1110: The Collector

Page_1Reading this post from Matt Mason earlier made me think somewhat about my own game buying and playing habits and how they have evolved over time. I’ve come to the conclusion that I’m becoming something of a “collector”, particularly when it comes to more obscure games that almost inevitably become hard to find if you don’t snag them immediately upon release.

This doesn’t mean that I pay over the odds to get “Collector’s Editions” of games, though, because I tend to think that for the most part those are a waste of time — or perhaps it’s just that I’ve never really had a Collector’s Edition for a game that I felt particularly passionately about. Had I known how much I was going to love Hyperdimension Neptunia mk2, for example, I might have seriously considered spending a bit more and picking up the swanky limited edition that came with a soundtrack CD, an art book and some playing cards. (Yeah, I know the cards are a bit lame, but I love soundtrack CDs.)

NepnepLE-More often than not, though, the super-expensive limited edition versions are for games I have no interest in, like Call of Duty, Assassin’s Creed and Skyrim. For sure, these limited editions are often cool, but there’s only so many gigantic statuettes that you can scatter around your house before people start asking questions. (Particularly if one of those statuettes is a gory female torso… but let’s not open that can of worms again.)

I’m actually fine with this, though, because I’ve been tending to find that the games I’m most interested in playing are the ones that maintain their value the best — simply because they’re often not put out in particularly large quantities and thus often become quite hard to find after a little while. As such, I’ve come to accept that taking a chance on a new game like this often involves an outlay of at least £20 and may, in a few isolated cases, require payment of a price considerably inflated from what it would have cost when the game was first released. (I ordered a copy of Fire Emblem for Gamecube recently, for example… I’m pretty sure that’s not what it cost when it first came out.) The fact that I’ve had to hunt for these games and occasionally pay a bit more for them than something of an equivalent age that had a wider release makes them feel somehow more “valuable”, and makes me feel like my growing collection is something that I can be proud of. I know they’re “just” games, but they represent a hobby that I truly love and which inspires me to do other things.

What this “collector’s” attitude has meant in practical terms is that I’m now much more inclined to pick up interesting-sounding titles as soon as I become aware of them, rather than when I know I have time for them. This inevitably leads to an ever-growing backlog, of course, but it also means that I have things to look forward to. It’s also an approach which works for my personal circumstances at present. In other words, I don’t spend a lot of money on other “vices” — I don’t drink, I don’t smoke, I don’t buy DVDs (with the exception of anime that can’t be found for streaming online), I don’t tend to travel a lot and, by the end of this month, I won’t have any car expenses either (apart from any contributions I make to help Andie out with hers). This means that I tend to have a fair bit of disposable income that I don’t feel guilty about splurging on my collection, and still have plenty left over for living expenses and to do nice things for Andie.

I like having physical things that I collect. My bulging Steam library also counts as part of my collection, but somehow that big list of games inevitably acquired for a couple of quid during a holiday sale isn’t quite as satisfying as seeing that big shelf full of cases. Downloadable games feel more “disposable” somehow, like they won’t last; I often find myself worrying what will happen to all these games when, say, Steam or PSN or Xbox Live don’t exist any more. How will future generations be able to play awesome stuff like Flower, or Journey, or any of the other titles which everyone raves about now but which are only available via download? (I got around this issue with some of the visual novels I own by burning a copy to disc and printing my own inlay for the DVD case. Sad? Perhaps. But it means I can add them to my shelf with some degree of pride.)

The unfortunate side-effect of collecting physical things, of course, is that you have to find space for all of them, and if you get into full-on “hoarding” mode, where you don’t want to trade anything in, ever, then you need more and more space as time goes on. I’ve currently still got a few shelves free on the other bookcase, but it’s starting to get a little bit tight… and then what? Creative packing time.

photo (3)If you’re curious, here’s my game shelf as it stands right now. (The fairy lights were Andie’s idea, but they are pretty sweet.) If you click to embiggen and zoom in on the image, you might even be able to see individual titles of at least some of the games. I haven’t played all of these, not by a long shot, but they each — even the array of PS2 SingStar titles — represent something with genuine meaning to me. And that’s pretty neat to think about.

 

#oneaday Day 824: Pandora’s Tower: A Scoreless Review

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Pandora’s Tower, the last of the three “Operation Rainfall” JRPGs for the Wii, is a beautiful game in many ways: visually, mechanically, thematically and in the simplicity of its execution. It’s a fitting sendoff to three of the finest games of the entire console generation — and, indeed, some might say, to the Wii itself.

In Pandora’s Tower, you take on the role of Aeron. Aeron is a quiet sort of chap, though not quite entirely mute. Aeron is in love with Elena, who is a singer from the “wrong side” of the war that our hero was involved with. She’s also, thanks to a series of events which come to light over the course of the story, cursed to turn into a slobbering monster unless Something is Done. That Something, as revealed by a peculiar frog-like woman named Mavda who inexplicably carries her gigantic, incomprehensible skeletal husband in a cauldron on her back, is to consume the flesh of twelve “Masters” who reside in the Thirteen Towers, a mysterious structure suspended across the top of a seemingly bottomless chasm known as The Scar.

Thus begins Aeron’s adventure, which is roughly equal parts dating sim, Ico and Shadow of the Colossus with a splash of Zelda here and there. It’s up to the player to guide Aeron through the Thirteen Towers in an attempt to lift the curse from Elena while simultaneously ensuring that his beloved still loves him by showering her with gifts and affection.

