indigozeal: (nemesis)
As per an e-mail sent out to Kickstarter backers. In a little less than a week! The project was silent for a long time, and it was a bit delayed, but they snuck up on us and got the game together on the sly, pretty quickly. It's refreshing to see a video game Kickstarter deliver without drama.

They released an alpha demo a month or two ago; I was pretty pleased with what I saw. (My reactions, as well as those of some other Clock Tower fans, are here; I'm Synonymous.) There are a few things presentation-wise that look rough, like a mispunctuated script and some awkward peripheral voice acting (including an odd use of Kalas's English VA), but the lead, game systems, and atmosphere all seem solid. Here's hoping this makes for a strong horror experience!
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indigozeal: (Daniella)
I'm on the verge of finishing three longstanding projects, one of them the synopsis of that four-book Vheen Hikuusen doujin series I keep promising. I did, however, recently order another bunch of doujinshi, and while I've been putting this off because I feel guilty making the post without a VHM doujin synopsis up and running, I am about nothing if not taking on new business before old business is squared away. Therefore, first impressions after flipping through the following:

Phantasy Star ALL! 7 & 23: These books are part of what apparently is a yearly PS anthology doujinshi series spearheaded by one artist, and I had some trepidations about the art: the covers aren't that impressive, and doujin for lesser-known RPG series (for which, nowadays, PS would sadly qualify) don't typically attract strong artists. These books really exceeded my expectations, though: the art's actually pretty nice, and there's real effort put into the stories - #23 and its adorable cover feature mainly a comedy about the PS1 group meeting Hapsby & Dr. Luveno, while #7 consists mainly of quite a long story (40 pages) about the Laya-Orakio War. These are quality PS doujin from someone who really loves the universe, and I'll be going back for more eventually.

Bakuen Tengoku (Explosion Heaven): A lot of classic PS shorts in front, then a longer PSO-related (or maybe it's PS0-related; I can't tell them apart) story where Alis is hanging out & observing the proceedings. Chaotic but good-natured, with art that, depending on the contributor, is cute and/or dynamic. Worth picking up, like the PS ALL!! books.

The Strongest Queen Legend: A Baten Kaitos doujinshi, the only other one I could find. Art just OK, story not really standing out yet.

Koyoi, Dansu o Odorimashou (Come, Let Us Dance Tonight): Starting in on the Lunar doujinshi, this is another joint from Garden Garden, which is definitely the most prolific Lunar doujinshi circle, but also, probably, the most mediocre. Since Suruga-Ya had so much of their work, though, and since I was ordering a bunch of doujinshi anyway, I thought, hey, why not, and I chose the book with the most attractive & interesting cover. And I wasn't disappointed, for once! Jean's carnival troupe is putting on a musical about Mel's romance with the princess of Meribia, but the male lead hurts his leg; Jean, remembering Leo's turn as Mystere, tries to get him to sub in. As I've said, I've just flipped through it, but it's a Jean-Leo romance with lots of soft humor as he prepares for the role; it seems to take its time and be kind of soft & sweet.

Silver Star Fan Book: The SSS counterpart to EB anthology Garden Garden put out that I have, these Fan Books are part doujin collection, part fan survey. The doujin stories are of a bit better quality artwise and storywise than in the EB book (whose stories are all blech), but the real story is the fan survey, which boasts a couple interesting discoveries.
First (and this finding is backed up by the EB poll as well, where there's a huge voting disparity), Ghaleon is more popular with male fans in Japan than he is with female fans there. That's odd, given that he is, rather famously, "Lunar's only bishounen." From reading comments in both books, it seems that Ghaleon's major attraction for Japanese fans is that he has a "cool death" (in both instances, actually - someone in the SSS survey voiced admiration that he died for his principles: "that's a man's death"). That seems consistent with certain traditional beliefs regarding death in Japanese culture.
Second, the most popular character in Silver Star among Japanese fans in Arhes/Alex. The one character who doesn't speak. (Ghaleon is second.) But: among male fans, the most popular character is Nall. And yet almost no female fans voted for Nall. I can't parse that.
Kyle ended up the second most-popular when voting was restricted to male characters only. God almighty.

