so desire; there's even a score function based entirely on the enemies you defeat, so you can challenge yourself to get as high a score as possible before succumbing to inevitable death.

Spending some proper, protracted time with it now, though, I'm finding it very much my sort of game, in that it's something of a blend between the Atari 2600 classics Haunted House and Adventure, with a dash of early-format text adventures in there. Not in terms of how you interact with it — Atic Atac is out-and-out an action game — but rather in terms of its core structure of wandering a map, searching for specific "treasures" and your end goal being to return all of said treasures (three pieces of a key, in this case) to a specific location: the starting room.

What I often find with home computer games from this period — particularly those that originated on the Spectrum, for some reason — is that it's easy to assume they're a lot more complicated and confusing than they actually are. And such was the case with Atic Atac; at its core, it's a game about getting to know a map, unlocking doors and hunting for treasure, nothing more. Sure, there's a couple of additional wrinkles — most notably, a few special items counteracting a few "special" monsters that appear at various points — but the basics are simply explore maze, unlock doors, get treasure, escape.

One thing I have really enjoyed doing with Atic Atac is manually making a map, adventure game style. This is mostly fairly straightforward to do, though there are a couple of instances in the game where it defies its own laws of physics to squeeze rooms in where there "shouldn't" be any, which makes mapping those particular portions a little challenging, but for the most part it's easy enough to map. The tricky thing, then, is systematically searching all those rooms to find the keys and treasures that you need!

I haven't quite managed to beat the game just yet, but I've been really enjoying the attempts. And I think I know it well enough to be able to offer some solid advice to newcomers now, too — so watch out for that around the time of Rare Collection 1's release!


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#oneaday Day 511: Stop hitting me so hard

One of my biggest annoyances with a lot of modern games is enemies that hit like absolute dump trucks from the start of the game. Of recent games that I've played (and liked), Clair Obscur: Expedition 33 did this, Silent Hill f did this, and I've just started playing The Legend of Zelda: Tears of the Kingdom, and that does it too. It's especially annoying in that, because you start with so little health, and having literally 95% of it gone if you get hit once in an early fight is very frustrating.

I'm pretty convinced that this aspect of game design is a side-effect of the popularity of FromSoftware's work, because in a Souls game, you expect all enemies to hit like dump trucks, even if they're absolute trash fodder, and the game is designed and built around that. To put it another way, Souls games are, in some respects, survival horror games, in which you play a vulnerable protagonist with limited resources facing overwhelming odds and unimaginable, often unexpected horrors.

I'm sure anyone who played Dungeons & Dragons games that started you off at level 1 are laughing at me right now, too. Believe me, I know all about old D&D.

Zelda, though? I don't want the game to patronise me or anything, but it would be nice if it took things a bit easier on you from the beginning. This is the exact same bugbear I had with Breath of the Wild, and it's probably a major contributing factor to how long it took me to actually beat that game.

See, I do like Breath of the Wild, and I like what I've played of Tears of the Kingdom so far. But when every single combat feels like you're a razor's edge away from frustrating death, it's kind of exhausting. Not only that, it's different to how past Zelda games did it, too. Earlier Zelda games still started you off with a pitiful amount of health, but to compensate for that somewhat, enemies you meet in the early hours do very little damage. And that works! Ease the player in gradually without smacking them in the face for making the slightest mistake, then as the game continues, escalate things gradually by increasing the power of the enemies at a roughly similar rate to the player gaining in power.

It's a very different sort of game, but this is something that Final Fantasy Tactics sort of nails. I say "sort of" because the game's story battles are pretty much at fixed levels, while the random encounters — which will likely form the majority of what you will be using to level up your characters most effectively — scale to your level. This means that you're always presented with a decent challenge when facing a random encounter; the flip side of that is that it's possible to charge into a story encounter either woefully underprepared and get your head shoved firmly up your anus, or extremely overprepared to such a degree that you trivialise supposedly dramatic encounters. Such has always been the way with role-playing games, of course, and there's a convincing argument to be made that part of the joy of Final Fantasy Tactics is seeing absolutely how much you can break it.

You can't do that with Breath of the Wild or Tears of the Kingdom, though. You have to do the game's opening quests with the vitality of a wet paper bag, the lung capacity of a chaffinch and equipment so flimsy Chinese Amazon sellers would be embarrassed to put their nonsensical names on.

