indigozeal: (weird)
Having taken a trip through Claire A of Resident Evil 2, I can confidently claim that the conventional wisdom about Resident Evil 2 being one of the easiest games in the series is bunk. Sure, during the second half of the game, you're relatively well-armed and equipped to survive the horror, but the first half has no compunctions about throwing you in a hall with six zombies in close quarters and nothing but a handgun and letting you, God, and the damage you will inevitably take sort it out. RE2 is considerably more action-oriented than its predecessor, a Hollywood blockbuster rather than a tale of horror and suspense, but the first half hasn't quite adjusted its ammo drops to compensate; as a result, I was at my wits' end a good way through the initial stages of the game, beset on every side by undodgable walls of zombies but stuck with RE1-level ammo stockpiles and wondering what the hell I was supposed to do.

The answer, by the way, is to drain your ammo reserves nearly dry and hope the game takes care of you in the rooms ahead. It does, kind of, but the fact that the game expects you to act irresponsibly, waste your resources, and just hope something comes up around the corner signals that we're far afield from the it's-all-on-you careful weighing of options of the first game. (This, after a tutorial level that sends you on a straight sprint through the zombie-infested Raccoon City streets to the RPD, which is clearly meant to leave you with the impression that, in the tradition of its predecessor, you're not going to have enough ammo to finish everyone off and have to learn to dodge & evade to survive.)

The grapevine says that the original build of RE2 was scrapped in part for being too much like its forebear, and as detailed above, the finished product certainly made a break with precedent in certain gameplay decisions, but damned if I didn't get déjà vu in other areas. Your character's trapped in a big, stately, abandoned building for the bulk of the game, eventually explores a couple rougher ancillary locations, and ends up in a sleek & modern secret underground laboratory that's the source of the viral outbreak at the heart of the mess. There's a big emphasis on plot this time around, which is a bad decision, as the plot is a big rehash. "There's a virus that makes monsters" is not a revelation at this point in the franchise, game! RE2 also treats the fact that Umbrella big shot William Birkin, a (nominally) human being, has transformed into a monster as a BIG SHOCKING TWIST, but that's how zombies are made anyhow, so, um? (The game makes a lot of its plot but doesn't have much actual plot, if you follow me. It expends a lot of documentation on, say, laying out how Brian Irons is a crazy murderer and rapist who sabotaged his own police force, but that's clear from the very first file you get on him.)

To drill down here: the whole action-blockbuster tack seems like an ill-advised approach given the production values on tap (PS1 polygons and RE voice acting). RE1, despite its awful cutscenes, traded mostly on suspense and mood to tell the meat of its tale: the stillness of the mansion, offering no initial answers, paired with that unsettling music; the scenes where you find the bodies of your former teammates and the gruesome fates they met; the famous "itchy, tasty" diary, climaxed by you having to execute author's reanimated corpse - that's good storytelling, done in an interactive way that's unique to the genre and medium and is still effective even if you know the broad strokes of the plot. RE2's story is a slender retread told mostly in the style of a movie, eschewing avenues of storytelling unique to videogames for a heavy reliance on cutscenes; while we're not at a "master of unlocking" level of voice acting here, the work on tap still ain't enough to support that sort of story. (Claire, for example, always seems weirdly sarcastic, even when she's supposedly comforting a little child.) The cutscene editing is also a bit wonky.

And it ain't scary. I'm not saying Resident Evil 2's a bad game by any means - it's smoother and sleeker and gives you more weapons with which to toy. I also liked the game's gimmick of giving you two plotlines and letting you choose which character you want to star in each, as well as all the little changes to the plot depending on who's the lead in which story and how things one character does in the first scenario will affect the obstacles with which the other character has to deal in the second.* It's just that the sequel traded in its predecessor's smart stuff for a relentless assault, and that's not for me.

(* - Not that I've gotten to experience any of it directly; I started up a Leon B game, thinking that maybe my familiarity with the map would give me an advantage, and in the first 5 minutes: TYRANT. Deal with it with your handgun, fool! Then the game shoved me into another room with six zombies immediately at my throat, and I thereby resolved to come back to the game later.)
.
indigozeal: (Daniella)
I'd been playing through Super Mario RPG as a distraction while I finished up Silent Hill 3 writing. I actually had a bit of a bizarre grudge against it around the time of its release, the reasons for which I can't exactly remember - something about Mario moving from dominance in the action genre to try to define what RPGs were, too, I think.

Playing it now, I'm struck by how forward-thinking it was. It embraces several innovations that would become widespread in the genre in the 32-bit era: breaking up traditional RPG gameplay by adding action sections that rely on dexterity; having enemies visible on the map (still relatively new in 1996); giving all characters, not just the ones in the active party, experience from battles; controlling character actions directly with button presses instead of just with menus; being piss-easy. There're also some unique systems that I think have big potential, such as everyone sharing a pool of MP instead of having their own reserves, and being able to customize your characters to some extent upon level ups by choosing to give a bonus to one of three stats, and getting a damage boost to your spells and attacks if you add another button press at just the right time in the action animation, though you have to intuit for yourself when that should be.

As an overall experience, though...well, for me, it was only OK. I think it clarifies for what I'm looking in RPGs, which is to meet neat-o characters and explore fantastic worlds. Being a Mario game, y'know, everything is friendly cartoonishness, both storywise and visually - RPG versions of concepts you've seen in the franchise before. That's all right - I mean, this is a beginner's RPG meant to be kid-friendly - but I wasn't that attached to what was happening, and even though the game is relatively short, it had worn out its welcome for me by the end.

I did enjoy the game's really witty lampshade-hanging of the "silent protagonist" RPG trope, with characters asking Mario why he's giving them the silent treatment and Mario having to pantomime his way through conversations (which gets pretty funny). Though the writers correctly skewer Mario's inability to speak as a big limitation, they still manage to give him a pretty strong personality: a quick thinker, sarcastic in spots, and actually really, deeply kind. I also liked Mario's two new allies, sweet anthropomorphic cloud Mallow (who attacks using weather-based spells) and child's-puppet-possessed-by-extraterresrial-being-of-light Geno, and I think it's a pity they can't appear in any future Mario games due to copyright issues with Square. Bowser is great as pathetic comic relief throughout - and great to play as - and there's a sort of childish ur-human proto-Wario who's charming in his utter skancewise bizarreness.

The problematic character is the Princess, who's not the vegetable-tossing hero from 2 or the politician & friend who sends you items and sit reports from 3 or the hostage who struggles free to throw Mario power-ups from World but...well, a self-impressed coward who hides behind others, has them do her bidding, and won't lift a finger to help herself or anyone else, her joining the party notwithstanding. And when she does join, she can do only 1 damage and is completely useless for anything outside healing - an interesting choice strategywise (do you want cheap healing? Then you have to give up a character slot), but, well. Peach has always been 100% pink 24-7, but she's also always been friendly and eager to help out her chums - baking them cakes, giving them items, etc. Combined with her use of tee-hee weapons like slaps and parasols and frying pans and her narcissistic fretting about how "it's HARD to be pretty!", her "helpless, useless, demanding coward" characterization is off-putting and more than a little bit sexist. I would've been way more tolerant of her wet-paper-baggishness in battle if she acted more like the sweet, proactive Peach from previous games and the whole thing didn't seem like part of a concerted effort to make her an aggregate of negative female stereotypes.

Most of the conversations about the rendered graphics revolve around whether or not they're dated. They looked fine to me technically, but what turned me off a bit was how the environments are very samey. If I visit a Rose Town, I want the buildings and walls overgrown with roses. Here, though, they just get the same two or three piddling azalea bushes you can find in any other town. The cloud-based kingdom of Nimbus Land, though, primarily its classical hanging-garden palace, looks rather neat, as does the beanstalk "dungeon" you climb to reach it - the predominance of bright greens and blues in the game's overall palette is very welcome. (The requisite RPG volcano dungeon also looks pretty cool here with the rendering.)