Love Parade: I ordered one of those "generic Lucia romance"-looking doujin out of curiosity, and it turned out to be largely an excuse to dress Lucia up in as many different outfits as possible. (Maid, swimsuit, PJs, & eyepatch, if you're wondering.) Also: Lucia discovers condoms.

Tsuki no Oukoku (Kingdom of the Moon): I picked this up because it seemed to be a book from a circle from which I'd previously ordered (through a deputy shipper) long ago when they were still up & running. The circle (which, confusingly, is also named "Tsuki no Oukoku") was not only the sole Lunar circle at the time still offering its doujin for sale but had also created a three-book, largely text-based series focusing on teenage Dyne and (not-teenage) Ghaleon. Anyhow: I initially thought the book I recently ordered was a previously-unknown Lunar doujin this circle had produced, but it's actually the "full" version of the first book in the teen-Dyne series - by the time I encountered the circle Way Back When, they'd sold out of this edition and were offering only the "copy book" version, with the text of the fanfic chapter only, minus the illustrations. I'm glad I got this, though, because the illustrations are nice. (Here and here are two of them, though there are better illustrations of TnK Ghaleon in the book - and it's heartwarming for me to see that character illustrated well.) I haven't read through the story completely yet, but someday. There's a scene near the end where Ghaleon heals a cut on Dyne's face by giving his cheek an almost unknowing caress that's stuck with me.
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indigozeal: (funny)
OK, here's the deal: I'm stuck in a huge work project - again - and had my posting aspirations derailed - again. So, again, I'm gonna go through my link backlog throughout the evening and, when I have time, post a few noteworthy entries. Such as:

- Big news in the semi-recent past of the world of Resident Evil is the discovery of an ISO of the "Resident Evil 1.5" predecessor to RE2, the version that was scrapped ~90% to completion. Well, someone's post a playthrough of what's available. I'm only halfway through it myself, but appreciated so far: the apparent presence of a shooting gallery puzzle; Ada's job change; Leon using his idle animation to smooth his hair. The redo was a wise decision, but there were some interesting set pieces in this build, like the zombies sporadically breaking through the barriers of the police station. (I would've liked to have seen what would have happened with the Marvin infection subplot. Probably the same thing that happens with all zombie infection subplots, but still.)

- This is a thin but not-bad remix of the Secret of Mana dungeon music. (Note: That account has a lot of doujin VGM remix music posted; I have to go through it myself.)

- I don't understand what any of the elements in the preview image for this Pac-Man game have to do with each other at all.

- Yume Nikki has spawned a slew of fan games where mute protagonists explore their own dreamscapes. I've seen a few gifs from Answered Prayers, and it looks intriguing visually.

- Wrong Angelique. Though you might not think that initially.
(By the way: In looking at that artist's other work, I see there's a thriving Greek mythology art community on Tegaki.)
(By the by: this is a nice Athena, and someone responded with a compliment from what I think is a guy from Dragon Warrior II.)

- Part of a portmortem on how much indie games from the creator of the terrific Cook, Serve, Delicious as he tracks sales of that title. Really honest and intriguing.

- This neat Mystic Ark montage gif of all seven Arks can't be posted on Tumblr due to size, so here.

