indigozeal: (nemesis)
I ran across this article yesterday, where the author was discussing reactions to a previous piece where she expressed disappointment in an MMO storyline. She had received a couple of replies that went along the lines of this one: "Well, I guess because I have really, really low expectations of the storytelling in any video game. In thirty-five years of playing them I can’t recall a single example that goes beyond the standard you might expect in an example of a middling genre narrative in another form and even that would be the exception."

My reaction was the same as hers: she asserted that she'd played a lot of games with great stories and therefore wasn't about to lower her expectations. Frankly, if you haven't encountered any good game stories yourself (particularly in "thirty-five years of playing"), I really have to wonder what kind of games you're buying.

I think, though, that the "video games are stoopid" reaction also stems from a failure to realize that good writing takes many forms. I think the people who complain that "there are no good stories in video games" are looking for the stereotypical idea of a Great Novel: a lot of writing and a lot of dialogue that's delivered straight-on by characters in the style of a play, featuring a great deal of SAT vocabulary & circumlocution and a very elaborate plot with a lot of developments that discusses Things of Great Importance (though not anything too weird; let's not get all freaky here). The problem with this - the first problem - is that the shift in medium also entails a shift in the way stories can be told. I don't agree that Dear Esther tells a great story, but I think reviewer Maxwell McGee hit truth when he noted in his review of the title: "video games allow for pacing and discovery that would be impossible to reproduce elsewhere." You can ignore the medium and take the straight visual-novel approach detailed above, but you're missing out on storytelling avenues interactivity affords you. The secondary problems are ones that involve underdeveloped tastes and a misunderstanding of proper execution: Great Novel stories aren't the only ones worth telling, and the Great Novel approach isn't always the best one for a given tale.

Resident Evil's plot, for example, is very standard straight zombie horror (and no one needs to mention the voice acting), but the "Itchy. Tasty." diary is a killer piece of storytelling. The diary is written in prose that's sparse, direct, and pedestrian—decidedly not what anyone thinks of as "great writing," but it'd actually hurt the story if the diary were more elaborately penned. The simple account derives its power from its prosaic everyman perspective - the author unwittingly detailing his loss of humanity, and how horrific events unfold around him in contrast to (or, really, as part of) the mundanity of his working environment: first, he's seething over coworkers who cheat at cards; then, the dogs he's paid to watch are strangely quiet; next, his best friend is waking him up in the middle of the night and telling him to put on a "space suit," and then he's uncomprehendingly watching blobs of his own flesh fall off his arm as he scratches it. The events are scarier because the character doesn't know the significance of what's happening to him; if he had been a more educated or knowledgable character, his story wouldn't have worked. The method by which the player initiates this tale - how it's nothing more than a diary hidden in the corner of an ordinary room, and the player just happens upon this big scare unannounced, in the course of routine investigation, also underlines the horror in a commonplace environment and the virtues of self-pacing & discovery McGee mentioned - as does how the narrative is preceded by you having to execute the diary's owner, who first appears as just another zombie. But then, every zombie here was a living, thinking individual before they turned, weren't they.

For another example, Neopets thingamabob Flight Rising has no plot, but the writers put a great amount of effort into their 120-charas-per-entry flavor text, and I always check it whenever I get a new item. There, the writing is used to worldbuild and to give the player an additional little reward for playing the game, acquiring items, and expanding their hoard. Gone Home is a game-length examination of how found documents can be used in aggregate to tell a story of a household. Baten Kaitos deserves recognition for its immensely likable playable characters, but it also does smart meta stuff with its themes and the player's perspective on events, to the point where it actually involves her in acting out those themes through her reactions to its plot twists - one of the game's major ideas is the need for forgiveness, and though it never states the parallels outright, the game has you go through your own crisis of trust as you come to terms with your viewpoint character after he betrays you - not just the other cast members, but you the player, who is a character in the game in your own right. Phantasy Star II lets the setting do its talking, revealing the truth about its dystopia in the contrast between the bright, crisp cheery colors of its world and the clinical coldness of your discoveries - the nameless bodies of the once all-powerful "scoundrels" you find in Shure; the floating aborted experiments in the Biosystems lab with their malevolent, glowing glares; the matter-of-fact, blink-and-it's-over horror of the reunion between Darum & Teim.

Then there're the examples of just plain straightforward good writing. Lunar has excellent character writing in Ghaleon. 999 has great character dialogue writing. A Dark Room goes crazy places from the most modest and unassuming of beginnings. Ib is a sweetly-told children's horror romp. Chrono Trigger is a zippy, breezy adventure through time that's loads of fun.

Ironically, a number of the examples of notably bad video game writing that come to mind for me revolve around attempts to take the Great Novel approach. Virtue's Last Reward is a poorly-written game because (among many other reasons, but this is a big one) the writers mistook good writing for a lot of writing, resulting in a poorly-paced narrative that tries the player's patience and insults her intelligence. The new Castlevania games are stupid because they believe a story is automatically quality if it's Grimdark & Serious, and because they have no sense of humor or fun about their material. (The above also applies to Chrono Cross, but Chrono Cross has so much wrong with it storytellingwise that I don't think triage is possible.) It's relatively simple to be impressed into submission by an overstuffed Victorian-novel tack and refuse to be wowed by anything else; it takes a bit of understanding of how stories work - or maybe just enough of an open mind to engage with the media you consume instead of dismissing it out-of-hand due to preconceptions about media & genres - to see brilliance elsewhere.
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indigozeal: (funny)
Clock Tower: You have the first Clock Tower on the Super Famicom, which was never released here. Then you have the Playstation sequel, which was, naturally, titled Clock Tower 2 in Japan - but just plain Clock Tower when it was released in the States. (This leaves U.S. fans kind of up the creek as to how to specify which of these two games they're taling about; most of the time, we use either "SNES Clock Tower"/"PS Clock Tower" or just refer to the Super Famicom game as The First Fear, which is the title of...er, the PlayStation port of the Super Famicom title. We're starting at the deep end of the pool here, folks.)
Next, you have Clock Tower: Ghost Head, which is not a continuation of the original Clock Tower story and is considered a sidestory in Japan. In the U.S., however, being the second Clock Tower game we got, it was released as Clock Tower II (and subtitled The Struggle Within).
Then you have Clock Tower 3, which was actually released as Clock Tower 3 in both the West and Japan, because it was the third Clock Tower game released in the West and because Ghost Head didn't count as a main entry to the series in the latter. But Clock Tower 3 isn't a sequel to the Japanese Clock Tower and Clock Tower 2 - if anything, it's possibly a weird, very tenuous reimagining of elements of the stories of those games. It has a clock tower and scissor-wielding maniacs and - this is key - a villain who has the same name, first and last, as the main villain in Clock Tower 2. But Clock Tower 3 is not a sequel to 1 or 2. (It was also made by a different team than 1 & 2: the studio that made the previous games went bankrupt, and the franchise rights were bought by Capcom.)
Then you have Haunting Ground, which is a standalone story and features no clock towers. It's considered by fans to be an unofficial part of the Clock Tower series, however, because it was made by the same team that made Clock Tower 3 and features that same fundamental gameplay as 3, with many of the same systems (a Panic system that renders characters uncontrollable when attackers get too close too frequently, etc.).