The music is ehh, though.

Frustrating combat bit: offensive magic is worthless, usually doing significantly less than a good timed hit and sometimes inexplicably even doing zero damage. If you're emulating, I also can't recommend playing without some sort of controller attachment; there are some jumping sections that, while not impossible, are aggravating with the keyboard controls. (The game's isometric perspective truly does not help in this regard.) The final dungeon reallllly dragged for me; the game's touchier reflex-based minigames, while meant to inject a bit of action into a traditional RPG, do get very wearying in a QTE way.

It's neat, though, to see the citizens of the Mushroom Kingdom go about their daily lives throughout the game, and there's a sweet subplot where you follow a mushroom couple through their wedding and honeymoon. I also liked the Star Hill, a spacey dreamland of fallen star-wishes from the citizens of Mario's world which had the visual and conceptual charm of the best parts of Earthbound.

Bonus: The ending parade is very sweet.
.
indigozeal: (weird)
- I'm playing an online clone of Threes, having gotten up only to 512, and I have to say that while it's compelling, the game of which it reminds me most is, weirdly, Secret of the Magic Crystal. It's basically about slogging through a pyramid of successive generations to get to the one uberspecimen at the end, mentally calculating how many pairs of level 1 horses/2 cards you're going to have to pair up to produce the one stallion/four-digit card you actually want. Except in Threes you can't save, and one slip-up can mean the loss of all your work. It's a mostly all right puzzle game, but it's got a lot of drudgery at the higher levels.

- I found the link to that game in a Giant Bomb article condemning the preponderance of clones of popular mobile offerings in the iPhone market, which really seems to be a futile enterprise. (Granted, the disclaimer at the end of the article indicates that the author was motivated primarily by wanting to do an office mate a solid, but still.) Look, certain markets have certain hazards - the difficulty third parties frequently encounter in making titles for modern Nintendo consoles, for example. The smartphone market attracts a lot of, well, low-information gamers. If you wanna go after the sweet smartphone money, you're gonna have to accommodate the fact that you're dealing with a market that is in great part easily duped.

- On a work note: The hardest material to translate is stuff that is carefully crafted to mean nothing at all. When I'm translating game manga or whatnot, it's easy for me to get hung up on the technobabble - nonsense calculated to provide a bridge to a certain conclusion, but still nonsense. You have to follow and reconstruct an argument that makes no actual sense, and you're devoid of a point of reference; you can't say, look up how a technobabble machine and its internal processes would work in real life, because they don't exist in real life.
The business equivalent of this is management-speak. I'm working on promo text that is just a cavalcade of optimization of quality-control best-practice improvements, turning back on itself and devouring its own tail in its doublespeak bloat, all the while communicating so very, very little. It's so hard to make anything approaching coherent text out of it.
.
indigozeal: (weird)
sepul400b

I'm trying to figure out why Sepulchre doesn't work for me. The art that's there is well-done, and the "big" metaphors and the methodical, dreadful progression of the protagonist's discoveries at the end could be something out of a good nineteenth-century short horror tale. The big problem, I think, is that you can see where it's going from minute one, which really undoes the threat of the unknown upon which horror thrives. Granted, you can do a lot with the whys and hows if the whats are to a degree apparent (Silent Hill 2 is a master class in this regard), but in Sepulchre, despite the game's atmospheric accomplishments, too much falls upon the revelation itself - there's a little business with the youngest passenger that's smartly subtle, but the setting and the main character are largely depth-free dead zones. That said, the game doesn't deserve the enormous grief it's getting, and there's enough good here in the presentation that I'd advise the creators simply to try again.
(Two notes before that, though: 1) Exaggerated winks at how stoopid the conventions of the adventure & survival horror genres are about as subtle as a brachiosaurus and, in a twenty-minute game that's trying to build a mood of dread, exceptionally immersion-breaking. 2) Making accessing your inventory so obtuse that the player has to look up a YouTube video to find out how to do it - a video where the narrator himself mentions that he had to get help on the very same issue - is, suffice to say, not the best design decision.)

desertni400

The ten minutes I spent with Desert Nightmare were like a wall of Don't: Don't require the player to download an RTP that you don't yourself provide and that RPG Maker no longer supports or offers in order to play your game; don't open with a slow crawl of logos in a font ripped from '90's shareware shooters; don't confuse making your protagonist a relatably immature teenager with making her a completely unsympathetic jerk (a.k.a. the Longing Ribbon problem); don't reuse the soundtrack from Silent Hill 2 at every turn and thereby relentlessly remind the player of much better survival horror games they could be playing...

crook400

So stop me if you've heard this one: a discontented loner moves into a crappy apartment only to be besieged by malevolent supernatural phenomena, whereupon he undertakes a journey to solve his housing woes that leads him through a series of disconnected locations relevant to his phantasmal interloper's own past. Yeah, there are groan-worthy Silent Hill references in The Crooked Man about as subtle as a brick - but the game does soon grow into its own strengths and problems.
I want a word like "workmanlike" to describe The Crooked Man - but one that connotes by-the-numbers blahness despite putting in a good amount of solid work and genuinely trying stuff, not because of an autopilot lack of effort. The game attempts to tackle subjects like depression and disappointments in life from a perspective that's humanistic instead of ghoulish, but the writing is weak, on both the overall and dialogue levels (a character who's supposed to be characterized as overly kind is first shown telling a neighbor who's sobbing loudly enough to be heard through the walls to just shut up and let him get some sleep already). The parallels between the hero's psychic journey and the events of his own disordered life are also too pat and trite. There's a good variety of gameplay mechanics that the creator put solid time into developing, but the boss battles are extraordinarily irritating, and too much of the game is spent trudging all over the map trying to locate the one thing your most recent key unlocked (I've referenced this article twice recently, but, good Lord, some people need to read it). Still, this is a solid amount of effort that didn't cut corners and had genuine sentiment behind it, and I'll be looking into the creator's next game, Paranoiac.
.
indigozeal: (weird)
- Who uses white wicker for their bedroom furniture and dresser drawers?
- Things there are way too many of in this game: drinking glasses, tissue boxes, three-ring binders.
- There are too many useless items and spaces in the game in general, in fact. Only about 10% of the pick-uppable items have a use or convey information or character insight in-game; the rest are just copypasted household goods, and there're a lot of empty drawers, cupboards, etc. This is far from a long title, and yet I found myself impatient with sifting through all the garbage to find the stuff that actually mattered.
- When I found the first photo of Lonnie, in her shoulder-length light-pink hair and army uniform, I was wondering what the hell Lightning was doing in this game.
- The designers really, really wanted you to play the femme punk mixtapes with which they pepper the house, providing cassette players waiting with their trays ajar at every corner, and every single tape I inserted I wanted to turn off immediately. I'll never beat the patriarchy at this rate.
- Despite the trailers focusing almost exclusively on all the band posters and Lisa Frank folders and homemade VHS tapes of X-Files episodes you can find in the house, the game is not I Got Two Tickets to That Thing You Like: '90's Edition as I previously feared. About the worst the game gets in that department is when the little sister is suspended by her school for distributing her cutting-edge punk zine.
- So Dad effectively wrote 11/22/63 back in the '70's, and then he immediately went and wrote it again. I know they're trying to get us to go all "oh, boo hoo" over Dad's work not selling, but goddamn what we see of it is bad.
- If Oscar's transgression was molesting Terry, then would Terry really want to live in the house where he was molested? I mean, Jesus Christ, there is way too much house here for even a family of four, and both girls are either leaving or have left the nest. Sell the place, use the proceeds to live elsewhere, and lessen your tax burden, man.
- Those aren't SNES carts; they're Super Famicom carts. The style of the indentation below the label is the giveaway. ~*~My immersion.~*~
- This game loves its jammed drawers like Silent Hill loves its jammed doors.
- I found the controls to be a fairly complete clusterfuck. They combine the worst of 3D tank controls and 2D, and you have to be WAY UP CLOSE actually to look at anything. The protagonist also gets hung up on doors like whoa.
- The most fun I had in the game was throwing shit down on the ground instead of putting it neatly back in place. After all the drawer-opening and closet-raiding, it's nice to be able to tell the fifteenth can of Comet cleanser you've found to get wrecked.
- Mom bought two separate purses in the exact same style. It's not even a nice style of purse.