In some respects, you can look on this as the game saying "hey, you don't have to fight literally everything, and in fact it might be in your interests not to". But when you have situations like one I encountered this evening, where two particularly frustrating enemies were guarding a chest that wouldn't open until I beat them, you kind of feel like you do have to beat them. (Except the chest had nothing in it but a shiny rock. I was annoyed.)

I don't want to be too tough on Breath of the Wild and Tears of the Kingdom, though, because I did ultimately very much enjoy the former and, outside of the above-mentioned encounter, I've had a lovely time with the latter this evening. I just think it would be nice if we had a few modern games where taking a single glancing blow from an enemy didn't feel like someone had just dropped a piano on your head.


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#oneaday Day 509: A new age of "talkies"

Back when the CD-ROM era first started, and game developers suddenly had a lot more storage capacity to play with, a revolution unfolded. Games became "talkie", with formerly text-based dialogue now being supported (or sometimes, in those less enlightened times, replaced) with voice acting of variable quality. This was, for the most part, seen as a significant step forwards in terms of games being able to tell interesting and convincing stories, though some genres benefited from it more than others, with probably the biggest beneficiary being point-and-click adventures.

These games already had pretensions of movie-style storytelling. Indeed, back when Ron Gilbert of LucasArts coined the term "cutscene" with Maniac Mansion, he defined them as "short, animated sequences — like scenes from a movie — which can provide clues and information about the characters" (emphasis mine). As such, it was only natural that as interactive entertainment and movies moved ever-closer together, we would start to hear game dialogue as much as read it.

That wasn't universally the case, mind; not every game that featured dialogue was fully voiced. In many cases this was because the storage capacity of a CD wouldn't have been sufficient to include the entire script for longer games such as RPGs, particularly on console, where they had been becoming more and more dialogue-heavy. In those cases, the extra storage space instead went to other purposes such as pre-rendered video sequences or even live action video.

The advent of DVD didn't lead to longer games suddenly becoming "talkie", either; while there was often a lot more speech in these games, they still often weren't fully voiced. Final Fantasy X is a good example — major story scenes in that game are fully voiced, but incidental interactions and random NPC conversations remain text-based. And this situation has continued right up until this day — even with the huge storage capacity of modern flash memory-based cartridges and Blu-Ray discs, there are still a fair number of RPGs that have unvoiced dialogue — although that number is dwindling a bit. Many Japanese games, even from relatively low-budget studios like Compile Heart, even have dual audio today.

We're in a position now where it's possible for another minor revolution in "talkie" terms, and one of the best examples I've seen is the recent Final Fantasy Tactics remake. This is one of those games where, as outlined above, there was far too much in the way of script for them ever to be able to make it fully voiced back in the PlayStation days. Not only that, but video game voice acting in the late '90s was generally… Not Good. There was the odd exception, yes, but going back and listening to some of those early "talkie" games sometimes makes you just want to turn the speech off and go back to fully text-based dialogue. King's Quest V says hello. (King's Quest VI, meanwhile, is excellent.)

Today, though, we have a wide and diverse variety of voice actors with plenty of video game experience, and pretty much all of them can be heard in Final Fantasy Tactics. And the result is simply smashing. By combining the revised (and considerably better) retranslation for the PlayStation Portable "War of the Lions" version of Final Fantasy Tactics with a cast of voice actors who can actually act, we have one of the most gloriously theatrical games I think I've ever played. It really is a thing of wonder, and it adds so much to the game.

It makes me want to see more games from the PS1 era tackled like this. I would love to see some remasters of games from that period where the basic gameplay isn't touched all that much aside from a few interface and balance tweaks, but a fully voiced script delivered by people who know what they're doing is added. There's a bunch of games that would really benefit from this treatment — though it remains to be seen if companies like Square Enix will feel inclined to do this any more.

By all accounts, Final Fantasy Tactics: The Ivalice Chronicles appears to have been doing well both critically and commercially, though, so hopefully this is taken as a sign of something people would like to see (and hear) more often.

In the meantime, I'm off to go enjoy it a bit more.