The 7th Saga and other mostly unrelated games: Produce's three titles for Enix on the SNES - The 7th Saga, Brain Lord, and Mystic Ark - form this weird melange of references and borrowed elements that never shapes itself into a series. Brain Lord borrows liberally from The 7th Saga's art style - as well as its idea of a collection of rival adventurers you meet again and again throughout your travels - but is an action RPG instead of a straightforward RPG. Mystic Ark, a traditional RPG, uses Saga's crystal-ball enemy radar and combat view, as well as lifting several of Saga's enemies, minus a few frames - indeed, it was tentatively titled The 7th Saga 2 during the short time that the game was scheduled for release in the States.
The idea that Mystic Ark was a sequel to The 7th Saga was bolstered by the appearance in both of a character named "Lemele" in Saga and "Remeer" in Ark - both legitimate ways to translate the Japanese "Remiiru". Lemele in Saga is a beloved king who is said to have gone on many adventures and saved many people as a young man; Remeer in Ark is a young knight & adventurer. It's easy to conclude that they're the same people, but the full stories behind the characters that you learn upon finishing the games are incompatible.
(Besides, in the Japanese Saga, "Remiiru" is the name not of the king but of the town he rules - and the hero of Brain Lord, who bears no physical resemblance to the fellows from Saga and Ark, is also named Remeer. In further name-sharing, both Brain Lord and Ark feature distinctly different young female adventurers named "Ferisu" in raw Japanese, as well as a couple kids named Vince and something akin to "Catavanche." I think what we can learn from all this is that Produce is exceptionally fond of certain odd names.)
Both Saga and Ark are big into sevens, though - seven possible playable characters (though you don't have access to all of them simultaneously in Saga) and seven mystical thingamabobs called Arks that it is the player's job to collect. In the Japanese Saga, the Arks are these wispy magical totems (that are illustrated as will-o'-wisps, feathers, etc. in the official strategy guide but look unilaterally like will-o'-wisps when used in-game). In Mystic Ark, they're a succession of storybook fairy and gnome-like sprites. (In the U.S. version of Saga, the Arks are renamed to "Runes," with no change in their in-game appearance.)
Incidentally, Brain Lord starts in a town called - Arcs. (Brain Lord also has these little odd-looking goblin-fairy floating helpers that might be the missing link between Saga Arks and Mystic Arks.)
Also, humanoid robots known as Tetujin show up in all three games - though Mystic Ark's are kind of a stylistic outlier - and both Saga and Ark feature a playable Tetujin named Lux (though the two Luxes aren't the same character and don't resemble each other).
But wait; there's more. Mystic Ark actually got a direct sequel, Mystic Ark: Maboroshi Gekijou (Theatre of Illusions), on the Playstation. The end of Mystic Ark heavily suggests that the main character is reborn in the modern, "real" world; in Maboroshi Gekijou, the character seems to have been reborn in a Wizard of Oz-like world that seems based on turn-of-the-20th-century Europe but is nonetheless storybook fantastical. Moreover, the protagonists are children, not adults. They still collect Arks, I understand it, but the Ark represent values more useful in the real world, like Friendship and Dreams, than the more fantasy-realm qualities like Fire & Power covered by previous Arks.

Congratulations to you if you understood any of the above, by the way.

Then you have Lunar, which has like six iterations of its first game's storyline (TSS, SSS, Legend, the drama CDs, the novels, and Harmony (if you'd consider Harmony's dissention from SSS on Nash's backstory as putting it in another continuity from SSS, which I would). It also has a black-sheep DS installment that couldn't bother to fit itself into any of those continuities.
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indigozeal: (weird)
I'm not really fond of the word "fandom," since it connotes a lot of bickering and cliquish politics. I had, though, an encounter this weekend that got me thinking about how the environments & communities differ in various fandoms.

- I've mentioned this before, but Phantasy Star had a lot of creative & industrious fans in its heyday. There was a great deal of socialization, with a few healthy gathering spots, but everyone was off doing their own thing, with their own websites & projects. It's dwindled considerably from that apex, naturally - there've been no new releases in the classic series since the Genesis days, and the PS2 remakes of the first couple games didn't make it over here - but there're still a number of people maintaining good sites, and still projects ongoing. It comes to me in writing this that my early experiences with Phantasy Star fans were the basis for my idea of what a good fandom should be: a good main community and a few good healthy sub-communities, but everyone can participate in their own way.

- I've also gone through the contrast between the Lunar fandom and the PS fandom before, despite the big crossover of fans between the two back in the day. There's one community, the one at LunarNET; you're either in their circle or not in the fandom at all. You can't be doing your own thing on the outskirts. There's a clear hierarchy of fans, with a certain few's opinions dictating how others should follow, and...ahhhh, I don't want to be in the muck here. I'll just say that I really don't like this arrangement; I hate the idea that my ability to be a fan of something is limited by my ability to negotiate the politics of an insular group.

- Baten Kaitos folks are great. They're very welcoming and supportive, genuinely enthusiastic about new content that comes into their community. They've chalked this up to the relatively small size of their fanbase - which actually is relatively big & active compared to what I'm used to; I guess they're comparing themselves to the fanbases of other sixth-gen RPGs, which I imagine are utterly huge compared to what I'm used to. It might also be due to the nature of the game, which is a very friendly & optimistic title. Whatever the case, it's pleasant to have discovered such a community of nice folks.

- Final Fantasy IV is kind of ruined for me. Part of it is that everything is contaminated with After Years stuff, and it's not my place to tell people not to be a fan of something, but the game's so obviously bad that when I come across After Years material in the "final fantasy iv" tag on Tumblr, I feel actively resentful that people aren't warning for it, like with certain porn fetishes in fanfic. Part of it is that it's very much a faux pas to be a fan of my two favorite characters, Kain & Rydia. With the former, you attract a lot of trolls complaining about the character's "entitlement issues" and demands that you acknowledge that he's responsible for everything short of the Sixth Extinction, and with the latter, you get a good deal of passive-aggressive comparisons to Rosa, and - well, I understand why folks feel the need to champion Rosa, because there really aren't a lot of heroic moms out there in RPGs, but the problem is that she's still Rosa, a character notable for a) having her dialogue consist mostly of crying out her husband's name and b) passive-aggressive mean-girl snubs at Rydia. Rosa is a vapid jerk. Rosa ain't worth it. Anyhow, as you've gathered, my discontent is based on rather individualized issues, but the fandom as it stands aggressively runs counter to my own tastes, so it ain't got much for me.