The exploration of the towers makes up the meat (no pun intended) of the gameplay in Pandora’s Tower. Unfolding from a series of non-controllable but dynamic camera angles, Aeron must work his way through the challenges that each tower confronts him with, smash the chains which lock the Master’s door shut and then kick some serious ass.

Aeron is initially armed with a sword and the Oraclos Chain, an implement that symbolises the bonds between people and the power held within them. Using the chain, it’s possible for Aeron to hookshot into far-off areas, tie up monsters, pull remote switches, tie things to other things and generally cause plenty of mischief. While it’s tempting to charge in and simply attempt to hack-and-slash your way through the game’s combat, the melee weapons Aeron acquires are in many way the least important things in his arsenal. Rather, the chain is the key to keeping Aeron out of harm and the numerous denizens of the Towers at bay.

By aiming the chain using the Wii Remote‘s pointer function (or the right analogue stick on the Classic Controller), it’s possible for Aeron to attach the chain to all sorts of things. Hook it on to a handhold and he’ll pull himself up Batman-style. Clip it on to a switch and he’ll be able to pull it from afar. Attach it to a monster and it’ll provide him with a suitably unfair advantage to exploit depending on which part of the monster it is hooked on to. Pull it taut and a “chain strength” gauge will gradually power up, enabling it to stay attached to things for longer or do more damage if jerked away suddenly with a flick of the wrist. It’s a relatively simple mechanic — point, shoot and tug — but executed extremely well, making brilliant use of the Wii’s unique control scheme without overusing any of its gimmicks. The variety of creative methods in which the chain is used throughout the game help keep it fresh despite the fact that Aeron doesn’t really learn any new moves over the course of the game.

It quickly becomes apparent after a short period of play that combat is not the main focus of Pandora’s Tower, however. Rather, it is an environmental puzzle game where the challenge is to determine how to reach a destination which is often in sight but tantalisingly out of reach. The fixed camera angles are used effectively to point the player in the direction of a puzzle’s solution, helping to eliminate the frustration of pixel-hunting found in some games with a freely-controllable camera. The only slight issue with these is that sometimes enemies like to hide off-screen in the “changeover” point between camera angles, but they can usually be dragged around to where the player wants them using the chain.

The puzzles gradually ramp up in difficulty with each new tower at a good pace but never feel unfair — and there’s an enormously satisfying sense of achievement when you figure out a particularly troublesome solution. This comes to a head with the game’s Master battles, which are similar in concept to the Colossus battles in Shadow of the Colossus — each Master has a specific weak point which must be exploited through manipulation of the environment, spotting the patterns in their attacks and sometimes figuring out a quicker way to achieve something that initially seems obvious. The battles are more puzzles than anything, with a big part of the challenge being in figuring out what on Earth you’re supposed to do, because the game certainly isn’t going to tell you or hold your hand — a real strength of the experience and a big contributing factor to the aforementioned sense of satisfaction.

The dungeoneering segments are exceptionally well-designed, in short. This is a good thing, because not only does Aeron have to find his way to the Master’s chamber alive, he also has a time limit to contend with. While he’s in the Towers, Elena’s curse is constantly progressing, with her inexorable descent into disgusting sliminess measured by an ever-ticking meter in the corner of the screen. Should this meter run out, Elena is beyond help and the game is over, so Aeron has to carefully manage his time between pushing forward in the tower he’s currently exploring, and returning to Elena to temporarily stave off the curse using meat acquired from the tower’s normal enemies.

Rather than this mechanic forcing the player to backtrack completely at regular intervals, however, the dungeons are designed in such a way that solving puzzles often opens up shortcuts to and from Elena. Find your way to a difficult-to-reach ledge and your reward will often be a ladder you can kick down or a locked door you can batter open, shaving valuable minutes off your time when you return to the tower once more.

Returning to Elena never feels like a chore, however, because Aeron’s interactions with her are as well fleshed out (again, no pun intended) as the dungeoneering segments. When back at the couple’s “home base”, Aeron is able to chat with Elena, ask her to translate books and texts he’s found in the towers and around their base, occasionally ask her specific questions about recent events and give her gifts. Most of these interactions have an effect on an “affection bar” at the side of the screen, which denotes how much Elena likes Aeron and also determines which of the game’s endings will unfold once the story comes to its conclusion.

Aeron doesn’t say much, but the player gets to know a great deal about Elena over the course of the story. She’s a well-defined character with her own history, likes and dislikes, all delivered in an adorable soft Yorkshire accent. She does have something of a tendency to slip into sexist stereotypes — one exchange between her and Aeron sees her asking what he’d like her to concentrate on in the base, with the available options being “cooking”, “cleaning” and “sewing” — but let’s not forget that she can turn into a slobbering evil monster at a moment’s notice, which does kind of undermine her “demure housewife” persona. To her credit, though, she does always feel bad whenever she makes a mess or breaks a gift as a result of her transformation.