- - The Baten Kaitos fanfic "The Broken Mirror" follows Skeed & Vallye as they investigate the assassination of Duke Calbren during a humanitarian visit to Alfard. The siblings, who are here depicted in-character as national-minded rich prigs but cast interestingly as protagonists instead of simple villains, find sympathy for the "kind, steady, peaceful" Calbren that surprises even themselves ("she'd almost liked him"), engage in Nick-and-Nora-ish banter with each other (which, er, shouldn't be right, but can anyone really say it'd be surprising given that family & Alfard in general, really), and attempt to form an uneasy working relationship with the newly-minted Duchess Melodia, whose presence in the Empire is discomfiting given recent events and, particularly in a land so dependent on technology, Melodia's affinity for the deeper magics. Lyude is not present, not mentioned, and may not even exist in the universe of the fic. The story's not close to finished, but it's got more than enough - interesting post-game politics and good glimpses at an unusual cast - to make what is present worth the trip.
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indigozeal: (ghaldain)
My package from Suruga-Ya by way of Buyee arrived today. Everything was in good shape, thanks to the ridiculously extravagant packaging I somewhat inadvertently ordered. When I checked out, I was given the option of "protective shipping" for 500 yen more, but when I selected it - the lackadaisical packaging from my Tenso order fresh in my mind - I was told that the 500 yen was only a service charge; I'd be informed later on of the additional postage charges the extra packaging had incurred. And, oh - no backsies. The protective shipping ultimately bumped by order up by only about 12 bucks, though, and it was protective: the five slim doujinshi were packed in the middle of a big cardboard box, wrapped in plastic, and cushioned by bags of packing peanuts. For my next purchase, I think I'll just go with the regular shipping, but it's nice to know the more secure option is available.

(Comparison shopping: Buying the five doujinshi from Suruga-Ya through Buyee cost the equivalent of $45, which is much less than the $76 for four from Otaku Republic. Both were professional experiences, though, and I wouldn't hesitate to do business with either again.)

The Baten Kaitos doujinshi from Suruga-Ya is OK artwise but has kind of odd humor; the first Baten doujin I got was a bit farcical for me but at least had some amusing images. No one is doing finger guns in this one. There's not much to recommend the purchase.

The main event, though, was the Vheen Hikuusen doujinshi, which cannot be faulted for their scope. There are scenes from adult Niea's time as a Guildmistress; there are scenes with Mia five years after Ghaleon's death dealing with his passing; there are scenes with Ghaleon & Niea before "Kokuhaku Suru Kioku"; there are scenes with Dain & Remilia that seem to be taking place during SSS; there are scenes with Four Heroes Dain & Ghaleon meeting an older Morris, who informs Ghaleon that Tagak has died, attacks for reasons as-yet unknown to me*, and is subsequently killed by Dain & Ghaleon, to Ghaleon's great distress. (There's also a scene just before that with Ghaleon typing on a computer, which gets a thumbs-up from me.) Plus, each of the four volumes is a pretty lengthy 40 pages.

There's a problem, though: this artist cannot draw. Well, let me correct that: they can obviously, based, on the covers, draw to a certain extent, but for the inside art, it didn't seem that they bothered:



I appreciate, though, that they had a song in their heart that they persisted through 160 pages to realize. I think it's best to treat the books as a lengthy fanfic with rough staging illustrations. I have to respect anyone who shows such extensive love of Vheen Hikuusen.

That's the end of the doujinshi stuff for now (save for one lone package, the other half of the mini-artbooks Funato released in 2011; have to check for Lunar pieces in there). The highlight of the purchases was the Funato stuff, but there were a number of disappointments: the second Baten Kaitos doujin...and the first...and the Mystic Ark doujin...and that disturbing Lunar doujin that I still have to post about. Everything except the Funato and the Vheen Hikuusen books was a disappointment, actually. (And the Vheen Hikuusen doujins were a disappointment to a certain extent, but, unlike the other problem books, I still would've gone through with the purchase had I known the content beforehand.) I think my taste for doujinshi has been sated for now: it's an interesting trip to find fan books for underappreciated things you love, but you are rolling the dice a good deal, and it can be a bit of an expensive gamble.