- Chrono Trigger is so big that there really isn't a fandom, just a heck of a lot of people who love the game. It's one of those games that's crossed over into the mainstream consciousness, and you have a lot of big talents, particularly artists, producing a lot of great stuff for it. You can wander through tags and whatnot for it at any given time and find a number of great new pieces with no problem.

- Angelique is small due to some knowledge of Japanese being almost a prerequisite for being familiar with the franchise. It's very scattered, but I know some great folks through it. It unfortunately sparks in a number of people this kind of backbitey...mean streak; I don't know how else to put it. I don't know if this is a dating-sim thing in general, spurred by possessiveness over the characters, or what, but I've seen people get really snide over other people's projects - there seems to be a sense that no one should touch this franchise but them, even though the malcontents themselves are usually not doing anything with it. (And, good Lord, the fandom in Japan hates the fandom overseas. Just utter despise. I've seen fan artists - multiple artists! - actually take down their webpages because a foreign fan linked to them.)

- Clock Tower doesn't really have a fandom. It has a board and a wiki that are kinda-sorta active - or that have a few people who work or post on them kind of frequently - but not really anything I'd call a community. (The difficulty with tagging franchise stuff on Tumblr contributes to this; several of the games have varying names, and you can imagine the "clock tower" tag is crammed with photos that aren't related to Scissorman. I am now sick to death of people who tag WeHeartIt photos of Big Ben with the "clock tower" tag: "Hey, do you like clock towers?! Well, I might be going a little obscure for you here, but have you heard of this 'Big Ben' one?!")

- Ib has a huge artist fanbase, particularly in Japan. I'm shocked by the number and quality of the pieces that come out for this little inspired title. (I still think that the kids' movie I proposed a while back would be an excellent venture for this property done right. Clearly, the support the game has demands something more.)

- Illbleed also has a fairly active fandom, probably due to a couple high-profile LPs of the game (supergreatfriend & Game Informer) that have brought its craziness to a wider audience. (There are also some Sonic people who have unironically glommed onto that Zodick parody OC.)

- Ultima has some enthusiastic, welcoming folks, but it also has, due to the age in which the franchise had its heyday, a good number of PC Master Race people who never got out of that late-'80's RTFM mindset: the idea that the world begins and ends with comp-sci, that mastery of it represents mastery over the known universe, and that any other subjects must by necessity be trivial and any issues or questions dealing with said subjects can be instantly dealt & dispensed with by comp-sci majors, who, of course, know everything, or at least everything worth knowing. (I was working with another fan in putting together an Ultima manga scanlation once, and the maintainer of the board where we were discussing the project - who was in no other way involved with it - interjected to say that he'd have to investigate this "scanlating" thing himself and get back to us on it, as it was obviously an arcane subject and he'd have to inform us on what we were getting into, because we wouldn't understand otherwise.)

- I'm sure Silent Hill has a very healthy fanbase, but I find participating in it to be daunting, since utter mastery over this huge lore seems to be a prerequisite for joining.

(Fandoms that ain't got nothin' that I wish had more: The 7th Saga; Mystic Ark; Spy Fiction; King's Quest.)
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indigozeal: (ghaldain)
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While cleaning, I ran across a copy I've had of Akari Funato's Hoshi no Sabaku. For some inexplicable reason, I haven't read it yet (I know Janet Losey of the Lunar Goods Archive has had a translation of it up for a long time), so I started paging through it. Though I know Funato recycles character designs a bit (there's another boy who looks a lot like Under the Rose's Vincent), I wasn't prepared to be greeted by "Kokuhaku Suru Kioku" Ghaleon up there in the final chapter, or for him to break out in a Parasyte-style battle with another character where everyone's appendages explode in a multitude of tentacles.

(Parasyte-style battle not included because I don't have the heart. It's entirely bloodless limb-shredding and -rending and -regenerating, but it's still a doppleganger of kid Ghaleon, dammit.)
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indigozeal: (ghaldain)
I was listening to Pandora while working today when I was distracted by this one instrumental piece that came on my mix station that really announced its presence - all bombastic drums and dramatic staccato horns and whatnot. The style seemed familiar but the piece didn't - yet it sure wanted to make itself known. "What the heck's going on with this song?", I thought, so I switched over to the tab where Pandora was playing, and lo and behold:



Man, the part where it's actually Ghaleon's theme proper (I mean, his theme from the Sega CD version, not the parts that're unique to the 32-bit remake) is really soft. The new stuff ("new" here meaning "three generations old") is really Howard Shored up and gets news-bulletin graceless near the end. I must've subconsciously recognized the opening bits in their more-tentative, less-oppressive form, but the actual theme is hard to pick out in spots even if you're listening for it.

In other news, you can listen to Noriyuki Iwadare on Pandora now.
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indigozeal: (Daniella)
I'm basing this on the general outlook of the game's universe. Is there a good for which to fight, is good beside the point (and status quo supreme), or is the universe malevolent? Do you obey the given authorities, act by or to defend your own values & ethics, or is hellzapoppin'?

Lunar: Lawful Neutral. You do what Althena tells you because she's the goddess, and that's it. There may be higher ideals invoked on occasion, but that's the overriding rule.

Phantasy Star: Neutral Good. Right and morals are upheld by a band of outsiders working outside the system. Governments are unlawful or nonexistent. (III, as always, is kind of an outlier here; most of its heroes are royals, but the states themselves have very little relevance. You're left to your own devices for most of the tale, and the whole thrust of the story, such as it is, is to overcome your culture's ingrained bigotry and do what your heart thinks is right. I could see a Lawful Good argument but am content to leave it in Neutral Good with its cousins.)

Lufia: Lawful Evil. I hesitate here, because human governments in Lufia are reliably incompetent, and the little, defenseless humans of the world are left to fend for themselves, but in a larger, cosmic sense, there's a strong feeling that said little guys are merely acting out their sanctioned roles as humanity's defenders. The defining aspect of the world is the malevolent gods - the only gods we ever see - though humanity is given a bit of a sporting chance.

FF4: Lawful Good. The whole game is good royalty and soon-to-be-royalty helping to defend the integrity of good royalty and their kingdoms, and everyone's reward at the end for virtuous conduct in the service of the states is governmental power.

FF5: Chaotic Whatever the Fuck. I'm torn between Good and Neutral, leaning toward the latter; the game's really genial and really doesn't wish ill on anyone, but at the same time, the goals are the game aren't much beyond mere survival and reacting to whatever crazy stuff is happening at the time.

FF6: Chaotic Neutral. Despite the whole ending recitation of the little rays of sunshine that have kept them going through the hell of their world, the characters aren't fighting for any higher values per se; they just want everyone to be able to live in peace. (The world's not Chaotic Evil because while good's hard to keep going, it is possible. Things have gotten to a fucked-up state, but not because it's their natural inclination to do so.)