Alongside interacting with Elena, Aeron is also able to call upon the mysterious Mavda between sorties to the towers. Mavda acts as a shop, crafting station, source of information and means of upgrading weapons, and there’s a surprising amount of depth to these mechanics. Upgrading weapons, for example, usually requires several different components. If the player hasn’t managed to find certain specific components, it’s often possible to craft them using other pieces of detritus that they’ve picked up over the course of their last dungeon crawl. Certain components may only be found in certain towers, as each is themed after a particular element and contains its own distinctive monsters. Finding all the pieces for a particular weapon upgrade becomes a sidequest in itself, though it’s a completely optional one that players don’t need to engage in in order to be victorious.

These mechanics are all very well and good, but in the “HD age” a big determining factor in whether or not a person will take to a new game comes in its presentation. Pandora’s Tower does not disappoint in the least: it is a lovely-looking game. Forget the fact it’s running in 480p resolution on the Wii; this ceases to matter within a few short minutes of starting to play. This is a game with exceptional art design. Aeron is a young, fresh-faced youth with intricately-designed armour. Elena is a pure-faced, simple beauty, which makes her monstrous transformations all the more traumatic to witness. Mavda and her skeletal spouse are by turns grotesque and compelling. Outside the observatory that Aeron and Elena call home during their quest, lush green grass and cloudless blue skies fade into golden sunsets and deep navy nights. Inside their temporary quarters, everything is suffused with a warm, homely sepia glow. Within the towers, beams of light pierce the gloom through long-broken windows, brightly-coloured crystal formations cast strange glows on everything around them and the emerald green of natural foliage contrasts starkly with the dull greys and browns of the stone bricks that make up the tower surrounding it.

And the sound. Oh, the sound. Based largely on classical themes including Dies Irae from Verdi’s Requiem and Liszt’s Liebestraum No. 3, the soundtrack to Pandora’s Tower is not the sort of in-your-face electronica-and-electric-guitars chaos typically associated with modern Japanese games — rather, it gives the game a unique atmosphere all of its own, filled with drama at some times, overflowing with love and tenderness at others. It perfectly reflects the small-scale, intimate tone of the game’s narrative and rounds out a complete package that is beautifully, distinctively presented.

Pandora’s Tower is a worthy successor to Team Ico‘s classic titles in many ways. It’s a well put together game with exceptional presentation, a touching, intimate story and a sense of personal drama and emotion far removed from the ever-increasing stakes of mainstream titles. It’s not just a fine Wii game, it’s a fine game, full stop, and deserves to be looked back on in the future as a title that dared to try something a little different from the norm, with great results.

Time will tell if that’s how history will treat Pandora’s Tower, or whether it’s doomed to be one of those increasingly-rare games that is always talked about in sentences that begin with “I wish I’d played…”

I know I’m glad I played it. If you get the chance, you should too.

#oneaday Day 815: Pandora’s Tower — Some First Impressions

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So, the third of the three “Operation Rainfall” titles is finally upon us here in the UK (well, technically tomorrow, but Amazon were good enough to ship it to me a day early), completing the Holy Trinity of Wii-based Japanese role-playing games that many are lauding as the real last hurrah of Nintendo’s system. (I’ve actually lost count of how many times people have referred to Wii games as the system’s “last hurrah” or similar, but with Wii U on the relatively near horizon, it might actually be true this time.)

Like its predecessors Xenoblade Chronicles by MonolithSoft and The Last Story by Mistwalker, Ganbarion‘s Pandora’s Tower is far from what you’d call a conventional JRPG. In fact, of the three titles, Pandora’s Tower is the least traditionally RPG-ish and will likely prove to be the most divisive due to its curious mix of game styles. That’s not to say it’s bad — far from it, in fact — but those coming in and expecting a traditional globetrotting adventure with a cast of loveable misfits will find themselves surprised by what they discover.

Pandora’s Tower tells the story of a pair of young star-crossed lovers named Aeron and Elena. Aeron, the player character, doesn’t say much besides the odd grunt and “yes” but is clearly devoted to Elena. Elena, meanwhile, has a bit of a problem; she’s cursed. And, as curses go, this one’s a doozy — she’s slowly turning into a slobbering monster with icky skin and tentacles wriggling out of her shoulder. Discovering the nature of the curse at a harvest festival, Aeron and Elena flee into the wilderness accompanied by a strange old crone named Mavda who inexplicably carries a jar on her back containing an enormous skeletal man who occasionally babbles indecipherable gibberish. Madva reveals that there is one way to break the curse — for Elena to eat the flesh of twelve “masters” who reside in twelve towers that make up an imposing-looking fortress hovering over a terrifying-looking abyss known as The Scar.

As you have probably surmised, this is where the player comes in. Elena, being rather delicate and demure when she’s not slobbering and betentacled, isn’t exactly equipped to go monster hunting, so it’s up to Aeron to take his improbably large sword, magic chain (provided by Mavda) and floppy hair (model’s own) into the aforementioned towers to defeat the masters, rip out their “master flesh” and feed it to Elena (who was, at least until this whole mess started, a vegetarian for religious reasons) in order to save her from a hideous fate. Simple, right? All in a day’s work for an almost-mute hero.