(*ETA not really but I'm not going to alter the structure of this post to compensate: OK, Morris is alluding to events that apparently happened earlier in the proceedings (the four comics are all one long story), so I can't quite make everything out in medias res, but evidently, in the doujin story, Morris is tinkering with old Magic Empire technology, and he says that Tagak was killed in what I believe was a bombing by religious fanatics devoted to Althena (which is remarkable, that devotees of Althena can be branded as extremists in the first place - that's not territory the game would ever broach). Dain pipes up that not everyone is filled with hate, with which Ghaleon agrees, citing the airship as an example of what can happen when humans & mazoku collaborate - to which Morris says, "The airship?... Yes...that memory is without a doubt etched forever in my mind" - and throws Latona's ring in Ghaleon's face, which is a pretty good scene. More details as events warrant.)
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indigozeal: (gerhard)
The doujinshi I ordered from Otaku Republic arrived today! It was delivered pretty quickly: the package was sent early Thursday and arrived today, even given the mail holiday. (Note, though, that I had free express shipping thanks to a $50+ order.) The items were wrapped securely and were in great condition. While their prices were a bit steep, I wouldn't hesitate to order again if I saw something I really liked.

And speaing of which:

- The Akari Funato doujinshi, which I was initially going to write off as an extravagant novelty with no material in which I was really interested, was easily the highlight of the lot. I recall in one of her sets of Vheen Hikuusen notes how she lamented that no one ever asked her to put together an artbook. Well, these are her artbooks, apparently. Oversize format, artbook-quality glossy paper for every page, utterly lavish and deep, deep use of color on every full-page piece. Even the works where I'm completely unfamiliar with the source material are just spellbinding due to how gorgeous they are. Plus, there's a two-page spread of an image from that Lunar 2 Lemina novel of child Lemina in the garden of the broken-down guild, and the image totally deserves those two pages, because the color and detail of the garden is just sumptuous. (It's also more proof that Funato's "everything I've done for Lunar is in the PDFs" assertion is bunk.) In other news, I've gotta get that book with the Phantasy Star III piece now.

- The Baten Kaitos doujinshi is well-drawn but deals in a rather broad kind of humor: seeing the cast in goofy character-printed underwear, etc. Not for me. It does, however, boast a short manga set after the ice-statue incident in Wazn (where, if Kalas is a jerk to an ice sculptor - and when isn't Kalas a jerk, really - the sculptor will create an ice statue of him in an unflattering pose) where the other party members are goofing off and showing how they'd pose if they had statues, and Savyna is doing finger guns in her pose, which atones for many sins.

- The Mystic Ark doujin features a bunch of disconnected vignettes and art that's one step above "meh." (It's also kind of short - less than 20 pages, with a good portion in the back dedicated to the artist thank-yous & ads & whatnot.) It pairs Remeer & Felys romantically, which doesn't sit right, because they're an either/or choice of protagonist in the game (whose scenario doesn't really accommodate both of them existing at once) and brother & sister in the manga. It's not done particularly well, but you're surprised to find it done at all, etc. etc.