Terranigma: Lawful Neutral. The world is born, lives, dies, and is born again, indifferent to suffering on an individual basis. Everything is part of a cycle.

Legend of Mana: Chaotic Evil. Kill your allies, kill strangers, kill everyone. Why? Who cares! The whole stuff with the Mana Tree is kind of beside the point of the main plotlines of the game, which choke out everything else.
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indigozeal: (ghaldain)


I've already mentioned this on Tumblr, and I know it was probably meant as some sort of weird shading thing, but I just want to note that it appears from this freeze-frame that Ghaleon was rocking some kind of blue-red eyeshadow in TSS.

(There's been a lot of TSS on Tumblr lately, BTW; is there some sort of project going on? If so, and a lot of people are actually playing the game, does that mean that someone might stumble onto Ghaleon's actual motivation in TSS, as opposed to the lousy fanon one that's been foisted on him all these years?)
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indigozeal: (ghaldain)


I keep thinking that this panel from Akari Funato's Under the Rose is an allusion to some landmark from Lunar, but I'm coming up blank. I naturally at first thought that Funato had transported Luna's spring from Burg in SSS to Victorian England, but nope; the two aren't a match. I keep getting the feeling, though, that I've seen this before, and the exacting detail and conspicuous angle at which Funato drew it seem to denote it as an in-joke. Am I forgetting something, or am I just nuts?
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indigozeal: (funny)
- In my futile quest to track down a copy of Secret of Mana locally, I phoned the electronics department of the Montgomery Ward store in the town mall, and the employee burst out laughing when I told him the name of the game. I'm not sure why a title like "Secret of Mana" would send someone who worked in electronics over the edge, as there was no shortage of more implausible titles in more mainstream games. Maybe he was just covering the department for the day, though.
I had previously tried to find a copy of Mana in the local pawn shops, which Montana, being a state with legalized gambling, had in droves. RPGs were just too rare and too coveted by their owners ever to find their way into hock, though. I did, however, succeed with this tack for Phantasy Star III, which was little-loved even in its day.
(I backed off once I read reviews and learned that the game didn't really follow from PS2 storywise or in spirit, but before PS3's release, I was really het up to get the sequel to one of my favorite games. The prospect of PS3's retail price drove my father nuts, though, from more of a comparison than an objective standpoint: "You could get a whole software program for that!")

- Back when zines were still a viable platform, I subscribed to this zine that offered a smallish but extremely eclectic smattering of used videogames & systems, complete with black-and-white photos of the merchandise taken by the owner and smearily Xeroxed. This is how I got my copy of the original Phantasy Star, which was at the time a scarce & hot property. (The owner was devoted to the Atari era and didn't truck much with RPGs, complaining in one issue that he didn't want to "offer up his life" to a title that took dozens of hours to beat.) I actually sold my copy of PS3 to the magazine, but I regretted it (why?) and bought the game back when the person who purchased it traded it back in.

- A few of my RPGs were bought at this tiny independent game store that was in, effectively, a tiny two- or three-room yellow clapboard house, set off by itself on the deserted side of a road that ran past the town shopping center. I remember the shop primarily for my purchase of Phantasy Star IV, which was retailing for $100 at the time; the owner told me over the phone that he was selling it for his wholesale price, $80, because he didn't want to see anyone paying Sega's ridiculous retail price for the game. I haven't a clue whether $80 really was his wholesale for PS4, but he was certainly the least expensive option, and I was grateful to get the game for that.

- The shop didn't last that long past the point at the turn of the 16-/32-bit era where gaming got a bit more mainstream and titles that were considered "specialty" before became more widely available. I remember being struck by how unusual it was that I was able to get a hold of a copy of Chrono Trigger at Target. (It had even been advertised in the store's weekly circular, huge photo and everything.)

- I got my first arranged game soundtrack (Celtic Moon for FF4, I believe) through Diehard GameFan's in-house ads at the back of their magazine. At the time (early 32-bit era), GameFan was one of the very few places you could get import games and merchandise, and they really gouged you for the privilege. They sold the Son May pirated versions of soundtracks for $60, which was a complete ripoff, but I was so glad to get soundtracks and arranged versions of SNES RPG music that I didn't care even when I learned the truth later. They were an early window to Japan, and their ad spreads were fascinating reads.

- There was a point where I was obsessed with buying all things Final Fantasy IV (well, Final Fantasy II then). In the SNES days, this amounted, basically, to strategy guides: I would even buy generalized multi-title system-wide SNES guides from, say, Compute! magazine if they had a chapter on FFIV. I just wanted to read other people talking about a game I loved, which was a rarity in the pre-/ur-Internet days.
Anyhow, I think I've told this story before, but for some reason, my local video/bookstore occasionally carried copies of the UK gaming magazine Super Play, through which, in a roundabout way, I discovered the existence of Dawn, an artbook collecting Yoshitaka Amano's work on FF4. (Super Play wrote about a RPG zine that I ordered; they, in turn, mentioned the book in passing, I believe.) This book became a huge holy grail for me; the idea of an artbook from Japan dedicated to a videogame was a new and alien concept that went leagues above and beyond the books connected with FF4 I had at the time. I somehow found out (I think I contacted the zine's publisher) that the book could be bought from the U.K. comic shop Forbidden Planet, so I looked up Forbidden Planet's contact information from an ad in Super Play, requested a catalog from the place, waited for it to be delivered from Britain to the U.S., then placed an order for Dawn, and then waited for that to make its way across the Atlantic. I don't recall what I paid for the book in total, though I recall it being less than one would expect for a transaction that involved three continents. Dawn isn't really remarkable - you've seen all the FF4 art it has online (it's not like there are character sketches or anything), and I hardly look at the dang thing today. I think it was my first import game book, and it's memorable these days more for the lengths I took to hunt it down.

- Experiences in not purchasing games: my SNES copy of Final Fantasy III was sent to me by a penpal with whom I had exchanged the sum total of one letter at the time.

- The above penpal had eventually also sent me a copy of a VHS tape he'd made of a few of the anime sequences to Lunar: The Silver Star and all of the sequences in Eternal Blue. His enthusiasm was my gateway to the series, but I bought my copies second-hand; they didn't come with the manuals. I ordered replacements directly from Working Designs, but a couple months went by without them arriving. Now, I was on AOL at the time, and I had happened upon AOL's Lunar...forum? bulletin board? whatever the term was in those days, which was very occasionally frequented by...Victor Ireland. Victor had been silent for a while when conversation turned to a couple posters who were also experiencing delivery delays for merchandise they'd ordered from Working Designs. I mentioned my manuals in passing, then forgot about it - until a week later, when they promptly arrived. Of course, it could have been just serendipitous timing on the part of the USPS, but I remember the eerie feeling when I realized that my idle online chatter (posted under a variant of my real name) was actually being read by and getting back to somebody.
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indigozeal: (Daniella)
I was loading up my PSP copy of Silver Star to check something today, and I think this must have been the first time I actually let the opening logos run in full. When the credit for Game Arts came on screen and I heard the company name intoned with a Japanese accent, I had a shock of recognition...that I had heard this before at the end of the Sega CD version.