Gameplay evolves in several discrete sections, and it’s the combination of these factors that makes Pandora’s Tower such an original, distinctive experience. If you were to boil it down to video game math, then the following equation would probably cover most of what I’ve experienced so far:

(Castlevania: Lords of Shadow – Patrick Stewart) + Ico + Shadow of the Colossus * Zelda + dating sim = Pandora’s Tower

There are two main components to gameplay: dungeoneering and downtime. During downtime, the player may, as Aeron, hang out with Elena in their makeshift hideout, ask her about the lore of the world, shower her with gifts, feed her various meaty treats and throw her untranslated texts so she can make herself useful. Aeron may also call up Mavda, who appears to perpetually live outside the back door of the hideout, and buy things from her, get her to craft and repair items, get her to upgrade equipment and offload excess meat. She’ll also pay Aeron for any texts he’s found — including newly-translated ones from Elena — which provides the player with a decent income stream if they take the time to explore and discover things. That completionist’s nightmare — the “percentage completed” gauge — makes an appearance in the game’s menu so those who want to make sure they get the full experience can see at a glance how close they are.

All this downtime activity isn’t just for show — most of the Elena-related activity affects the couple’s relationship, and providing certain gifts also causes her to spruce up the hideout with her own personal touches. The game’s ending is supposedly determined by the relationship value between the two by the time the story comes to an end, so it’s in players’ interests to ensure that they keep their lady sweet.

Upon leaving the hideout and heading for one of the dungeons, however, gameplay takes a decidedly different turn. It becomes a combination of third-person combat and environmental puzzle solving. Aeron may attack beasties with his sword and unleash combos, but it’s the chain that provides the most interesting gameplay possibilities. By aiming the chain with the Wii Remote’s pointer (or the right analogue stick on the Classic Controller) and attaching it to enemies, environmental structures and all manner of other things, Aeron is able to cause all kinds of mischief. And there’s plenty of scope for creative silliness, too — try attaching one end of the chain to one enemy’s legs and the other to another enemy’s face, for example.

Aeron’s goal in each dungeon is, like a Zelda game, to unlock the boss chamber and then defeat said boss. Rather than relying on a huge inventory of items, however, the majority of the game’s puzzle solving comes from creative use of the chain. Sometimes you’ll be pulling levers with it, sometimes you’ll be throwing chunks of ore into soft walls to use as hooks to grapple on to, sometimes you’ll be tying sentient plants to pillars and chopping them to bits before they burrow into the ground. And you’ll often be using the chain to rip out gobs of flesh and other crafting ingredients from fallen enemies, because Elena’s curse isn’t waiting for you.

No, indeed — a timer in the corner of the screen shows the progress of Elena’s transformation. It can be reset by grabbing some tasty meat and taking it back to her, but this requires you to make your way back through the dungeon you’ve just battled your way through, then delve back into it once you’ve given her her treats. Fortunately, the dungeons are designed in such a way that progressing further in them allows you to set up various shortcuts, and knowing the layout of them a bit better also allows you to romp through them fairly quickly. Progress doesn’t reset upon leaving the dungeon, so it’s perfectly feasible to unlock the boss room, go back, feed Elena and then go kick some boss ass.

It becomes an exercise in time management — can you make it through the boss fight before Elena goes all tentacly? (Should she find herself going all tentacly, this does, as you may expect, have an adverse effect on the couple’s relationship.) Or should you play it safe and head back with a bag full of meaty treats? This constant weighing up of pros and cons is further exacerbated by the fact that Aeron can only carry so much crap in his bag at once, necessitating a return to the hideout every so often to offload junk or craft it into useful items. This does, however, provide an opportunity for Aeron and Elena to spend some time together and improve their relationship, so it’s not a wasted trip — though the traipsing back and forth may annoy some.

There’s a lot to do, but the dungeons (at least the two I’ve completed so far) are well-designed and satisfying to figure out. A real sense of urgency is provided by the curse timer ticking away in the corner of the screen, and I can only imagine how the intensity of this will increase as the dungeons grow in complexity. The story is told in a less “in your face” manner than a lot of other games, with a strong focus on the relationship between Aeron and Elena, and a lot of environmental storytelling through discarded notes and architectural design. It’s an intimate sort of game, by turns lonely and daunting in the dungeoneering segments and heartwarming when the couple is together. At its heart is the tale of a relationship between two people and the lengths people will go to for love — an experience that, so far at least, is altogether unlike any other Japanese role-playing game or action adventure that I’ve played in recent memory.

In short, it’s a fitting dénouement to the “Operation Rainfall” trio of titles — and to the Wii’s catalogue in general. It’s actually pretty remarkable that three of the best “core” games of the generation are on a system that many people denounce as being “kiddy”, “casual” or a waste of time — or dismiss outright for not being HD. Deprive yourself of these three games simply on the grounds that they don’t look as good as, say, Mass Effect 3 and you’re depriving yourself of three distinctive, bold and original titles that are the perfect antithesis to the “cookie-cutter” approach of triple-A development and publishing. I hope beyond hope that their small but loyal fanbases will be enough for these studios to be able to keep doing what they do.

Further thoughts on Pandora’s Tower will follow when I’ve beaten it. In the meantime, if you’re American, go pick up a copy of Xenoblade Chronicles before it becomes impossible to find, and be sure to support Xseed’s release of The Last Story — and whoever picks up Pandora’s Tower — when they show up later this year.

[Edit: Apologies — I misread some recent news that made it look as if Xseed was bringing Pandora’s Tower to the US later in the year. It seems the status of that title’s US release is still somewhat up in the air — but we can hope!]