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#oneaday Day 506: Tactical Sunday

Final Fantasy Tactics is a game I absolutely love and respect greatly, but I have to be in the right mood to play it. Today I was very much in the mood to play it, so play it I did. I got to a point that proved to be a sticking point for me when I first played it on PlayStation — Golgollada Gallows, also known as Golgorand Execution Site in the original — and, indeed, it proved to be a bit of a sticking point for me this time around, also.

However! This time around, I was armed with the knowledge of how I beat it last time around, which was to spend several hours doing random battles to level up my core units to such a point that they could survive the challenge of Golgollada Gallows — notorious as one of the toughest fights in the relatively early game — and progress without too much trouble.

Y'see, the difficulty I had with this first time around is that Final Fantasy Tactics sort of positions itself as a game where you move from story beat to story beat without any interruptions. Because it's not a conventional RPG in which you directly control the protagonist as he wanders around towns and dungeons, it's easy to see the random engagements you can run into on the node-based world map as annoying inconveniences preventing you from seeing the next bit of story.

But they are there for a reason — and, indeed, The Ivalice Chronicles version of the game makes it even easier for you to take advantage of them by making them not random at all. Sure, sometimes as you move from node to node you'll get the distinctive "swoosh" that indicates a battle is incoming, but unlike the PlayStation original, you can choose not to engage if you don't want to. This prevents you from encountering a minor softlock if, for example, you're trying to get to a town to stock up on healing items or refresh your units' equipment.

However, it also goes the other way. If you pass through a non-story node and you don't have an encounter there, you can choose to "search for enemies" and manually trigger a battle. This means if you actually want to spend some time levelling your units or earning them some new abilities — which the game doesn't tell you to do, but which is very much a good idea — you can do that much more easily than in the PlayStation version. If you want to, you can just stand on one battlefield, do a fight, then immediately trigger another one — no running back and forth between nodes in the hope of getting the "swoosh", because you can trigger it at will, and you can ignore it if it's inconvenient.

While I'm not normally a fan of being able to turn off encounters in a regular RPG — it feels very much like cheating, plus it does you out of some progression that you probably need — in a game like Final Fantasy Tactics, where battles take 5-10 minutes or more rather than a few seconds, this was an important and very welcome tweak to the formula.

Anyway, upshot of all this is that I beat Golgollada Gallows on my second attempt rather than taking the many, many, many attempts I did back in the day. I was still relatively new to console RPGs when I first picked up Final Fantasy Tactics, after all, and it hadn't occurred to me to grind because I wasn't super-familiar with the concept. Once I spent that time levelling my units properly, though, everything fell into place, and the rest of the game was much more straightforward. As, indeed, I suspect it will be this time around, too.

Final Fantasy Tactics: The Ivalice Chronicles is a wonderful remake of an already wonderful game. I have greatly enjoyed my time playing today, and, having got over that notorious difficulty spike, I suspect the remainder of the game (except maybe "that" Wiegraf fight) will be even more enjoyable.

So your lesson for the day, then, if you're new to Final Fantasy Tactics, is don't be afraid to grind. Embrace it. Love it. You will come to appreciate it when all your units are suddenly orders of magnitude more effective with just four or five additional levels under their belts!


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#oneaday Day 502: Another reminder that traditional games journalism is all but dead

It emerged today that the entire Features team of the gaming website TheGamer has been laid off, after owner Valnet decided that it likes money more than having actual employees who are capable of writing.

I'll admit that I was never a particular fan of TheGamer for a variety of reasons, but regardless of my own personal feelings about the site, this sucks. It's the latest instance of something that has continued to suck for a while now, with even big names of the games journalism industry — if such a thing even exists any more — suffering widespread layoffs, cutbacks and significant worsening of what they offer for their audiences. Enshittification, if you will. And yes, even longstanding behemoths like IGN and Eurogamer have been subject to this. According to VideoGamesChronicle and PressEngine, more than 1,200 journalists have left the business entirely in just the last two years — and that's not taking freelancers into account. (That puts the figure nearer 4,000.)

Honestly, seeing this happen to TheGamer isn't a surprise, though. This is just what the site's owner, Valnet, does. They buy up sites that were once successful, rip out everything that made them distinctive and unique — i.e. the people who worked hard on establishing the site's identity — then proceed to replace everything with slop. I would not be surprised at all if in short order we start seeing casino advertorials and AI-generated garbage on what remains of TheGamer.