See, particularly since it's preceded with this tinny cheering noise, I'd thought the voice at the end was actually saying "game on." So I'd been wondering all these years why TSS ended with the kickoff to a Genesis football game.

...

Well, it was a mystery to me.
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indigozeal: (ghaldain)
While I've played through the Japanese release of the PSP Silver Star, I haven't touched the U.S. port from XSEED, mainly to avoid what are most assuredly some unfortunate voice-acting choices. That said:

The voice in this Giant Bomb video of the blond vampire - that's the voice XSEED gave to Ghaleon, isn't it?
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indigozeal: (Daniella)
This thing from Maren with Renaud and his religious beliefs leading him down the wrong path has gotten me thinking about the perspective certain games have on religion. Videogame examination of religion usually doesn't extend beyond stuff like the first Silent Hill's eeeeeeevil cult business; religion and gods are a form of authority, which in fantasy written for a largely high-school/college-age audience exists to be refuted or toppled to facilitate the development and independence of the reader stand-in. I can think of a few games, though, that have interesting perspectives on the subject.

- I've found the Angelique franchise's take on deities intriguing: gods are not immortal superbeings but rather human beings who become the incarnation of a natural force for a limited, transient time (at the end of which they go back to being regular people). In a parallel universe where the natural order has gone awry, in fact, one manifestation of the disruption of the natural order is that one person has maintained their grip on power for an extended period of time.
Also, the high goddess of the universe needs to take an exam on government - an exam highly influenced by petty bribery in the form of dates and gifts, mind you, but an exam nonetheless - to assume her position. The gods of the franchise's central universe are, from what we can see, not worshipped; and in the "bad" universe where the gods are worshipped, it has led only to a pack of massive lies and trouble. Gods do not exist to be adored; rather, godhood is a job required to keep the universe running, one that requires a lot of sacrifice on the part of the "chosen ones" (they're forced to leave their homes to help manage the cosmos and, thanks to differences in the flow of time throughout the universe, usually come back hundreds of years later, after everyone they knew and loved is long dead). That's a rather pragmatic view of divinity, which is probably the first time the word "pragmatic" has ever been applied to Angelique.

- Lunar's take on religion is curious due to its trumped-up role of its god as parent. Althena, we are told, saved humanity from destruction at its own hands at a time that it could not save itself; while various city-states may have regional rulers, she is the supreme authority on the planet. She is viewed as a wise, loving goddess, and certain actions taken by her that judged on their face would seem immoral - her condemnation of an entire race and region to a squalid half-existence long past its parents' crimes, for example - are excused (at least by the game and her people) by divine fiat. Althena, however, must ultimately step down from her post as god, not only because, you know, she met this totally hot guy (Angelique parallel?), but because "her children" have grown beyond their need for her, and she would be stifling them by staying. The game seems to be saying that gods are to some extent necessary - and encourages absolute obedience to them during that time frame - but beyond a certain point, that role will necessarily become abusive and must be abolished.
This becomes more curious if you look at this particular plot strain, which came into its own in the 32-bit games onward, in light of Ghaleon's objections to Althena's perceived abuse of her servant Dyne in the earlier Sega-CD version of Silver Star. Though TSS itself seems ultimately to dismiss Ghaleon's concerns, the eventual metamorphosis of the plot in subsequent versions seems to indicate that the creators eventually concluded that his argument against deities' wanton abuse of their power and its effects on their subjects had more credence that they initially admitted.
(Another odd point: though it does ultimately conclude that Mom needs to step off, Lunar's fawning adoration for Althena and strident reinforcement of her right to rule is really strange considering how juvenile power-fantasy everything with the hero and his friends is, even for the genre. The young stepping up to take charge of the world from their parents as the main theme of the game is really explicit and heavily emphasized. You'd think that would breed some resentment for its main parental figure, but I guess that falls by the wayside when an incarnation of said parental figure is the main love interest. Which actually is creepy in its own right, now that I think of it. Geez, the adopted-sister thing was problematic enough.)

- Phantasy Star, on the other hand, is notable for the absence of religion. You use churches of some never-mentioned religion for healing in 1, true, but by the time of 2 and its world of science run amok, there's no trace of religion to be found. You heal at hospitals and "resurrect" at clone labs. (I never used the clone labs. Even when I was 11, I knew that clones weren't the originals and I wouldn't be getting "my" Hugh or Amy back.)
Even in the distaff 3, ancient war heroes fill the niche that gods would would normally occupy - establishing societal mores, serving as objects of semi-worship or names to take in vain, etc. The lazy light-dark cosmic conflict the creators introduce in 4 never really seemed of a piece with the rest of the series for me, and this running theme perhaps helps explain it: despite the presence of recurring demon-like baddie Dark Force (who seems more of a...force formed from malevolent thoughts than a wholly sentient being or deity), Phantasy Star conflicts are very grounded in the actions of humans.

- Ultima is intriguing in this respect as well; in the early installments, while there are RPG churches and such, gods are entirely absent - most conspicuously in 4, where conducting oneself in a moral fashion is the game's entire focus, yet no divine guidance is offered. Many folks in the Japanese branch of the franchise have interpreted Ultima as inherently Christian - equating the ankh to a cross, the Avatar to Christ, etc. - but examining the material, its morality is remarkable for how humanistic and self-directed it is.

- I talked about this just recently, but the final portion of Silent Hill 3 gets a good amount of mileage out of its examination of how religion is sometimes used as a balm by people who have been battered by life to get through their day-to-day existence. Dealing with the here and now on your own (albeit in a rather joyless fashion) vs. relying on an external force to wipe everything away (though, obviously, that's not the proper way to approach religion) is part of the central dichotomy between heroine and villain in 3 - and considering how the conflict plays out, it can almost be argued that it's religion itself, or rather dependence on or absolute submission to it, that's the villain, not Claudia.
This idea of religion as a coping mechanism, and the dangers of overreliance on it to the exclusion of facing one's issues head-on, is taken up again in 4, with the examination of Sullivan's actions in light of his past abuse.
(Returning to 3, a series of subtle moments near the endgame - after remembering all the abuse she suffered, the memory of her "sweet and loving" adoptive mother being the last memory Heather regains; the means by which Heather is saved from her fate; that last little bit as Heather turns toward the light in the ending, and what the game hints she might have seen there - seems to indicate that there is some sort of absolute good in the Silent Hill universe, but it is found in the memories of others, not in a counterbalancing benevolent deity.)