#oneaday Day 808: Xenoblade Chronicles is Out Tomorrow, and Here’s Why You Should Play It

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As a European, I was lucky enough to be able to play the Nintendo-published, MonolithSoft-developed Wii role-playing game Xenoblade Chronicles last year. It ended up being my favourite game of 2011, and many North American gamer friends were suitably jealous that I had been able to play it through while they hadn’t. I didn’t feel too guilty, though, because North America has its own branch of Atlus and doesn’t have to depend on other publishers to bring titles like the Persona series over.

But I digress. Xenoblade Chronicles is out tomorrow — April 6 — in North America, and here is why you should play it if you’re an American. Or even if you’re not.

The Japanese role-playing game genre is often accused of stagnation and a lack of innovation. This is, in fact, not particularly true — even the much-maligned Final Fantasy XIII was trying things which other role-playing titles hadn’t attempted before. Okay, they weren’t always successful, but it was at least attempting to innovate.

The real issue is actually that for whatever reason, Japanese role-playing games (and, to a certain extent, Japanese-developed games in general) have lost the resonance they once had with the core gamer audience in the West. Players are quick to judge them as clichéd and derivative before moving on to whichever game starring men in armour with guns is the flavour of the week. Specific attempts by Japanese developers to create games that appeal to Westerners end up having limited niche appeal despite their quality (see: Platinum Games’ Vanquish, which isn’t an RPG but demonstrates the point effectively) or end up being laughable attempts to pander to the Japanese image of what a Westerner supposedly wants (see: The Last Remnant).

Xenoblade Chronicles is a remarkable game because it nails that balance between Western and Japanese sensibilities, making a game that combines the positive aspects of WRPGs (freedom, exploration, a degree of sort-of-non-linearity) with those of JRPGs (stronger storytelling, more memorable, well-defined cast members, a firm sense of being unafraid to continually up the ante). The result is quite brilliant, and a significant step forward for the genre in one possible direction it way wish to take in the future.

The game casts players in the role of Shulk. Initially, he seems like every other teenaged JRPG hero, but a number of aspects make him stand out. He doesn’t whine. He’s not moody or angsty. He’s just a guy, but he has a personality. He has friends, too, who form your early party in the game, and these, too, don’t fall into the trap of clichéd character archetypes. This pattern continues throughout the course of the whole game. Even the “small furry thing” character introduced later in the story isn’t typically irritating — he’s quirky and silly, sure, but his character is defined well, and he proves to be more than just a means through which to provide silly slapstick gags.

The diverse, likeable cast you find yourself travelling with over the course of Xenoblade Chronicles’ lengthy adventure provides several highlights to the game experience. Firstly, and most simply, they’re a good ensemble cast who help drive the story forward. That’s not their only function, however. As you might expect from an RPG, they each have their own role to play (natch) in combat, and finding the best combinations of three characters to take into battle is a key part of the experience. This affects not only your battle effectiveness, but also one of many stats that the game tracks in the background — Affinity.

Affinity is, quite simply, how much characters like each other. Characters with high Affinity with one another fight better alongside each other, but as their relationship develops, they also have the opportunity to participate in numerous “Heart to Heart” events that are scattered around Xenoblade Chronicles vast world. These short sequences provide the opportunity for two party members — not necessarily including protagonist Shulk — to spend a little alone time with one another and get to know each other a little better. These typically involve multiple-choice conversations, providing the “correct” answers to which will give a big boost to the pair’s Affinity with one another. (Giving “incorrect” answers often provides very amusing exchanges and still gives a smaller Affinity boost, however, so you shouldn’t feel like you have to reach for the walkthroughs immediately.)

Affinity doesn’t just affect combat and unlock Heart to Hearts, however; there’s a host of little touches in the game that it affects, most notably during and after combat. Rather than simply yelling individual stock “battle victory” phrases, characters will often have short conversations with one another. This banter between characters is a real highlight of the experience, and while you will have heard everything they have to say a good few times by the end of the game, they remain entertaining and endearing.

Speaking of combat, Xenoblade Chronicles’ battle system is a refreshing change from the turn-based systems that Japanese role-playing titles usually adopt. You control a single character out of the three in your active party, and are able to freely move around during combat. You and your party lock on to a single enemy at a time and automatically attack it, though many battles involve multiple assailants. In order to gain the upper hand in battle, it becomes necessary to make use of the unique skills the character under your control has.

Most characters have more skills than it’s possible to hold in the “quickbar” at the bottom of the screen, so it becomes possible to customize the way they play to your own personal style. Some skills manage aggro, some attack areas, some provide more damage or inflict status effects when unleashed from beside or behind an enemy. Some skills are dependent on other characters doing things like knocking the enemy down or stunning them, and the AI which controls the other two party members does an absolutely astounding job of keeping up with what you’re doing and understanding the strategy you’re going for. It’s very rare that you will be cursing the game for causing you to fail — more often than not it’s a result of you either adopting a poor strategy, or simply needing to go and do something else for a while until you’re a little stronger. This doesn’t mean you have to resort to grinding, either — inevitably there will be some quests you have missed that you can go back and do, and returning to earlier-visited locations often throws up even more things to do.

Another great thing about the combat is that you can elect to control any of the game’s cast in battle, not just Shulk. Each character plays in a significantly different manner to all of the others, so if you find yourself getting bored of the same old skills over and over, simply switch to another character for a brand new experience. Fed up of tanking? Spend some time with Sharla, a ranged character with healing abilities. Or Melia, a magic-user who can summon elementals that either provide ongoing buffs or can be “unleashed” to deal direct damage. Or the aforementioned small furry creature, whose skill names are genuinely hilarious.