Regarding spoiler information, I am of two minds about the game:

a) I'm glad we finally got a story in modern media where a gay romance didn't end in tragedy. The opening intimations of suicide are pretty smartly turned on their head.

b) Holy freaking Christ, this is not worth twenty bucks.

To back up here: from the perspective that we got a), OK, it probably is worth twenty bucks. As a game, though, absolutely not. A runthrough lasts three-and-a-half hours, and the title has no replay value. (Well, it does if you wanna find a few hidden audiologs, which apparently involves bringing each of the approximately three billion possible interactable items to every room and seeing what triggers voiceover narration.) You could argue that the game has no play value - the only gameplay, really, is finding a few easily-discovered and completely optional safe combinations. The creators are adamantly against the idea of presenting to the player any sort of challenge or task to perform that might present a possible obstacle to progress, which kind of disqualifies Gone Home as a game by definition. I mean, you can go to Metacritic and find dozens of critics who testify that they found the game a life-changing experience and that it helped them appreciate their own families, so maybe something's just broken inside me here (or maybe - and I suspect this more and more with every review I read - reviewers slog through so many "insipid Halo boomfests" in the courses of their jobs that they're disproportionately impressed when a title comes along where the objective is not to bash something's head in). But while I found the romance itself, particularly its denouement, sweet - and it is a bit of a landmark - you have to keep in mind that half the game is Little Sis realizing that she's in love with her best friend, and you're gonna reach that conclusion far sooner than the game does or expects you to do.

And, yeah, these stories are about the journey more than the destination, but the other problem there is that Gone Home is often just bluntly and obviously written. For example, you're led to believe that the mom might be considering an affair with a fireman at her workplace, and though the conclusion's quite obvious from the tone of personal notes and employee-performance reports you find, the game then inelegantly throws in your path a Harlequin paperback starring a firefighter just to double-underline the idea in case you're thick. The game's a certain, familiar variety of immature in its outlook, in that it presents you with these Life Moments that it thinks are blindingly insightful but which are actually kind of trite and fakey (the whole overwrought "STAY WITH THE GROUP" entry comes to mind). I acknowledge that it's a tough balancing act to have an immature narrator and not be immaturely written, but I can only note here that they didn't fully succeed. There are a few good spots - I should note that I appreciated that it was not intolerant family but Lonnie's career aspirations that initially tore the girls apart - and family drama is an inadequately-explored milieu for games, but there's not much here regarding characterization and storytelling through environment that, say, the better Silent Hill games haven't done.

I actually do like the mechanic of bringing items to associated places to trigger memories (albeit from the unseen sister, not the protagonist); it's a more organic way of making progress, particularly in this setting, than inserting the lion crest into the pantry door or what have you, and I'd like to see it explored in other titles. Here, though, there's way too much uninteresting junk through which to sort. But, then again, if there weren't tons of uninteresting junk, then the game wouldn't take even three-and-a-half hours, and they wouldn't be able to charge $19.99 for it, would they. I'm not sure the idea that we will pay twenty bucks for three hours' worth of nonreplayable entertainment is a beneficial message for the consumer market to be sending right now. I'll just have to chalk up the cost of my purchase as a contribution to the Tell Penny Arcade What For Foundation.
.
indigozeal: (weird)
juste3

From both a story and a gameplay perspective, Castlevania: Harmony of Dissonance would've been better had you have played as (to steal from someone on the 1up forums) triple-jumping Romanian ninja Maxim, the actual catalyst for the game's events. As it stands, Harmony's chosen hero, the obscenely overpowered Belnades-Belmont hybrid Juste, saps any challenge out of the title, and though it tries to be an origin story for the whole "two castles" idea, the game storywise is kind of too incoherent to explain goddamn anything. Harmony isn't a bad Metroidvania and has a couple original levels - a bone gallery that serves as a exhibition of the franchise's skeletal foes; an open walkway on the very top of the castle framed by an ever-racing sky - but a sedate palette (Death's amazing technicolor dream portal up there notwithstanding) and uninspiring level design make this one of the lesser entries.

lonesurv3

The popular pitch for Lone Survivor goes like this: a) it's just like Silent Hill 2, because b) it has zombies in it. (Never "and."  Always "because.") Those astute readers who might recall that Silent Hill 2 has no zombies will promptly grasp Lone Survivor's storytelling approach: it attempts to ape Silent Hill - and David Lynch's filmography - without having any clue as to what made those works successful. Thus the characters ironically sock-hopping in an all-American diner with checkered floors framed with heavy velvet curtains, or the hero facing an incarnation of his beloved in a jail cell scene - the latter, of course, without the insightful twists of dialogue and framing that Silent Hill 2 used to comment on the protagonist, because insight is not in Lone Survivor's wheelhouse. The controls are atrocious, spreading actions out across about twenty unintuitively-chosen keys ("Was it Z to take out your gun?! How about A - no, that adjusts the gamma! Wait, why is gamma hotkey--" ::protagonist collapses:: "Well, never mind."), and I got tired real fast of the main character whining about needing to go back to his room to eat and sleep every five minutes. And the resource management is unbalanced; my run ended after I realized that a single wrong turn down a corridor had completely screwed me over supplywise and that my only recourse was to restart the entire game. Distinctive take on pixel graphics, though, with the subtly ever-shifting palette. Even though your character's surgical mask makes it look like he's wearing a singularly maniacal grin throughout the game.

wariowar3

I can't call WarioWare: Mega Microgames as good as my own introduction to the series, the DS installment Touched! - the DS's touchscreen capabilities add a lot of variety and just plain fun to the proceedings, and the system's improved visuals and sound do enhance the franchise's anarchic, pop-media-pastiche feel. But the series was pretty strong out of the gate, and even the ur-microgames collection still provides a few solid days of fun. Bonuses: you can unlock a full version of Dr. Mario fairly early in the proceedings, and that lovely and lyrical paper-plane minigame is a work of art in its graceful simplicity that I would never have expected on a WarioWare cart.

mirrorlied2

I'm including The Mirror Lied here solely as a warning: despite its pedigree (its creators are also behind the acclaimed To the Moon), the title barely qualifies as a game, as a runthrough takes forty minutes tops and gameplay is largely restricted to one big recursive key hunt. You play a Palette-esque faceless young protagonist holed up in a large Victorian home during something that greatly resembles the London blitz except in an age of desktop computers and IMs. A series of vague warnings are issued to the heroine from the outside world, which culminates in an ending that I'm sure the creators thought was profound but in-game is trite and derivative and answers nothing. The sprite work and sepia palette are well-done, and there's an atmospheric tension between the setting's hominess and its claustrophobia, but the game just has no damn reason to exist, as it's not telling any sort of story. I don't mean the plot is ambiguous; I mean that there's simply not enough story here to make an actual narrative. This is one of those cases where less is actually less.

pinkgame3

Speaking of less: A Very Pink Game is a very short game (~15 minutes) rendered solely in black, white, and various shades of pink about a young girl who wants to meet an estranged friend who moved to a nearby town. Sounds sweet and looks darling, but the game design is extremely rudimentary and not very logical, and the typo-ridden LOL script seems to have been written by someone failing their sixth-grade English class. This person has expressed a desire to make more color-themed games, and I'd like to see more of her art style, but she needs to team up with some folks who know more about game design and scriptwriting.
.
indigozeal: (weird)
I mentioned a long while ago that I had started Countdown Vampires but never followed up with a play report. Certainly, my experience with the game didn't start off smoothly, as there was a brief delay and run-around to the local used game shops when I learned that PS2s still need PS1 memory cards to save PS1 games. Upon examining the back of the box, however, I was struck with even greater CAUSE FOR ALARM:

coolshock

So if this blog ends abruptly, you will know I have died from COOL-SHOCK.