- This isn't really an insight on religion, but after discovering the thread on the Lufia II prototype ROM and flipping through the early edition of the game's soundtrack, I hit up YouTube to search for one track I couldn't find, the awesome music that plays in the town of Narvick. Due to Nintendo content guidelines at the time, they use the word "super beings" when discussing the game's antagonists instead of "gods," and it's funny how transparent the writers are in crafting dialogue where it's obvious that they really mean the latter term. ("There're super beings and evil beings, right? So, if there're bad super beings, why no good ones?" "I've believed in super beings since birth. Why did the evil ones come, instead of the good?")
More to the point, though, it's interesting, actually, how malevolent the Lufia SNES games perceive the gods to be. No one worships them; no one's even ever heard of them - they just appear out of nowhere, these violent horrors, and fuck with people for no reason. This malevolence is underscored by the utter helplessness of the populace; the people of Lufia don't have magic academies or effective armies or any way to organize themselves to fight back or cultivate special powers in talented individuals to form a strike force (besides a recently-discovered "over 9000" soul-magic that appears randomly in certain people). They're just these little people living out little lives, with little recourse against anything stronger that happens along to hurt them. Even in Narvick, which is supposed to be the place that holds the Answer to Everything regarding the world's evil-superbeing infestation, most of the villagers can offer only horrified theodical exclamations and ask why this is happening to them.
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indigozeal: (funny)
During his run of Silent Hill 3, Kyle of Run Button was talking about not using the beef jerky item, with which I haven't bothered much, either. "There's just stuff in games that I don't use," he explains. Me too:

- I never bothered much with FF6's Coliseum besides getting Shadow. Stuff where you have to screw around excessively and sort through your entire item cache to get anything worthwhile never appealed to me.

- Likewise, I never did anything with Mystic Ark's monster-battle sidegame. I never investigated exactly what the rewards were for fooling around with the thing - looking at an FAQ, they seem to be some middling consumables - but using the OHKO option to turn enemy monsters into the Figurines that you need to play the sidegame seemed too chancey, given the track record of RPG OHKO options.

- I never paid much attention to the fashion mechanic in The World Ends with You that boosted your stats if you were wearing on-trend clothes. It would've been interesting, but you never need the stat boosts; even if you play around with the difficulty sliders, The World Ends with You is not a hard game.
TWEwY has a great many good systems, in fact, that you never need to really delve into: the pass-the-puck mechanic where whichever partner has the energy puck in TWEwY's team battles deals more damage, which compounds the more you chain your combos; the bit where food that caters more to a character's individual tastes heals them better; how you can get deals on clothes at various shops the more you come in and talk to the shopkeepers. I actually like all of these ideas - if anything, TWEwY has too many great ideas to fit in one title, which is not a bad problem to have - but you just don't need the help they provide.
I did, however, hate Tin Pin Slammer or whatever it was called in the Japanese version. The board is just so ugly - a glaring problem in such a visually-distinctive game - and the game itself boils down to nothing but flailing about on the touchscreen. I would've liked to have played the "Another Day" AU scenario, but its reliance on Tin Pin killed that idea quickly.
(Back to clothes again, though: I would've bothered with the fashion system more had the character sprites reflected my outfit changes.)

- Casinos. Forfeit Island, Ultima's rock-paper-scissors, twenty-one against Lunar: The Silver Star's Brett - I'll try them once just to play them, but the win-loss ratio never seems to justify the time involved. If I want to play electronic blackjack, I can dig out any old black-and-white LCD keychain from the 80s. I'm here for a different game, dammit. (The only title where I've sunk significant time into gambling is Countdown Vampires, where the gambling was broken to the player's advantage - and in the end, even the time I did put in apparently wasn't enough.)

- Speaking of Lufia, I actually did fool around a good deal in Lufia II's Ancient Cave, but not to the extent most other folks do, getting all the Iris items and whatnot. And the Ancient Cave is one of the richest sidequests out there, truly a full game unto itself, but in the end, I have a story to finish (and I have limited tolerance for Lufia II at the best of times).

- Everyone ooohs and aaahs over playing a protagonist with an assault rifle in a survival horror game, but Eternal Darkness's ranged weapons are so hopelessly inaccurate that I just stuck to melee weapons exclusively.

- The usual dead-weight status-effect spells in RPGs, particularly those like Pig or Toad that promise to incapacitate the enemy at very low levels but have a very low chance of hitting. Why waste a turn that you could use to attack and do some actual damage? (Outside of a game that isn't fundamentally broken like FF2, I mean.)

- Speaking of deadweight spells: I for some reason was compelled in my Sega CD Eternal Blue game to level up everyone's magic equally, regardless of how much I actually used it. This led to Ronfar's dice magic being leveled just as much as, say, Lemina's stuff, despite the fact that I cast it only like twice in the game.

- I never fooled around with Phantasy Star III's technique distribution that much in previous runs - and it's still not that useful overall, since most of PS3's techs either fall under the aforementioned status-effect garbage or are way-underpowered offensive techs - but I'll tell you: changing one healer's grid in the third generation to max out Res and another's to max out Gires really saved on TP. (I have to wonder if similar tinkering could actually make one of the offensive spells useful.)

- I never delved nearly as much as I wanted into Baten Kaitos's item-creation system where you experimented with item cards in battle to fuse new items, but that was in great deal to me misunderstanding the system for a good portion of the game. Also, it's not like I didn't try sometimes, but straights are in general too much of a damn hassle, or at least require too much desk rejiggering, to pull off, at least compared to pairs.

- There was a ton of junk I never used in Earthbound, mainly due to poor game design. There's no reason ever to call for a pizza delivery if the delivery guy won't ever come to a dungeon. There's no reason to keep condiments clogging up inventory to give a piddling 10-HP boost to your healing foods in a game with such chokingly little inventory space. There's no reason to keep most of the game's items, in fact, given that matchbook-sized inventory. A shame.
I also didn't use the teddy-bear dummy party members if I could help it, despite the concept behind them being fundamentally sound, because who wants to see a teddy bear get wrecked?

- Steal commands. I actually made a proper go at using Steal in my FF5 game, but - as with other titles - you just don't get enough back to justify the cost in lost turns.

- Rename cards and the like. I keep my guys with their official names.

- Red Mages and Thieves in the original FF. I was the type who always stuck with the guide's recommendations for party members. Supposedly, this is completely the wrong way to go about the game, though.

- The weak little melee weapons with which you come equipped at the start of the game in most Silent Hills, because come on. I can never find an appropriate juncture to use the ampoules, either - if I'm in distress, it's usually because I'm slowly, gradually being picked apart by a legion of enemies, not being quickly hacked up by just one fight in a relatively short, definable time frame.

- Shields in general, if they mean taking away a weapon from a character. I don't believe I've ever touched an Emel (outside of never-equipped treasure-chest pickups). I know some folks are fond of giving Rune two shields in PSIV and having him rely on TP, but I'm so miserly with TP (I have to save it for the boss) that this wouldn't work for me.