Perhaps the strangest but coolest innovation in the combat, however, is the fact that you’re occasionally presented with “visions” of the immediate future, usually when a character is either about to die or be afflicted with a debilitating status effect. A countdown timer starts, and you’re given the opportunity to either do something to take attention off the enemy’s target or warn another party member. If you do the latter, you’re able to pick one of the warned character’s skills to unleash — usually either a healing or aggro-management skill — and hope for the best. If you do the former, you have until the countdown timer depletes to do something very special, or your party member will suffer their grisly fate. It’s a neat system that isn’t overused.

Outside of combat, there’s plenty to do, too. Exploring each of the game’s massive zones rewards you with experience points and uncovers part of the map as you discover each sub-area. There are collectible items scattered around each area at random, with rewards on offer for collecting whole sets. Those who find item-hunting frustrating, however, may instead complete these quests by trading with other non-player characters. There are rare monsters to take down, loot to find, secret locations to discover. Xenoblade Chroniclesworld is more than just a pretty backdrop for combat — it’s a rich, beautifully-rendered environment in which to spend time, and it looks gorgeous. This may be a Wii title, and it may have been even more lovely to see it in HD, but it doesn’t detract from the fact that the hugely-varied vistas you find yourself running and fighting over throughout the course of the game look simply magnificent. There’s a waterfall you’ll come across partway through the game which is genuinely breathtaking to look at, for example — you’ll know it when you see it.

If the game’s combat, quests and exploration aren’t enough for you, there’s also a deep Achievement system to delve into. Since these Achievements aren’t online-connected, they’re simply there as challenges for you to undertake, and all provide you with experience point rewards. In essence, they’re mini-quests (although some will take you the majority of the game to complete) and rarely feel as “gratuitous” as some examples seen on Xbox Live and PSN. Rather, they provide yet another means of getting an enormous amount of entertainment out of an already vast, sprawling title.

This isn’t even getting started on the deep crafting system, which allows characters to team up to create enhancements for their weapons and armour, with the results of their collaborative efforts dependent on their Affinity and compatibility with one another. Or the fact that the game allows you to change the time and fast-travel at will, eliminating a lot of the inconvenience and backtracking endemic to the genre. Or the colony-building minigame. Or the fact the voice acting is all British rather than American, giving the game a unique aural aesthetic in a genre typically dominated by whiny teenagers and squeaky-voiced females. Or the fact that when you’re all done, you can New Game+ it and do the whole thing again with your levels, Affinity and a suitably broad spread of awesome equipment intact — something I will be doing when North America gets its hands on the game tomorrow.

Xenoblade Chronicles is, in short, a magnificent evolution of the Japanese role-playing game genre. While it’s easy to dismiss it as “an offline MMO” or “a Final Fantasy XII wannabe”, the reality is something quite different. This is truly a game that is greater than the sum of its already-fantastic parts, and one which will have you bellowing “Now it’s Reyn time!” at your friends for months to come.

(Grab yourself a copy soon, though, as this is the kind of game that will get pretty tough to find pretty quick.)

#oneaday Day 648: Xenoblade Chronicled

Finished Xenoblade Chronicles and can say with some confidence that it’s my Game of the Year so far. With only a few months left and only a few things on the horizon which could be contenders, it’s looking good for Monolithsoft’s epic RPG extravaganza.

Of course, my Game of the Year vote is of interest only to my friends. Gamer culture at large will undoubtedly vote Battlefield 3, Modern Warfare 3 or Uncharted 3 (hang on a minute… there’s a pattern there somewhere) as GotY. But that doesn’t matter.

Xenoblade Chronicles toes the line perfectly between JRPG and WRPG. On the J front, you have your floppy-haired protagonists who wield physically improbable weapons; you have your large-breasted female companions (one of whom spends most of the game clad in “armour” that really wouldn’t protect anything besides her modesty — and even then only just); you have your small, annoying creature; you have your ultimately quite predictable JRPG finale (I still love ’em, I don’t care how cliched they are). On the W front, you have a huge open world with minimal loading breaks — individual zones are huge in area and packed with things to do: monsters to kill, quests to complete, people to find. Straddling the line between both, we have an excellent combat system somewhat reminiscent of MMOs like World of Warcraft or, probably more accurately, Guild Wars.

Why the Guild Wars comparison? Well, like that game, you only have a finite number of skills which can be “equipped” at once, from a larger potential bank. The number of skills you acquire in Xenoblade Chronicles isn’t as ridiculous as NCSoft’s title, but then you do have several characters to manage all at once. Mercifully, you only have to control one of them at once, with the AI doing an excellent job of performing whatever role each character is ideally suited to in the party.

Gameplay-wise, it’s top notch. Simply proceeding through the areas, completing quests and following the story when I’d “cleared” an area was enough to get me almost to the very end — there was only a few levels’ worth of grinding required to safely get through the home straight, and by that point you’ve learned plenty of EXP-boosting skills so it’s not as painful as it could be.