I can say the game does have all the aggravations modeled in Wolfe's video: enemies take too many hits (about ten, more if targeting feels like it) with the anesthetic darts to down; there's no sidestep or dodge move, the starting enemies are much fleeter than RE's zombies, and there's generally not much room to maneuver, limiting stealth and flight as options; the environments are confusingly put together (and when you first enter a room, you're often put in a camera angle where you can't see what enemies are present, which is unforgivable). The last one is what gave me the most trouble: as opposed to, say, Silent Hill's organized rows of rooms shooting off a central corridor or Resident Evil's large hub rooms of orthodox size and assortment of manageable subrooms, Countdown Vampires focuses on a succession of large, enemy-infested rooms that are mini-labyrinths in themselves, featuring frequent dead ends and tough navigation. Moreover, it's not clear how everything connects, at least in the first area; though the various gambling parlors are named to differentiate them, those names aren't marked on the map, so if you get, for example, the "Alice" keycard, you're going to have to poke around a bit in backtracking to discover where the Alice lounge actually was. The game makes a big deal about its gambling mechanic, where you can use the casino's slots and games to pad your wallet and buy more recovery items, but a spin at the roulette table reveals that you can cover about 1/8 of the board for 25x the return on your profit, so with patience, you can assuredly max out your coin purse.

It also, at least initially, kind of misses the point of an RE-type of survival horror game: the manual states directly that you're to try to rescue all of the turned humans, which necessitates shooting them down with your tranq gun. RE survival horror, though, hinges on your supply of ammo being limited and in scarcer supply than what you'd need to take out all your enemies - much of the tension hangs on how you pick your battles. If you have to defeat everyone, then the game needs to give you enough ammo to defeat everyone, and a core source of tension and strategy is taken away. Later sections, however, put the lie to the manual, as it becomes clear that there is not enough ammo to save everyone - there's barely any of the nonlethal kind at all in the second half, actually - and you're running around with a useless tranq gun you completely emptied in the previous stages trying to dodge enemies in maps that are very clearly not meant for evasive action. So you spend the first half of the game laboring under a false assumption and the second paying for it dearly.

This actually kind of definitively bit me in the end, though, and is the reason why I never checked back in about the title: I'm halfway through the final stage, and I don't think I have enough health items to clear it. See, even though you can win enough cash in the previous, casino-based rounds to shake down the vending machines for mucho health, nothing in the early, casino-based stages suggested that I would need to stockpile healing items obsessively, so after a few roulette wins, I got on with the meat of the actual game. The low-ammo runs in the second, no-more-casino-for-you half, though, cut into my supply considerably; I am now down to my last healing item, and a check of the FAQ suggests that there are only two more such items left in the game. Considering how hard enemies are hitting now, I think that leaves me in an unwinnable state. To top it all off, it turns out that my no-kill run would have been rewarded with precisely jack anyhow, since in order to get any sort of resolution to the (really kind of nonsensical) storyline, you also have to finish in under seven hours *and* be on your second playthrough.

I can scarcely stay angry at the game for long, though, because it's just such a friendly thing. Keith is meant to be a badass, or at least a 12-year-old's idea of a badass - his one-handed shotgun-racking, his tribal tattoos - but his voice acting makes him out to be so puppy-dog nice. But also gormlessly clueless. "It's your first day?" Keith whines upon meeting his casino-employee sidekick. The casino just opened, Keith. It's everyone's first day. I have to wonder how the manufacturers were marketing this game at the time; it seems to be targeted to appeal to the parents, what with its relative lack of gore and emphasis on rescuing instead of killing (which is played up on the box), but the fodder is all Image '90's comics stuff (in fact, hey, the game in fact did spawn an actual '90's comic), and its intro is all tits and whatnot. But I admire it for trying to be a relatively pacifist title, the puzzles and timed sections are actually all right, and that junkyard stage wasn't bad. Even if the original enemy designs are dross.

Two addenda: a) The plot, to what I'm sure is the surprise of no one, is really astonishingly nonsensical, hinging on a medicine produced by an Umbrella-esque corporation to treat an affliction affecting "1 in 100,000,000 patients," or about 70 potential customers worldwide. Its apocalypse can be triggered only by a certain one of those patients letting blood near one certain spot deep down beneath a fortified dam, which of course she does, but not through the bad guys' intervention - she does it of her own, accidental accord, by wandering into the room and, er, spraining her ankle near it. b) I didn't put it together in Arthur Wolfe's video that the security guard who'd died was the guy in the green tam o' shanter who'd told us about white water. A mistake; I thought we were going to have him as a Barry Burton-esque ally, which would've been a better plan, quite frankly.
.
indigozeal: (Daniella)
lord-rings-two-towers-1

The Lord of the Rings: The Two Towers is better than it had to be, but not by much. A beat-'em-up whose aesthetic borrows heavily from that of DVD menus and puts a Middle Earth face on the Cody-Guy-Haggar model, it features plenty of "hey, golly gee, we're on DVD; we can stick ACTUAL FILM FOOTAGE in our games!!!" and cringeworthy abuse of actors snared in the most unfortunate merchandising clauses of their contracts. It also has a Legolas with "Dragonfire Arrows" that can run through enemies like anticop rounds and set stuff on fire, a fun Helm's Deep level where you play tower defense with a team of elven archers and run around kicking ladders off the ramparts, and a game John-Rhys Davies showing the others how enthusiasm can overcome lackluster lines. Sometimes, that's enough.

inno400

Innocent Life: A Futuristic Harvest Moon is renowned as one of the worst entries of its franchise, yet that didn't stop its portable farming action from sinking its claws into me. Once you get a few fields in play, managing the grow times of your different crops to space out your workload and racing to water your plants and harvest all your produce before sundown is as addictive as high-fructose corn syrup. (It doesn't hurt that it's a very picturesque game.) Gradually, though, the creepier aspects of the game world as it pertained to my android player character began to wear on me: your creator/"dad" will sever your consciousness against your will if you stay up his past his deemed bedtime, and he mandates that you come in for weekly brain-scanning sessions where he invades your thoughts, reads all your memories, and leaves commands in your positronic brain for you to "love him." Meanwhile, dialogue in-town remains stagnant for months on end, there's not much to do with the money your raise, and the game is far too artificially padded, resorting to tactics like blocking off access to a labor-saving harvesting device until you talk to one person who has a 15-minute window of availability one day a week (and good luck finding out exactly when that window is, since the game won't tell you). I was finally broken by the game's abysmal pacing when I was roadblocked by an objective that could be fulfilled only by growing poinsettias, which first blossom in December. It was July at the time.

girls400

There aren't many games out there that can best be described by the word "darling." So goes Girl's Garden, though, an SG-1000 arcade-style game whose young heroine dodges bloom-hungry bears in a quest to pick flowers for her guy. Use environmental features to evade and block your ursine pursuers, and drop pots honey to distract them; watch the buds across the landscape open up, pick your flowers only when they're in full blossom, and watch out for wilted ones ruining the bouquet! The game's palette is strikingly unique with its bright not-pastels, the gameplay is fun and challenging, and it's a delight to watch the puffy little hyacinths bloom. My only wish, as with so many arcade games: a proper ending.
.
indigozeal: (Daniella)
yumenik3