- Also, shields are supposed to be godly in Symphony of the Night with the Shield Rod, but I'd rather be walking up to enemies and whacking them directly than pressing a remote-denotation "kill all enemies" button, if that makes any sense.

- Richter. Fuck Richter and his finicky fighting-game controls and his spastic dashing and his flamboyant tumblesault leaps and backflips halfway across the screen that always land me right in the enemy's clutches. Castlevania's the type of game where you want a handle on where your character is at all times and a solid single-button attack constantly at the ready.
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indigozeal: (ghaldain)
It is my birthday today, and it is time to post about my favorite things. Below is a list of my ten favorite game characters. For simplicity's sake, I've restricted myself to characters who have appeared in actual games, not gaiden books and materials, though, naturally, that distinction gets muddied right off the bat with the first two entries.
Cut )
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indigozeal: (nemesis)
We haven't learned yet not to take anything Victor Ireland says at face value? Really?

(Or have we just forgotten in the years since the demise of Working Designs?)
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indigozeal: (ange)
Mia, Lunar: The Silver Star etc.: Mia used to be one of my favorite characters in Lunar, but I kind of don't like her that much anymore. With time, I've come to care less and less about Silver Star's five ostensible main characters, whose own small character troubles seem self-involved and by orders of magnitude less interesting than the Ghaleon-Dyne ideological conflict on which the game is founded, and while Mia's the most tolerable and grounded - not to mention just the plain nicest - of the bunch, she does get dragged down by association. There's another part of the problem, though: she is, or at least is treated by the fans at large, as a reader wish-fulfillment character: she gets to be doted on by Ghaleon in what fan works are fond of interpreting as a half-parental, half-adult paramour way, and while I don't mean to be playing fandom police here, I've come to find the various expressions of this a bit creepy. The alternative is Funato's take on her as an empty-headed baby doll, which (rare for a Funato characterization for me) I find even less appealing. Also: I find Funato's manner of drawing her excessively sugary and yet at the same time unsettling. "It's got lifeless eyes, black eyes, like a doll's eyes..."

Morris, Lunar: Vheen Hikuusen Monogatari: Steelstrings has brought up how Vheen Hikuusen probably isn't better-known among Lunar fans due to availability. It's a pity, then, that Morris hasn't found a larger fanbase. I'm quite possibly his only fan, actually. The illustration of him sitting with the window open, sadly, slightly-sardonically and masochistically listening to the beautiful singing voice of the love he knows he'll never have, is one of Vheen Hikuusen's most affecting panels for me. For the bulk of the story, he seems suave and well-adjusted - a smiling uncle figure to his students, the mazoku group's liaison to the human community, kind of a...well, not a sybarite or hedonist, but almost there, someone who appears Teflon to life's disappointments - and yet in the end, you learn that he's been going through the same mental struggle as Latona, showing that you never really know everything that's going on with people.
But that is an aggravatingly condescending speech he gives about Latona in the end, in parts.

Mathias, Neo Angelique: Unfortunately, Mathias's story serves to illustrate neoromance's storytelling limitations: it's so often bent on being smotheringly fluffy that it cannot discern between negative emotions, which may or may not be justifiable, and wrongful actions borne of them, and it therefore considers the very state of having negative emotions to be evil in itself. It's telling that the miffing of Mathias's storyline in this manner was the turning point for the quality of the show, which until then had been going quite well.
Five thoughts on Mathias in general:
- This is indeed representative of the central tragedy of Mathias's character, but I can't envision him in any outfit other than his priest robes. They gave him a gold and green jacket-and-shirt combo on the cover of the Platinum Harmony CD, but even something that conservative doesn't work on him. When it comes to the robes, however, it's crucial that Mathias have all the various overlays and capes and whatnot. The whole ensemble looks beautiful, but the gown by itself looks like a granny nightgown. (And the gloves look like granny gloves. Never have the building blocks of an outfit looked so nice assembled and so dorky individually. And yet that's in line with Mathias, I think.)
- One of Neo Angelique's hallmarks was its thoughtful use of untraditional color schemes, and Mathias's own was among the best; it's a faded, worn version of Rene's palette. (Its pale pastels bring to mind Phantasy Star's Lutz, both he and and Mathias being self-sacrificing men with light, cool palettes dedicated to religious orders.)
- I want to get Mathias's ending in the game, but in an aggravating instance of visual-novel logic, it's inaccessible unless you've already gotten the ending for Rene, who, if you're partial to Mathias, is probably the character to whom you're least charitably inclined.) I am curious as to how Mathias's character is worked into the story of the game, which opens with Rene as already Head of the Order, as Mathias being forced out of the reins of power is the crux of his character arc.
- About Erenfried:"I did want to shake him and lock him in a cell for most of the first series, then Mathias did it for me, and all was well."I know that feel, bro.
- I have a hard time remembering these days if his name is spelled with one or two t's. Sad that Neo Ange's faded so from both my own and public memory, particularly when so much of its potential remained untapped.

Masami Eiri, Serial Experiments Lain: On further nomenclature debacles, I keep forgetting which is this man's given name and which is his family name. But regarding Masami:It speaks to just how smart Lain was that at the core of its labyrinthine, intellectualized jigsaw-puzzle conspiracy (the show midway through its run takes an entire episode to put everything from previous eps together in voiceover for the viewers so that they're up to speed for the big revelation) it put perhaps its most human character (besides ordinary schoolgirl Alice). Many villains present portraits of urban normalcy lapsed into madness, but Eiri is one of the best: his once-starched lab jacket, the last remnant of his time of respectable employment, wreathing his scarecrow frame like a cloak; his virtual body symbolically swathed with tape where it was in meatspace cleaved in three; his now-long and bedraggled hair that parts upon his debut to reveal a masterful smirk beneath, becoming a Sadako-esque symbol of weaponized submission and anonymity; his personal realm of a deserted suburban cityspace with scraggly telephone poles stark against a sickly orange sky; the backwards conversation he has with the heroine upon revealing himself; his diseased entreaties to her to "love me"; his impotent salaryman ranting of "I'll quit! I'll quit!" ground out beneath his breath through gritted teeth in the ending, which surely touches base with anyone watching. Lain didn't need a great villain to be great, but thank the Deus it got Masami anyhow.

Minax, Ultima: It occurs to be how Minax doesn't really get her due in the Ultima series. Perhaps it's because her installment is viewed as the "weird" Ultima, but her accomplishments are considerable - I mean, she actually won, conquering one planet and laying waste to another, and the good guys had to resort to time travel to stand a chance - and yet the series, just like the Britannians investigating the wreckage of Mondain's castle before Ultima II times, characterizes her as Mondain's less-powerful sidekick, his moll. Respect, people.
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indigozeal: (gerhard)
Barring those original magazine printings of Vheen Hikuusen and that Clock Tower: Ghost Head manga I'll probably never find...