- ...Which brings us to that Lunar doujinshi. The one where I said it didn't seem the artist was mentally well? ...Yeahhhh. That's gonna deserve its own post. He seems to go back and forth between several styles? Like that guy who drew all those manic cat paintings that're always used to illustrate the progression of schizophrenia? But a few of his styles are actually pretty good, but his main style is kind of inexplicably incompetent? Like, he tries to draw pin-ups of the girls, but he has no idea how to draw breasts? They come out misshapen and kind of clumpy in parts? And everything is sporadically interrupted out of nowhere by these ghoulish demonic faces, because the artist is fighting a losing battle with his personal demons? Also, he seems to be a really big fan of Chō Aniki, because then there's this: Cut for beauty )
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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: (chalk)
Sadal Suud: The developers said that Sadal Suud is themed on archaeological ruins, so let's say Spelunky & La-Mulana. (Some folks say they feel Origins Rodolfo is localized in spots as a George W. Bush joke, but the world is lacking in George W. Bush video games.)
Diadem: Robot Unicorn Attack, as it reflects the two constants of Diadem life: living in a unicorn painting circa 1989 and Machina attacks. There's a strong following for Umihara Kawase in Nashira, though. The Knights of Diadem like the Joust series, because you know at least one of them has gotten on a flying ostrich or pegasus at some point.
Anuenue: Kolibri; Rainbow Islands.
Alfard: Far Cry 4: Play as Pagan Min Edition. The legally-mandated hit mobile title Emperor Geldoblame: Hollywood. Hatris (duration of Origins only). Also, Alfard's gaming message boards are filled with nothing but resolution & framerate nitpicks.
Azha residents legally relegated to Tiger handheld electronic games.
Duhr: Pilotwings; Notam of Wind; Majora's Mask.
Wazn: I don't know, but even here, no one likes Ice Climber.
Mira: Nationwide midnight release parties are held for the yearly release of Goat Simulator. Schools petition for Goat Simulator to be released on weekend to avoid massive truancy. Parnasse sweet shops release limited-edition Game Fuel: Caprine Cornucopia cider.
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indigozeal: (hate)
I haven't talked about Chrono Cross for a while, primarily because the game hit a stretch that was so phenomenally stupid and patience-trying - I mean, patience-trying even for that game - that I was forced to shelve for a while for my own sanity. I'm thinking that I want to put it to bed soon, though, so let's catch up on old, stupid business. Cut )
indigozeal: (startree)


Kentucky Route Zero reminds me most strongly of the Utena movie: it boasts a painstakingly distinctive & polished art style and looks just terrific, but the thick tangle of compressed metaphors and stylistic affectations gets in the way of its human stories. The game's best chapter is its first, which follows a deliveryman for an antique shop in search of the location of his very last dropoff, which, he keeps being told, is located off the mythical "Route Zero." I enjoy settings that are specific, journeys that don't trot the entire globe like we so often see in videogames but instead explore a single location or culture in depth; while KR0's first chapter has a strong dose of magical realism, it's rooted enough in something resembling the actual Kentucky, and I enjoyed exploring the overgrown Appalachian mountains, driving down sparsely populated country roads, and learning about stuff like coal scrip. There's a real haunting sense of place as you explore out-of-the-way locations along your deliveryman's route - an abandoned church where you hear choir singing outside but discover upon entry that it's just a tape recording playing to an empty audience; a run-down convenience store with indistinct marine creatures swimming in ill-lit, murky tanks - on impulse, the deliveryman plunges his hand in one of the tanks and has a vision. There's life and civilization here in the backcountry, but it exists in lonely pockets and often resists explanation.

Subsequent chapters, though, get way more into outright fantasy, as our protagonists are carried away by giant eagles out of Lord of the Rings, get robot limbs, and visit distribution centers staffed by aliens. These ideas certainly aren't the product of an unimaginative mind (and they have, in some cases, a metaphorical purpose), but they lead the story more and more into abstraction and away from the skancewise human element that made the game's setting so affecting. Kentucky Route Zero's later chapters also have the aggravating tendency to pile on more and more characters and side objectives before the game's finished everything on its plate; as soon as you get absorbed in one storyline, the game shifts gears and says, OK, here's the next shiny thing, drop everything and fixate on this now. I understand that on-the-road stories have an inherent transience in what you see and visit, but this comes off too often in KR0 as just the result of a short attention span, reducing intriguing concepts to passing distractions.