Yume Nikki is a mess, though it's a mess no studio or wholly quiet mind would have the audacity to make. You know the Lunar Palace in Secret of Mana, where the entire puzzle is finding one exit in a huge, featureless void? Imagine if they made an entire game out of that. Thus forms the bulk of a quest across one girl's dreamscape to locate 24 alternate personas and get a "denouement" that thumbs its nose at plot or game objectives. I admire a title that's so personal and rawly uncommercial, but actually playing it can be a chore: the level design gets monotonous, with too much trudging around large, empty spaces looking for the one or two lone points of interest. The heroine's neato personas (a yukionna; a broom-riding witch; a severed head that just sloughs along the ground) rarely have any use or effect in the game, and the level of player-unfriendliness can get downright comical - I mean, Jesus Christ, look at this. Perhaps I'm barking up the wrong tree trying to evaluate Yume Nikki as a game, but as pure phantasmagoria, it's also problematic; the weirdness remains within a predictable and calculated framework, if that makes any sense (those big, empty warehouse spaces, paved with wacky tiles that make odd sounds; looping claustrophobic mazes with pea-green palettes and parallax floors), yet at the same time is overall way too far into the designer's personal frame of reference ever really to communicate any ideas or impact the audience emotionally; it's a joke with no target or punchline. It suffers in comparison to Ib, which paired its surrealism with sprightly puzzles, striking tableaux, and a compelling world and characters. (Or the PC game Weird Dreams, which is infinitely more frustrating gameplaywise but condenses into a natty 17-minute video.)

longing2

I knew something was up with The Longing Ribbon when it tried to scare me with a Pokemon graphic. The product of a designer with talent but not the maturity to wield it well, Ribbon wants to be a Sweet Home haunted-house RPG adventure and does sporadically offer some spooky exploration, capable use of horror-movie dream logic, and effectively quirky mechanics (you gain level-ups and power boosts by investigating the mansion's nooks and crannies). It stumbles, though, with uneven gameplay pacing (asking the player to make several decisions about stats before they've fought even a single battle), out-of-the-blue instadeath QTEs, tone-breaking Kingdom Hearts-esque character design, and puzzles that're equal bits hit and Ao Oni-league miss. The deal-breaker, though, is the most loathsome supporting cast I've encountered in a game - two dirtbags who batter and verbally abuse their friends and ostensible significant others, steal from strangers, and are jerks to animals. Naturally, then, they survive to the end, and the only two likable characters, the dog and the kid, bite it. This is the definition of "too clever by half."

palette5

Perhaps the best in class here but still kind of foundering, Palette follows a psychologist as he helps an amnesiac patient explore and build on her few remaining shreds of memory to uncover her identity. The idea behind gameplay is pretty interesting: the gamespace consists of the half-remembered glimpses of places that populate the patient's shattered memory, connected by dark hallways and blocked off by walls of glass and locked doors. The heroine's "life bar" represents her mental endurance, which wears down as she accesses painful or buried memories and increases in capacity as she activates synapses and associations, allowing her gradually to break through deeper mental blocks. In practice, though, gameplay is aggravating, as the map is not compactly designed and finding the way to the new area your latest revelation just opened becomes an exasperating hunt through dozens of rooms (if you're not sticking religiously to a walkthrough, you will need to map). Presentation, while the game's greatest strength, is also a double-edged sword. The mindscape is striking: memories are cast in a sepia tone, illuminated only by the presence of the one color that features in the protag's most disturbing, centerpiece memory (red, naturally), while elements of her memory that are still fuzzy are traced on the mise-en-scene in white, like chalk outlines. The nuts and bolts of the inteface, though, are rough and buggy, at least on my machine (I always had to resize the window a couple times on startup for the graphics & colors to display correctly - and couldn't get them to do so at all for the above screenshot - and you need to sort through spoileriffic graphics just to find the "start game" icon hidden in the depths of the install folder). Meanwhile, despite the game's striking method of telling its story and its poetic ideas on why our memories hold onto the odds & ends they do, the story itself needed a few more, or a few fewer, pieces to be coherent, and I wish more had been done with the palette gimmick. Very promising ideas and not a bad game, but could use a remake - and it got one, on the PS1, actually, with the funds the creator won from Enterbrain's RPG Maker contest. I'm interested to see if the update delivered on the premise's full potential.
.
indigozeal: (startree)
All right, I just finished Eternal Darkness tonight, so let's get that out of the way, too. Actually, let's get this out of the way beforehand: Eternal Darkness isn't scary. It's "horror" in a drugstore-Halloween type of way, with neon glowing Evil Magic and Count Chocula laughs and what have you. The game's much-hailed "sanity effects" (where your character starts hallucinating once they've seen enough eldritch horrors, which sometimes manifests in faux technical glitches like your GameCube pretending to turn off, etc.) are the best effort to that end, but while they're novel surprises, I didn't really find them scary. I called the game "grade-A stupid" when I started it (and semi-abandoned it) a couple months ago, and while it gets better in its second half as the locations get more interesting and the plot starts to offer something in its vignettes beyond "protagonist attempts to stand against darkness but fails and is killed in an anticlimactic fashion," it's still all kinda...well, goofy. I mean, the ship sorta left the harbor after the scene where the game's Cthulhu-alike ordered a hit on Charlemagne by name - maybe it's me, but I'd think an extradimensional superbeing beyond time and reason would be a bit above meddling in Western European politics. (Then there's how that level's main objective is to warn Charlemagne of a murder plot against him - by hunting down the key to the plain ol' wooden door to his conference room, a door that's so thin you can hear Charlemagne talking on the other side. You can't use your protagonist's broadsword to break the door down? You can't shout?!)

The gameplay, while rich and well-thought-out with its three status meters and tons of spells that you need to use liberally throughout the game, kind of contributes to the problem. In Resident Evil, you can never be sure from where your foes will pop up next or even if they're truly dead when you appear to kill them, and you're usually desperately low on ammo and resources. In Silent Hill, you're constantly outclassed and can't fight worth spit (which is largely a genuine gameplay problem but does add to the tension in the early going). Here, you've got so many options and wards and protections at your offensive and defensive disposal that you never feel really desperate, really unassured of your own survival. I mean, there're places where you can be stuck or have trouble getting past a certain enemy or take a chunk of damage if you forget to cast your walking-tank spells, but there're a lot of buffers between you and death, and you never have to worry over your meager remaining bullets because they might be your last.

I'm lukewarm on Eternal Darkness, but I have to say that it's an ambitious game. It's not a case with me of "you like that? REALLY?" as per Earthbound. There's a good amount of depth to the gameplay, as noted, and production values are high, with solid voice acting and some striking archaeological & architectural tableaux in the last few chapters. I appreciated, too, how the game centered around a few locations but built on them and showed different sides of them as the centuries elapsed and various routes within were blocked off or extended or changed - a musty temple takes on a different character covered in vines and reclaimed by nature, etc. I think there could've been more variety in protagonists for a tale that spans the ages - out of twelve characters, we have a grand total of three who aren't white and two who aren't male. I suppose the scenarios they envisioned limited the protagonist demographics somewhat, but come on, throw us a bone, here. (Also: projectile weapons are hilariously bad, as you need to target weak points to fight the big monsters effectively and the guns, for some counterintuitive reason, just aren't good at that. You do have a satisfying range of melee weapons, though, all of which handle suitably differently.)

Favorite chapter: probably Edward's; I thought the game's R'lyeh was effectively foreign and humblingly huge yet boasted a suitably strange beauty, and there was a good assortment of stuff to do. Peter's never got a chance, really, because my game stopped letting me save for some reason a quarter of the way through the chapter, which was particularly frustrating for such a combat-heavy level. I gather this was a glitch but am not sure.

The end fight was great. I'm a sucker for those FFIV-esque "fallen allies come back to lend you their power" endings.

Final time was a bit over 14 hours, which I gather is a couple hours over the average. Overall, it finished better than it started, and I can't get on the "all-time classic" or even "recommended" train, but it does have more meat on its bones than it initially let on.
.
indigozeal: (weird)
I'm far behind on posting, so let's start clearing out the backlog with a mini-review lightning round.