This is all very clinical and mechanical — and that’s fine, as an RPG can live or die on its mechanics. But the real star of the show in Xenoblade Chronicles is its cast. Brilliantly voiced by an English cast, the characters are all memorable and, despite my “floppy haired protagonist” comment earlier, manage to not fall into the usual stereotypes. Each of them is an interesting individual whom you get to know throughout the course of the game, both through story sequences and through optional “heart to heart” conversations, where two characters have a chat and come away from it either liking each other a little more or a little less.

Characterisation isn’t just limited to story sequences, however — different combinations of characters in a battle party elicit different battle cries and responses to one another. And, as characters develop their Affinity for one another, they start to talk to each other during battle differently, often engaging in some light-hearted banter that makes them seem a lot more human. Okay, you’ll hear “what a bunch of jokers!” and “my rifle’s getting hotter!” an awful lot throughout the course of the game, but on the rare occasions where they start teasing each other after a successful battle, it’ll definitely raise a smile.

For me, the sign of a good RPG is whether you have a kind of “empty” feeling after it’s all over — you won’t be spending any more time with these characters, and that’s sad. I felt it particularly strongly with Persona 4, whose ending sequence made me tear up, and I’m not ashamed at all to admit it. Xenoblade Chronicles gives me that feeling, too. It’s a different sort of ending to Persona, but once it’s over you have very much left those characters behind to get on with their lives in their post-adventure world. It’s a bittersweet moment.

By far the saddest thing about Xenoblade Chronicles, however, is how few people will get to play it. While it got a release in this country, it’s likely to become harder and harder to find as the months go on — and there’s sure to be plenty of people who will dismiss it out of hand purely because it’s on the Wii. This isn’t even getting into the whole fiasco of Nintendo of America stubbornly refusing to bring the game to the States, despite there clearly being an audience for it. The game is already translated and ready to go — we Europeans have to deal with American spellings in most games, so would it really kill you to put up with the words “armour” and “learnt”? No — but Nintendo of America apparently doesn’t see it that way, presumably believing that sales will be poor.

The thing is, though, Nintendo is in a difficult position right now. The 3DS is ailing, the Wii is fading and the core of the gamer community has all but left the company behind. For Nintendo of America to bring Xenoblade Chronicles to the States would be a gesture of goodwill to all the loyal fans who still defend the company, even amid its gradual move away from the core audience. It would give people more faith in Nintendo’s current and future products, and, in the long term, it would help attract people to the Wii U as people see it as a system that will cater to the core.

Sadly, it doesn’t appear it’s going to happen — so if you’re an American and you would very much like to play Xenoblade Chronicles, I would say don’t hesitate — import it, mod your Wii and enjoy. There’s over a hundred hours of absolutely top-tier entertainment there, and you will not regret the time you spend in its highly distinctive world.

Now I better go to bed. Off to Legoland tomorrow!

#oneaday Day 589: Further Enthusing Regarding Xenoblade Chronicles

Xenoblade Chronicles is the reason you kept your Wii and didn’t play with it for months. Xenoblade Chronicles is the game Final Fantasy XII fans wished Final Fantasy XIII was. And Xenoblade Chronicles is, I feel, shaping up to be a strong contender for Game of the Year.

Why is it so good, though? Perhaps it’s the fact that you’re straight into open world adventuring from the very beginning. Perhaps it’s the fact that exploration is rewarded with fast travel landmarks, collectibles and unique named monsters to defeat. Perhaps it’s the fact that the combat system is an excellent evolution of that seen in Final Fantasy XII, offering an excellent balance between having to quickly respond to incoming threats, manage aggro like in an MMO and trigger positional abilities for maximum effect. Perhaps it’s the fact that the in-game Achievement system, which rewards specific accomplishments with XP and other quest-like rewards carries some sort of in-game worth to it rather than simply online bragging rights. Or perhaps it’s all of the above.

I’m aware I’m gushing somewhat but, you know, it really is that good. So far (10 hours in) there’s been a healthy mix of tooling around killing shit in the open world; hunting down collectibles; hunting specific named monsters; solving interpersonal dilemmas in town — often with several solutions; and, of course, appropriately JRPGish melodrama. What would a JRPG be without it?

Fortunately, though, the plot so far has been interesting and well paced, though it suffers from that perennial RPG problem of “characters say ‘hey! Let’s move on!’, player hangs around for 5 hours collecting bugs and lettuces” though when there’s as much to do as there is here, it’s worth exploring every nook and cranny. All the sidequests are optional, of course, and if I’d ignored them I’d have probably progressed a lot further through the story by now. But part of the attraction of Xenoblade is its world and its characters, and by allowing you a brief snapshot into the lives of these people going about their business you develop the sense that this is a well-realised game world that is worth exploring and far more than just a pretty backdrop to kill rabbits in.

So if you have a Wii and the means to play Xenoblade, I’d encourage you to do so right now. Deus Ex may be the high profile hotness right now, but Xenoblade will offer you an altogether different — and far less orange — experience.

#oneaday, Day 7: Video Games: A Primer

A lot of my fellow One A Day bloggers are avid video gamers. Many of them even write words about them on a professional basis. But there are others, like Pete Fraser, who are understandably bewildered by the whole thing. Sure enough, it’s a fast-moving, exciting medium which many believe is difficult to penetrate if you haven’t been along for the whole ride.

To that I say: pish, pfaugh and nonsense. There’s never been an easier time to get into video games and find out more about them. Let me explain why.