- Illbleed guide. Scans from past Yahoo auctions show it has what I believe is background info on the movie scenarios that make up the game's stages, displayed in the form of movie posters and press kits. Considering how crazy the game itself is, I can only imagine how the background lore is.

- Silent Hill 4 complete guide. There's another, apparently less-complete version of this guide that was released...just a month? before (a trend I just don't get - incomplete guides, I mean; don't spare the spoilers, people, they're what I'm paying you for). Just want to see if it has any more background info.

- The doujinshi anthology Angelique Treasure, detailed here, because while I don't really go in for the official fan-comic books (Angelique has a ton of them), apparently Vheen Hikuusen artist Akari Funato drew a story for this volume, a short piece with Collet & Victor that seems appearance-wise to be an alpha of Under the Rose.

- More Baten Kaitos infatuation: mega expensive artbook, strategy guide that's a partial artbook, comic anthology, novel 1, novel 2.

- 999 novels. A two-parter. Novels of a visual novel. Jokes aside, I'm interested to see how they adapted the branching/parallel storyline.

- Not a guidebook, but there's an issue of the old U.S. game magazine Game Players - here it is - that featured a bunch of 8-page-or-so looks at early Genesis games. I pored over the Phantasy Star II article again and again when I was a kid - it laid out its screenshots not as a strategy guide or linear narrative, just as a series of snapshots of places and people you encountered on the journey, and I fell in love with the world and artstyle. The magazine isn't scanned anywhere that I can tell, and I'd like to read it again.

Now all I need is five hundred extra dollars.
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indigozeal: (hate)
I've begun playing Baten Kaitos, and last session, I happened upon the game's main plot, about the machinations of a power-hungry Empire. I got Legend of Heroes 3 a couple days ago, and the only story the manual mentions is about the looming threat of a rapacious Empire. I open an article about the revamped Final Fantasy XIV, and the new plot, meant as FF6 fanservice, centers on an expanding Empire.

I know only one of those titles was made in the last five years, but: enough with the freaking Empires already. It's not like there are multiple surprising directions in which that plot can go. I wonder why I spend so much time with dinky amateur RPG Maker titles, and yet I remember the plots: a little girl is trapped in an otherworldly art museum; a mute hikikomori neglects real life in favor of exploring malevolent dreamscapes; an amnesiac is guided by a psychologist to sort through her remaining shred of memory and recover her identity. Yes, there's a common thread throughout these games of surreal mindscapes turned tangible, but it's one that invites variation and imagination. The progression and denouement of the Empire plot is predetermined virtually from its inception, and yet so many RPGs default to it.

(That said, I can think of a couple cases where an Empire plot was explored from a legitimately new perspective, but both diverge in significant ways from the traditional yarn. The Angelique side-story novel Beneath Wings of Black is set in an Empire whose reach is total, with no legitimate challengers to its dominion, which allows for an intriguing exploration of the decadent culture and economy of a world that gives its foremost citizens no real option to be good. The tale focuses on a distaff and relatively upstanding member of the royal family legitimately wronged by his kin and follows him and his supporters as they are thoroughly corrupted by what they have to do to grow powerful enough to pose a legitimate challenge to the establishment. Additionally, the Silver Star games of the Lunar series - which is quality but no bastion of nontraditionalism - feature a looming Empire that must be challenged by a few plucky kids, but said Empire isn't yet all-powerful at the start of the game; it's relatively nascent and hidden in a region sealed away from the rest of a the world, which doesn't even know of said Empire's existence at the beginning of the story. When it finally breaks its bonds at the game's climax, its dominance over the rest of the world is instant and total, not protracted over the entire length of the narrative, which is devoted more to exploring the historical issues and racial injustices that enabled its rise. That said, Silver Star's Empire plotline is still backseat to a strong character- and values-based conflict.)
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indigozeal: (Daniella)
- Ghaleon's voice acting, particularly in the Sega CD games. Sardonic, bitter, self-satisfied, exultant, defiant, fiercely intelligent, and, in Eternal Blue, overplaying his affected villain role with hammy glee. XSeed seemed to know what they were up against with recasting a role that had been so definitely performed; I understand (correct me if I'm wrong here) that they recorded their new voice actor reading Truitt's "coming-out party" lines from the Playstation version with a particularly derisive inflection, seeking to tar the original performance with the brush of reflexive homophobia. If that's so, the plan seems to have met with unfortunate success, as nearly every mention of Working Designs Ghaleon I've read post-Harmony bemoans how "flamboyant" and "effeminiate" and other unsubtle code words he was. Fuck those people; Truitt was awesome.

- Popful Mail. I haven't played the original Japanese version, but I imagine the Melrose Place and Donald Trump references weren't present. WD's juvenile pop-culture humor usually makes me grit my teeth, but the game and characters here are so anarchic that it fits right in. The voice actors have such great life and - rare in the medium - chemistry; this is secretly WD's best outing for its voice-acting stable and is its most representative game.

- Zelda II, though everyone knows this already. The original game is quite rough in spots and 2600-esque beepy. (Plus, that roar in the Japanese version for Mazura et al. sounds like an ATV spinning its wheels in the mud.) All the U.S. version's enhancements are appreciated, but the music is worth singling out, and the U.S. title screen with the streaming stars and rich reverb is something special.

- Meanwhile, the Super Mario Bros. 2 we got, cut & paste though it may be, was a huge step up from the SMB2 Japan did - a far better showcase of the NES's technical capabilities as it progressed in its life cycle, and few games have such pick-up-and-play joy.

- Gamers love railing against censorship, but I do think some changes removed distracting & detrimental elements. One of those would be the opening attack on Kim in D2, the more lurid elements of which are obscured in the American version through a shift in camera angle. It's tough to settle down for an atmospheric, quiet tale in the Canadian winter after a graphic oral rape that has little to do with the plot (I'm referring to the nature of the attack, not the attack itself).

- In other Wise Excision news, the porno mag from FF6 inserts a cheap joke into a tragic scene and is not missed in its game's misnumbered U.S. counterpart.

- In the Japanese 999, the characters' code names directly incorporated actual number names; Ace, for example, was "Ichinomiya" ("ichi" being the name for "one"), and Lotus was "Yashiro" ("ya" being the prefix for the counter for "eight"). Unlike English, there are a good number of everyday names in Japanese that incorporate numbers, but codenames that evoke something symbolic of their owner's number seem a more elegant solution. (Besides, Lotus doesn't look like a "Yashiro.")

- The Japanese version of Spy Fiction stars for the most part the same voice actors as the U.S. game but gives them a different script and has them recite their lines in extremely slow intonations that make the characters sound as if they have brain damage. (I presume that this was so they'd be more easily understood by an audience that is still learning English.) Also, Dietrich has no accent in the Japanese version. If your name is "Dietrich" and you dress in military black and silver, you have no business having anything but a German accent straight out of Hogan's Heroes.
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