Every Extend Extra is a shooter where the goal is to blow yourself up. You're given a stock of ships, replenished one at a time as certain point totals are met, and are sent into the enemy swarm with the goal of taking out as many foes as possible with each suicidal denotation. (Don't fret - it's from the minds that made Lumines and Rez, so you're dealing with abstracted shapes instead of kamikaze pilots.) Gameplay survives on the hectic - explosions chain outward as the ships in your blast radius detonate and take out their kin in turn, so you'll need to put yourself in the thick of it (and collect as many enemy-attracting powerups as possible) to get enough 1-ups to make it to the end of the level, which comes only when you explode enough enemies. A time limit, however, assures that you can't dawdle too long to line up the perfect "shots." The game never pushes its ArtStyle aesthetic or the unique gunless mechanics of its gameplay very far, though, and a couple ancillary irritants - there's no means of telling how long your invincibility lasts when you respawn, and the multi-chain hits you need to fell bosses don't count if the bosses are touched directly by the explosion of your own ship - exacerbate the frustration. The devolution of later boss fights into bullet hells didn't charm me, either. An intriguing idea that didn't build enough on its flash-game origins. For a more successful sideways take on the shooter, get the DS Big Bang Mini.



Maxis always referred to its early Sims titles as toys instead of games, an appellation I think very much applies to Home, a homebrew adventure designer Benjamin Rivers is selling all on his lonesome for a paltry $2. It claims to be horror, but it isn't really - it's more an examination of storytelling in games and how it interacts with gameplay. Devoid of saving and engineered to be completed in one 2-3 hour gameplay session, Home is designed around its replayability - you're supposed to make different choices each time through and see how they affect the endgame. For me, the big draw was the art: large pixels with simple but effective animation and good use of color for lighting and shading effects. The controls, like everything else about the presentation, are deceptively straightforward and user-friendly, and effective use of ambient sound helps provide good atmosphere throughout. Despite this, I think the end amounts to less than what the build-up promises - but I like the graphical style, I like the distribution method, and I would really like to see more from this creator, so I suggest hitting up the site and checking it out.



One of the big limitations of RPGMaker games is that they tend to have no design sense, as the creators are assembling their titles from off-the-shelf parts and you spend the games staring at the tile sets playing guess-the-16-bit-RPG. That idea's turned on its head in Ib (pronounced "eeb"), a survival horror title all about art - the titular nine-year-old protagonist is on a visit to the local gallery when the lights go down, the visitors vanish, and she's stranded in an eerie otherworld where the exhibits have turned hostile. Foremost among Ib's achievements is that it passes the acid test so many other horror titles fail: is it scary? That's where Ib cashes in on its setting, as horror rides on imagery more than most genres, depending on nightmarish visuals that linger in the recesses of your memory; Ib provides horror with shocks and surprises and omigod-omigod-get-it-away moments, all nimbly done, but also with inventive, stylishly-conceived creatures that rank among horror's most haunting bugaboos.

The gameplay end of the bargain shouldn't be undersold, though; it's accessible and user-friendly and balances the quick-trigger survival-horror, slower-paced puzzle-solving, and unnerving roaming-around-and-looking aspects quite well. Also welcome are the frequent save points: you're never set back that far, which allows the developer to be a little bolder with the environmental hazards. True, the endings are a bit lackluster, and a few of the hoops through which you have to jump to get the best one are kind of unclear (when it's available, use the Talk function a lot. A lot. A loooooooooooooot). Also, the artist's drawing skills (not pixel art; actual anime line art) are rough in the couple stills that require them, but that doesn't matter much in the long run at all. Ib's mechanics are strong and the visuals memorable and it told a story with characters about whom I cared. I want more of this.
.
indigozeal: (nemesis)
OK, so how does Mystic Ark play? Well, like it really wants to be an adventure game but is afraid it'll disappoint its RPG parents. I have a review here that hits the high notes, but what are LiveJournals for if not to blather past all point or reason.

Let's break this down Ye Olde GameFAQs Way:

Gameplay: There're actually two parts here. See, as mentioned, Ark doesn't really want to be an RPG. Its designers are much more invested in adventure-game mechanics - there're a lot of screens where you have to Inspect various fixtures in the environment and manipulate them or use inventory items to progress the plot, that sort of thing. It's clear that the adventure-game portion of the proceedings has the programmers' hearts - the close-ups of the items that you have to Inspect get most of the graphical attention, and the designers are constantly stopping your progress in towns and whatnot to have you solve a chess puzzle or whatever, whereas the RPG elements of the game, as we shall see, are kind of lazy and half-developed. (Indeed, I understand the sequel, Maboroshi Gekijou for the Playstation, is nearly a full-blooded adventure game.)

Now, on the one hand, it's refreshing to be able to progress the game's plot in a manner other than beating some enemy's head in. On the other hand - can't you think of a better reason to stop the plot than for a goddamn chess puzzle? The brainteasers are rarely original - mostly off-the-shelf slide puzzles and chess problems and Lights Out.

Oh, yeah, Lights Out. We have to talk about this. Upon playing Ark shortly after my 999 run, I have to wonder: is this type of puzzle far more popular and familiar in Japan than it is in the U.S.? Because it reamins unintuitive as hell to me. I had GAMES magazine glued to my hand starting midway through elementary school, and yet whatever 12-dimensional spatial skills that are required to formulate a strategy in this game are far beyond my ken, so I'm forced to resort just to flipping tiles randomly, which makes for Not Fun Times. Ark's puzzles seem at once too formulaic and too reliant on what the GAMES set would call "crosswordese" - they require the player bring certain obscure knowledge to the table (how to solve chess problems, how to fiddle with slide puzzles, how to wire transdimensional hyperdrives) rather than truly challenging one's critical-thinking faculties.

Anyhow, so the puzzles proper are uninspired. There're also, though, a good number of bits where you have to talk to NPCs to recruit their help or relay messages upon encountering a certain obstacle, also as in adventure games - but these don't work either, as the designers haven't taken into account how an RPG overworld works; it's far more laborious and less fun to play several rounds of NPC Telephone when the participants are separated by a monster-infested overworld and a lengthy dungeon than when they're just separated by a couple easily-scrolled screens, as in a Sierra game. As a result, there is a hell of a lot of tedious backtracking through unchanged dungeons in Mystic Ark. I think the idea of getting Adventure Game in my RPG is intriguing and could work as a hybrid genre, but the former in Ark is just too ill-thought-out and bolted on to the proceedings without regard to game flow to work.

The RPG side, for its part, is rather lackluster, probably because the designers just didn't have their hearts in it. It's considerably easier than the U.S. version of Saga, for the most part - there are a few grindy sticking points and overpopulated monster parties, and you do have to start watching yourself a bit in the last third (the next-to-last dungeon of World 4 seems to be the turning point - yes, that is the start of the last third of the game due to the last worlds being a little shorter). Even when the difficulty escalates slightly, though, the fights are never really exciting; everything combatwise just seems so samey. A lot of this is due to lack of:

Character Diversity: You can choose your hero from Paladin or Paladin. The female Paladin has a better design than the male but is slightly more focused on magic, which sucks in this game. That's a comedown from Saga's roster, both on the weirdness front (previously, you could choose from demons, aliens, and robots) and on the gameplay front (learning to main a black mage or mook monster posed more intrigue than the usual play-a-knight scenario).

You can eventually use the Arks to bring seven of your fellow Figurines back to life as party members, and they are a bit more diverse: grappler, ninja, ogre, Lux. You can also swap them out of your three-member party on the fly between battles as long as you're carrying their figurines, which is good. Your compatriots are unbalanced, though - black magic is nerfed, you can rely on items for healing for 2/3 of the game, and as for the physical attackers, there's most of the time no reason to use anyone but Lux and his sky-high offense and defense and his cheap, reliable specials. The last third of the game evens the characters out a bit, lets the attackers other than Lux come into their own somewhat and actually gives you reason to, you know, use some of your other PCs and play around with your party. Without useful magic, enemy diversity, challenge, or a flexible cast, though, much of the game is a dull row to hoe.

Also: none of your companions talk at all. The PCs on Saga all joined, deserted, spurned, and confronted you with character-specific dialogue. This is kind of a trend in the game: instead of refining its predecessor's good points and dispensing with its rough spots, Ark just unlearns everything from its predecessor.