Valnet and their big rival, Gamurs, are a scourge on what was once a thriving sector. They both take this model: they buy "verticals" (ugh) that they want to add to their portfolio, and then think that just because they now own, say, Polygon, that they have unlocked an infinite money glitch. But they have not — for a variety of reasons, not which is the model on which ad-supported commercial games journalism has been forced to operate for years now.

This article by Luke Plunkett of Aftermath sums it up nicely: these sites had been stuck in operating in the same way as 2000s-era Kotaku, which is to post as much as possible, as often as possible, and it didn't matter too much if nothing of any real substance was being said. It was all about the content.

I've been through this, too. During my time on both GamePro and USgamer, I was specifically hired to be someone who operated on a different time zone to the rest of the staff, with my responsibility being to ensure that there were things ready to read on the site by the time North America woke up. These typically end up being "news" posts, which, in the churn of having to produce so much content every day, often end up being little more than you could learn from just following a company's social media account or signing up to their mailing list.

"Guide content", that odious practice where every single site has to have 5,000 articles explaining every minutiae of every hot new game (and often badly, to boot), is also at play here, with the entire Internet gradually being flooded by "what is today's Wordle solution?" posts, individual articles explaining each and every shrine in The Legend of Zelda (often badly) and inconclusive, vapid answers to questions no-one was really asking with any great seriousness. It's all about the pursuit of endless, relentless content, and it doesn't matter if it's any good or not, it just has to be fresh, constantly updated and now.

And it sucks! It's not doing anyone any good! It's not making the writers on these sites look good, it doesn't make the games they're covering look good, it doesn't make the site look good, and it doesn't inform the readership of anything worthwhile. It just means those readers have something new to scroll through every time they refresh the page while they're staring, glassy-eyed, at their phone for the 14th consecutive hour that day.

It sucks that it has to be this way, too, because the presence of a specialist press is important. The idea that we might, one day, be completely without a games press altogether is absolutely baffling, but with every round of layoffs like the one we've seen today, we get closer to that dystopia.

Reader-supported sites such as Aftermath, 404 Media (not games, but relevant) and Giant Bomb are doing great work, but it remains to be seen how sustainable that model is — particularly as so many of the bloody things are starting to pop up that it is no longer possible or affordable for anyone to be "widely read" when it comes to good-quality games coverage. That's not necessarily a bad thing, given that back in the '80s and '90s we tended to be loyal to individual magazines rather than reading all of them, but it's a big shift in how the Internet has traditionally worked.

I don't even know what to think any more. It's bleak out there. And I wonder if it's ever going to get better again. I just want to have some fun websites to read again, by people who know their craft and are passionate about it. We used to have that — why can't we have that again? Why can't we have 1up.com again?

Those are rhetorical questions.


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#oneaday Day 491: Some first impressions from Death end re;Quest Code Z

I am a big fan of Compile Heart's Death end re;Quest series. For the unfamiliar, it's a series of three (to date… with it looking like there's more on the way) narrative-centric console RPGs with strong horror themes, and involvement from some maestros of the genre like Makoto "Corpse Party" Kedouin on scenario duties and Kei "Mary Skelter" Nanameda on the art.

What I've found very interesting about Death end re;Quest to date is that all the games in the series have been very different from one another. Mechanically, the first two were quite similar, but tonally and thematically they were very different. The first game primarily involved an "if you die in the game you die for real" kind of MMO-gone-mad situation, while the second was based around horrible goings-on in a tiny European town that doesn't appear on any maps. As Compile Heart games, both of them also involved more than a touch of yuri to them — particularly in the case of the second one.

Death end re;Quest Code Z, meanwhile, changes up both the narrative setting and the game's core mechanical conceits. Narratively, I'm not far enough into the game to know exactly what the situation is, but it involves characters from both of the previous two games, many of whom didn't interact with one another directly in their original games — and, moreover, some characters who were very much dead in previous games, such as the father of the second game's protagonist, Mai — are alive in this one. I can't comment on that further as yet, but I'm interested to know more.

The most obvious difference between Death end re;Quest Code Z and its predecessors is that it's now a Mystery Dungeon-like. For those not familiar with such things, this is a Japanese take on the roguelike genre that typically (though not always) favours cutesy visuals; grid-based, turn-based movement and combat; a heavy degree of resource management; limited inventory space; and, of course, a series of increasingly deep, procedurally generated dungeons in which to hack, slash, explore, level up and loot.