It’s unfortunate that the early days of gaming were plagued with stereotypes (which some people, see the delightful Jeff Minter, pictured to the right, are still more than happy to live up to) and this put a lot of people off getting into the hobby. It wasn’t a “cool” thing to do. It was the thing that “nerds” did, and the sort of thing that could potentially get you beaten up at school if you were in a particularly rough and less-enlightened place.

The thing is, though, at least some of the stereotypes had partial basis in fact. Early gaming demanded many things. Patience. An understanding that you were dealing with a brand new technology that wasn’t particularly refined yet. In many cases, a mathematical mind. A willingness to practice things until you got better. Early games were frequently simple affairs that artificially inflated their playtime by being ludicrously difficult. This made the hardcore gamers very happy when they were able to finally beat a particularly difficult level, but for people who might be interested in passing? They didn’t want to spend that much time in front of a TV listening to the whining and squeaking of a cassette deck loading games.

Over time, though, games have become more and more sophisticated, family-friendly and accessible. A big part of this movement has come via games consoles, which have actually been around almost as long as home computers. Games consoles are made to be hooked up to “the big television” of the house and, in the early days at least, were often filled with experiences made to be shared—indeed, the very first gaming machines were primitive multiplayer “tennis” affairs. Later, we got many arcade conversions, and TV advertising, particularly the cringeworthy efforts from Atari, encouraged family participation and friendly competition.

As consoles became more and more sophisticated, developers started experimenting with a greater focus on developing narratives throughout their games. We saw titles such as the ambitious Final Fantasy series telling surprisingly mature, sophisticated (if now clichéd) stories through the SNES and PlayStation 1 periods having graduated from their primitive roots on the original NES. Graphics improved at a rapidly-increasing rate, giving us games that wanted more and more to be like the movies. But still they were tied to arbitrary control schemes that required practice; there was still a barrier of entry: “you must be this skilful to enjoy this medium”.

Until we get to this generation. This generation of gaming has exploded. We’re at a stage now where gaming is accessible to pretty much anyone. We’re at a stage where gaming is no longer confined to one specific demographic. We’re at a stage where you don’t even need a controller to work your Xbox if that’s the route you want to take.

Love them or hate them, several things have done a huge amount to make gaming more accessible to the masses. The Wii and the variety of plastic-instrument music games such as Rock Band brought family-friendly, “lifestyle” and party gaming back, reminding people how much fun it was to get together with friends and play in the same room. Kinect for the Xbox provides entertaining, active games that kids and adults alike can enjoy without having to remember which button does what. Facebook games like Farmville, while shallow to people who have been playing games for years, provide bored office drones and soccer moms with fun things to do on the Internet. Call of Duty lets the frat boys (and girl-equivalents) of the world blow seven shades of shit out of each other whilst shouting racial epithets at one another. And the blossoming independent development scene sees digital artists and creative minds pushing the boundaries of what “interactive entertainment” really means.

Games may or may not be art—that’s an interminable question that may never be answered conclusively. But one thing games aren’t? Just for teenage boys. Give ’em a shot. You might surprise yourself.

#oneaday, Day 343: Boxing Day

Christmas is over for another year, and so here we are on Boxing Day (or actually the day after if you’re operating on UK time)—a day which apparently isn’t particularly well-known in the US. In all honesty, it’s not particularly well-known in the UK, either, aside from the name. It’s just “the day after Christmas”.

There’s plenty of things that can be done on Boxing Day, and they tend to vary according to your age.

If you’re a young kid, Boxing Day is a day to spend playing with all the presents you got and suffering from some pretty severe analysis paralysis while you work out what to do next. When you have the amount of choice most kids get these days after receiving a veritable truckload of presents, it’s easy to see how they might get overwhelmed with things to choose from.

If you’re a bit older, Boxing Day is probably a day for a hangover, whether it be caused by excess of alcohol, excess of food or, more likely, both. It also marks the beginning of The Great Leftovers Season, by the end of which you will never, ever want to see turkey ever again, whether it’s on a plate with potatoes and gravy, stuffed into a sandwich, made into a curry or whatever vaguely inventive ways you’ve come up with to use turkey. Turkey is, of course, a meat which barely gets eaten throughout the rest of the year. Is this because it’s just like an enormous dry chicken? Or is it because we eat so much of it throughout the holiday season that no-one can bear the thought of eating it again at any point in the rest of the year?

It’s a pretty universal constant whatever your age, though, that the day after Christmas is for resting, sleeping, lolling on the couch (the original meaning of lolling, not the Internet meaning) and watching the DVDs that were inevitably in your Christmas stockings.

There’s an exception, though: households which got a Wii or Kinect for Christmas. The Wii and Kinect get people up and about a little bit more than they would otherwise be, since they’re popular gifts with kids and adults alike, and they require that you get off your turkey-filled ass and jump around. Quite literally in the case of Kinect.

Incidentally, if you are still a Kinect doubter, I defy you not to at least find the damn thing clever as hell. Yesterday we were trying it out and didn’t have enough space to play with two people on Kinect Adventures, so we moved the couch back a bit. By the time we’d turned back to the screen, the game was asking if we’d like to play two-player mode. Without us telling it. Witchcraft and sorcery!

Hope you’ve all had a suitably festive festive season and have some appropriately awesome plans for the new year. 2011 better not suck as much as 2010, though I recall saying something very similar at the end of 2009 so I’m not going to hold my breath until something actually awesome happens!