Setting: OK, let's talk about something that's well-done for a change. Part of Mystic Ark's big conceit is that you're hopping interdimensionally from world to world, and the game, to its greatest credit, is determined to break free from the typical RPG ice world-fire world-martial arts town-holy city itinerary. None of the dimensions to which you travel start from stock types or cliche. One world, for example, is modeled after the nursery rhyme "Peter, Peter, Pumpkin Eater," with the opening village's population facing a crisis with the rotting of their home watermelon; later on, your gourd-dwellers are beset by hordes of hungry beetles. Discovering the premise of each world is one of the game's few great pleasures, so I won't spoil the concepts by listing them here, but I will say this: even if the world ideas don't always end up somewhere coherent (and even if you do overstay your visit), there is without fail (well, save for one world) a true spark of originality in their concepts. I wish more games had followed its example in this respect.

Overall Story: The framing story ain't that hot, though. The premise: a mysterious force is abducting the denizens of various worlds, turning them into statuelike "Figurines" and imprisoning them in a deathly silent transdimensional shrine. As the first captive to break NRFB status, your hero must hop from realm to realm to restore the kidnapped citizens and unravel the mystery of the abductions. Sounds strange if not really intriguing, but there's no payoff. The villain and his/her/its motivations and plan couldn't get more generic. The resolution aims high (and, as elaborated upon in the previous post, has a few touching aspects)but needed to be better integrated into the main narrative to be successful. It's just flat all around.

Graphics: I'm disappointed they jettisoned the more austere 7th Saga town & sprite style in favor of chibis. There're many games that I love with chibis, but Saga's style was a nice, mostly well-realized break, and Ark's chibis are serviceable but kind of undistinguished. Now, battle fares a bit better; the backgrounds are competent-to-good and the sprites are largish and, in many cases, well-drawn. The animation, though, recalls that of Phantasy Star III. Enemies are big but usually have only 2-3 frames of poorly-shaded animation. (Even when Ark swipes Saga's sprites - which it does, very frequently - the animation will be pathetically pared down.) The spells fare particularly badly, mostly a bunch of non-scaled, primary-colored polygons. An ice spell looks and moves like a stumpy blob of Jell-O; Lux's SUPER GIGA STRIKE full-body rocket mega attack is just his static sprite cut out and slid across the screen diagonally. A lot of corners were cut here.

Where the game really shines is in the larger illustrations that accompany examining something in the environment which you have to manipulate or use inventory on. An animated music box, a model ship, an oil painting; on these old-fashioned sepia-toned illustrations was obviously lavished great attention, and they're perhaps the most charming sights in the game. (There're also a few well-rendered cutscenes in world 5 that're a successful break from the game's normal presentation.)

Sound: I said in the review that it sucks and I stand by that, but I'll admit that listening to arranged versions of the tracks gave me a bit of "what am I, nuts?" doubt. Here's the problem, I think: the composer seems, to a degree, to be composing for the arranged version played with full-fledged instruments and not really thinking about how these tunes are going to translate to a SFAM sound board. There's a lot of muffled, mushmouth synth in-game, particularly in the battle themes - compare the original "Your Fighting Eyes Are Always Beautiful" to its arranged version; the clear, hard electric guitar that drives the latter is considerably defanged in the former, and the chiptune as a result is directionless and uncompelling. (Another example: battle theme 2 in-game vs. arranged. The arranged isn't great, but the lead instruments make far more sense as real trumpets than whatever that synth is.)

Another possible contributing factor is that the worst tunes are the ones you hear most often - the shrine hub theme, whose instrumentation is Grand Guignol-unpleasant to listen to; the faintly-sleazy-in-a-Duplo-sort-of-milieu main town theme; the aimless-in-chiptune battle tracks. A third is that the music doesn't really track well with what's going on onscreen, be it either because it's just not suited to the surroundings (shouldn't the mountain of candy have its own distinct theme song instead of the generic creepy dungeon theme?) or, most often, because the happenings onscreen don't measure up to any sort of quality soundtrack. There're a couple tracks against which I can imagine happening GRAND DRAMA, but Mystic Ark usually offers up dinky sprites running around chittering. The graphical and script parts of the presentation of this game might be such a vortex of suck that little good can escape from it.

Sound effects are, oddly, OK in the overworld (I particularly liked the stepping-on-sand effect on the hub island) but almost Atarilike in battle.

The Sixth World: is awesome. I don't want to spoil its well-earned surprise, but in brief, the game is trying to do another genre within the constraints of an RPG framework (one that wasn't even mature when Ark was released) and doing it splendidly. Every element that was lackluster previous steps up to the plate here, and it's the only bar-none excellent stretch of the game. I'm glad I made a separate save just before I went in so I can experience it multiple times.

Misc. things done poorly: The enemy radar is back from Saga, though it's just not as useful here - avoiding enemy encounters isn't as crucial to your survival, and the long, thin-and-twisty pathways don't afford as many opportunities for escape. Ark use is also downgraded - instead of using them for free but moderate status buffs or recoveries in battle, you "infuse" them into your equipment to get a moderate status boost. It's a little useful (particularly the ones that add lightning/fire kicks to your weapons) but doesn't add much tactical value to gameplay, and you have to fidget too much to find out exactly what they do and in what they can be used, as the game won't tell you.

Also, the first world, an unending marathon of backtracking concerning two bands of warring cartoon cat pirates, is fucking horrible - one of the worst first impressions I have ever had from a game.

Misc. things done well: There's a dungeon where you're intermittently blown back by a strong wind from the north and you have to use the pauses between gales to find features of the landscape closer and closer to your goal that can catch you when the winds begin again. Another where your path is obscured by treetops instead of dungeon wall and you have to partially feel your way through works organically. There's a neat little interlude where you have to play hide-and-seek that's challenging and fun - an example of a successful puzzle interlude. Better, too, are the puzzles on the Myst-like hub island.

****

Anyhow, to sum up: Good ideas, poor execution, blander than it really has the right to be. The folks who love Mystic Ark really love it, though, so give it a try if you're interested - heck, maybe you'll become one of the converted. For me, though, the game was largely a big trial of faith and patience.

To close this out on a high note, let's all appreciate the work of image illustrator Akihiro Yamada, who did some nice work for Mystic Ark and its sequel but who might be better known in gaming circles for his cover for Dracula X. (I also learned that he did work for Mermanoid, a sea-themed PS1 RPG which has long intrigued me.)
.
indigozeal: (hate)
- I play RPGs for the journey, so it was a big comedown when I realized that the credits had rolled on Glory of Heracles without it treating me to one memorable sight or composition.* I'd include "one memorable plot development" in that list as well, but it does manage a single touching death scene - although Heracles's normal sense of staging and scene-by-scene story progression everywhere else is just dreadful. Multiple deaths initially flew over my head because it was impossible to tell at the time from the animation or dramatic cues if the character had been mortally wounded or just knocked down. The story ends with a supposed gigantic clash of the titans that looks for all the world like a Pokemon battle. (Actually, that's being too generous; the monster designs are more in line with Digimon.) I'd complain that the game had forgotten to clear up the mystery surrounding the hero's identity, but then remembered that it was near-totally irrelevant to the plot anyway.

There were a few mildly funny lines: reassuring a little girl about to take a ride on Pegasus that "Flying is statistically the safest way to travel!"; Heracles (here a cheery Dain-come-Dekar-esque dumb guy) exclaiming "That's all Greek to me. Which suits me, 'cause I'm Greek!" And there're little things like the blocking in cutscenes (the characters' individual reactions are realistically spaced and well-timed) or the dynamism of the spell graphics (a habitual area for skimping nowadays) that bespeak of minds that are capable of more than this. Then there's the battle system, which rewards you with MP for overkills and actually encourages you to use your ultra-mega attacks with the excellent chance of recouping their cost, turning fights into really dynamic tests of skillful resource management. But the world has no flavor and not only the game path but also all dungeons save the first are completely linear and the plot never shows up. Nintendo of America tried to save this by labeling it a kid's RPG (when I hit the first town, I was greeted by a pop-up window exclaiming that I could TALK to people there for INFORMATION), but I dunno; it's more like someone threw an RPG and nobody cared.