Death end re;Quest Code Z mostly plays things relatively straight in this regard, with the exception of one thing: rather than an "energy" or "hunger" bar, the protagonist, Sayaka, has a sanity rating. This gradually declines as you explore, with various "milestones" on the gauge corresponding to her field of view contracting, the background audio becoming more distorted (or completely replaced) and, in the case of extremely low sanity, interface elements like the minimap being unusable and the likelihood of her harming herself going up considerably.

This is very much in keeping with the horror tone the series has always had, but it also means that the game has quite a "survival horror" feel to it as well. Since you're juggling your health, sanity and available items as you progress through each dungeon, you have to make some tough and interesting choices as you play — particularly if you're playing on the "Expert" mode (which I actually recommend in this case), where Sayaka's level is reset every time she leaves a dungeon, and she suffers notable losses in terms of inventory items and weapon power-ups if she's actually killed.

The other interesting thing relates to the series' titular "Death Ends". In prior games, Death Ends came about if you made bad choices during the storytelling sequences, and usually resulted in the protagonist and/or members of the core cast suffering a horrifying, gory death, described in excruciating detail. Towards the end of the first game — mild spoilers, I guess — one of the characters becomes aware of you, the player, and starts addressing you as "God of Death" in recognition of the number of times you have led the cast to a sticky end, and Death end re;Quest Code Z builds on this further by having the main protagonist, Sayaka, constantly aware of and communicating with you — even putting her trust in you.

There's some interesting conflict here, because Sayaka trusts you to lead her through the challenges ahead of her, and you need to successfully do so in order to progress through the story. But! And this is a big but: if you let her die, you can make her stronger. Because every time you see a unique Death End in Death end re;Quest Code Z, Sayaka gets a skill point that you can invest in passive boosts to her basic abilities and resistances, and even complete immunity to certain status effects. The more she dies, the stronger she gets and, presumably in theory, the easier the game gets.

But that places you, as her "Partner" (she very pointedly keeps referring to you as such) in a difficult position. Because in keeping with series tradition, every time Sayaka carks it, there's a lengthy narration of exactly how she dies, often delivered in something of a mocking tone. This is coupled with a gory (and often somewhat sexualised) event image depicting her dying yet again. Thus you are faced with a quandary: do you kill Sayaka a bunch in order to power her up? Do you deliberately lead her to her death multiple times in succession to score some easy skill points at the outset of the game? Or do you actually try and take care of her somewhat, knowing that in doing so you are leaving her as a somewhat sub-optimal character?

Death end re;Quest Code Z forces the player to interrogate their relationship with the death of their on-screen avatar — particularly one that is supposedly aware of them. Sayaka never remembers any of her deaths, but you know you caused them, and there's a helpful checklist of all 104 possible ways to die and the skill tree itself to remind you quite how many times you've seen her devoured, eviscerated, beaten to a bloody pulp, disintegrated, decapitated and any number of other nasty words you might care to mention. Undoubtedly the most "efficient" way to play is to repeatedly let Sayaka die in the first dungeon, but doing so is tedious — and thinking that should give you pause. You are repeatedly murdering someone, and it's boring. Are you that desensitised to violence that you can bring yourself to do that?

Some of you will be absolutely fine with it, I'm sure, and I'm not judging you for it. But after a few initial deaths in that first dungeon, I really started to hesitate and think "hang on a minute, this doesn't feel right at all". And I can't remember the last time a game made me feel quite like that about the protagonist, through my actions, being killed off.

This has made me determined to see how far it's possible to progress without killing Sayaka repeatedly. I've reached a point where I don't give a toss about PlayStation trophies any more, so I don't have the "pressure" from the two that related to getting all the Death Ends and unlocking all the skills weighing on me — and thus it really is up to my own feelings of morality about whether I want to buff up Sayaka by murdering her over and over again, or if I genuinely want to see her succeed, taking her shortcomings into account.

Thus far this is turning out to be one of Compile Heart's most interesting games. I'd expect nothing less from a series whose other two entries were also thoroughly fascinating. I'm intrigued to play more — and it certainly is the season for a bit of horror.


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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