(* - Well, to be fair, there's the Giant Mecha Trojan Horse, and there's also the vain bishounen bimbo tossing his hair and preening "Yes, yes, yes!" upon level-up like he's in an Herbal Essences commercial. But MechaTrojan doesn't even transform or go SUPER GIGA HELLENIC STRIKE or anything, and I hate what happens to Bishounen Bimbo - wiped from existence, c'mon.)

- Yes, yes, Lumines is smart in its multimedia glam, and the gameplay, while unnuanced, is solid enough to earn it a spot in the pantheon of Tetris clones, but the problem is that the programmers never included a pull-out-and-play mode - a deadly sin for the genre. Including multiple ladders in the sequel was a step in the right direction, but to make new progress in any of them, I have to block out over an hour's worth of unbroken play time. Do you want me to inflict that Black-Eyed Peas level on myself for the seventeenth time, Lumines? Is that what you want of me?! (Also, the amount of time in advance you have to RSVP a match for the timeline to count it is ridiculously counterproductive for a fast-moving puzzle game.)

- I got Eternal Darkness on the high recommendation of just about everyone, and it is grade-A stupid so far. Admittedly, I'm just an hour in and haven't yet done poorly enough to see any of the mind-screwy fear effects, but the scares so far are cartoony, obvious, and sparse, and the "protagonists throughout time" gambit was done better by Trilby's Notes (clearly borrowing from this game, but still). The made-for-the-bargain-shelves Alone in the Dark: The New Nightmare, no great shakes itself, was legitimately far better than this tripe.

- And in LP news, the full version of that pigeon dating game was released a while back, and it is apparently taking itself away too seriously. Plus, the thread is visited by one of those people. You know those people. The people who show up in an LP of a renowned title with a twisty plot like 999 or Deadly Premonition having already played the thing and react to every post with "Oooooh, I can't wait to see how you guys respond to the next part! WINK WINK" or "ohhhh, there's so much I could say right now! BUT I WON'T", never contributing a single valuable post to the thread but doing their level best to make the entire thread about themselves and telegraph any surprises with all the subtlety of a brachiosaurus. They inevitably overestimate their own genius for sly innuendo and end up banned for spoilers in the end, but not before they ruin the plot for a few folks beforehand.
.
indigozeal: (weird)
Overdue, I know. I'm going to be going back and forth between the cuts from spoiler talk to vague non-spoiler talk.

As I said in the music post, at its best, 999 is tense and gripping as hell. I don't have a copy of the original Japanese release, so I don't know if this is a faithful translation of a great original script or if Aksys just made shit up, but it's great shit they made up if they did. The music is excellent, tense and creepy and drawing just the right amount of attention to itself, and the character art is expressive and charming, liberally peppered with little evocative gestures like Lotus's dismissive hand flip or Clover's kiddish, pigtail-bouncing jumps for joy. The characters themselves are the game's big draw, illustrated with anime-inspired vibrance but grounded in real human fragility: Clover's a genki high-school girl, but she has spine and will, deeply loves her brother, and manifests the helpless worry of a genuine child (I don't mean that as a perjorative) when he seems to be in peril. Seven has heart and is direct but is also smart and shrewd, and he really likes people. Lotus has biting sarcasm and a refreshing streak of mercenary, self-serving cowardice but also a brain, curiosity, and a lady's upbringing. They have a lot of dimension for a bunch of would-be corpses in a horror title.

I also liked how the writers went out of their way to include stupid but subtly illustrative lines that served no big purpose but to provide a light, idle moment:

"I just can't bring myself to like the number 4. ...'Cause it's a half-ass number. Not the best or the worst. ...(9) is a way better number. So what if it's last place, right? Least it's not some lameass middle number."

"-- [picking up doll's foot] This is the left foot of the mannequin.
--[girl, earnestly] Do you think I'm better?
--Uh...what?
--Do you think my legs are skinnier?"

The game is also excellent at not tipping its hand in regards to the identities of its villains; the reveals are all the more shocking and chilling because their identities are a true but well-earned and satisfying-plotted surprise. Few moments in horror games are as chilling as the bit in the Safe ending when spoiler )

...But that excellence lasts only up to a point, and here's my first big gripe with the game: The final revelation as to Zero's identity was a bridge too far. When spoiler )

My other giant problem is with the gameplay, and this is where I pick up my narrative from my previous posts.

Yeah, I know the 'spoiler' thing is getting tiresome )

That's right: if you reach the good ending path in 999 too early, you'll be told by the story that you're not ready to see what happens and get a premature game over. You'll then be told you need to start over and take a separate route through the game, then come back once you've finished that path and redo the right route before you'll be allowed to see the ending you rightfully earned.

Imagine if FF4 had done this. You're at the final boss, your party's down and out, when, suddenly, all your past allies - Yang, the twins, even Tellah - come to you in spirit form and give you the energy and hope needed to fight on. The Prologue - the Final Fantasy song - is playing, the battle background is swept up in some kinda starfield-parallax that's awe-inspiring in 1992, Golbez cries "Zeromus! It's the end!", or whatever it is he says in the actually-coherent scripts, and--

--Wait, did you get the Pink Tail? You did get Adamant Armor for every member of your party, didn't you? No? What?! Oh, my! Back to the beginning for you!

Now, would you play through Baron and Mist and the Watery Pass and Damcyan and Mt. Hobs and Fabul and Mysidia and Mt. Ordeals and etc. etc. etc. again to see the ending? Yeah, probably. But a game gets only one chance to seize a great moment; it's never quite the same in reruns. What's particularly frustrating in 999 is that the party actually has all it needs to get past the roadblock, which makes the sudden stop in retrospect a particularly blatant fuck-you.

Only a couple of the text-based choices matter, and only if you're on the path for the best ending; your door choices are the big decider, and they're made largely blind, or are at least illogical enough to be blind. For the first branch: yep ) There's a path if you squint and share the programmers' odd priorities, but the game nearly guarantees that you're gonna have to power through it a few times to figure out what's going on.

Part of the appeal of videogames is that they're an "improved" version of real life. Contrary to our world, there is a plot, your actions have meaning, and you do have a fighting chance of figuring out your current predicament or at least reaching some sort of resolution, even if the game is doing something like bringing your objective into question (No More Heroes, Shadow of the Colossus). In 999, though, I did everything right, and I still had no chance. I ultimately felt like my choices weren't relevant, which is a problem for a visual novel; making choices in a story is kind of the genre's whole thing.

(It's interesting to compare this to my Neo Angelique playthrough, where my choices didn't really matter, or at least had considerable room for error and exploration, until without warning they did very much so and one little slip-up in a very short window - a slip-up of whose nature I'm to this day not even sure - blew my whole game. The genre seems to waver between ending requirements that're so strict they dampen exploration and so obtuse that they're unfathomable - both of which, I suppose, encourage hintbook/artbook sales, a favorable outcome for the manufacturer. The genre's reliance on multiple playthroughs also enables these bad habits; the writers don't feel compelled to provide a satisfying play experience the first time through. I've never seen a genre so committed to playing against its strengths.)

A smaller but significant side problem I had with the denouement: Yeah, that's the end of the non-spoiler info. Overall, I'm glad I played the title; I just wish the visual novel genre would patch these gaping holes in execution. )
.

Profile

indigozeal: (Default)
indigozeal

December 2016

S M T W T F S
    123
45678910
111213141516 17
18192021222324
252627282930 31

Syndicate

RSS Atom

Style Credit

Expand Cut Tags

No cut tags
Page generated Jun. 10th, 2025 12:53 pm
Powered by Dreamwidth Studios