Another aggravation was the nature of choice in the game. Choice systems in videogames come in two general varieties: either the parameters of the universe are set and you're determining your character's actions within them, or you're determining the parameters themselves. KR0 initially seems like the latter type of game: your very first option is to name your dog and establish its gender; later on, you can choose whether your characters previously got lost because they were new to the area or because they had been drinking, etc. You're defining certain parts of who your characters are, not just what they're doing during the timeframe of the game. OK, now, later in KR0, there are a couple junctures where the game makers offer an option to give one of the characters a certain backstory - which I turned down, since it would've weighed on the road story like a leaden curtain. The late third chapter, though, hinges on a "but thou must" non-choice that not only definitively establishes this backstory but cements it as the central plot of the game. It felt like an unnatural intrusion, a betrayal not only of atmosphere but of mechanics: the entirety of KR0's gameplay rests on player choices, on you writing this story (or at least its details) as you go along, but here, the writers abruptly entered the frame to render a good deal of my choices ultimately pointless and Canonically Wrong.

Still, the game looks like nothing else on the market, and there are moments and sights that aren't offered anywhere else. Videogames usually do understatement horribly, but there's an empty scene between the deliveryman and his employer, who is developing dementia, that's excellently understated, a dialogue between two people who know each other well but have nothing left to say to each other, despite desperately wanting it to be otherwise. (The scene is also memorably lit, with pale, strong morning sunlight that casts grey shadows in the foreground.) The game finds a number of original ways to direct its action, from choosing the lyrics to a song to describing the playable characters' actions in one section entirely through chatty secondhand accounts from NPCs. And there's the Zero itself, which looks to be very much like what would happen if the psychedelic continent of Mira from Baten Kaitos had a highway authority. And the game's hallmark building, a gas station shaped like a horse's head, with the structure's underground basement forming the rest of its interred body...there's a lot to like here. I was extremely aggravated during large stretches of Acts II and III, and I suspect I'll be rolling my eyes a good deal moving forward, but I don't want to ding the game too hard for its faults, since while it's a mess at times, it's one of those messes that few other titles would have the audacity to create.

(Bonus: Ever since watching this LP, I have a hard time imagining the game without the male LP partner's voices.)
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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: (funny)
PSN was having a big sale on Square-Enix games about a week ago, which I took as a sign from the gods that I should get Chrono Cross freaking over with already. I discovered that I was out of space on my PSP memory card, so I ordered up a reasonably-priced 32 GB card online. It arrived promptly, but when I opened the envelope, I discovered a note explaining that the card I had ordered was out of stock and that my order had therefore been upgraded...to a whopping *1* GB. I brought up the listing, thinking I had been scammed, but no: I really did mistake the "M" in the listing for a "G," because I had never thought to consider that Sony might be making 32 MB flash cards in The Year of Our Lord 2014 (or even The Year of Our Lord Whenever the PSP Came out). So I have effectively paid eight bucks for 1 GB of memory, but I decided to keep the card on the idea that it makes for a better story if Chrono Cross is a complete inconvenience from beginning to end.

In case it's not obvious, I'm approaching Chrono Cross as a fiasco. Nothing I have heard about it tells me it would be a good sequel to Chrono Trigger - my impression is that it follows up a title that was sleek and elegant with needlessly, overly complex mechanics; that it substitutes Trigger's tight-knit, universally-likable cast with a host of nobodies differentiated primarily by their accents; and that its treatment of its Chrono Trigger plot elements is childishly grimdark. I understand, however, that it was made by the some of the same folks who made Baten Kaitos, and I've heard that some elements of its battle system herald Baten's, albeit in an extremely clunky form. We'll see if those impressions change, or if any interesting discoveries regarding Baten's heritage are made.

So far, a couple hours in, I don't have my hopes up. The primary vibe I'm getting from Chrono Cross is "desperate." It's desperate to establish itself as a Real Genuine Follow-up to Chrono Trigger, No, Honest, as it opens (after an initial dream sequence) with the exact same dialogue and steals several of its most prominent music cues and compositions from Trigger. It's desperate, in that early 32-bit era way, to establish itself as Edgy and Mature and Not for Kids, with awkwardly shoehorned-in cursing and tit jokes in the first fifteen minutes. The game's first big in-game cinematic is a vision of the hero standing over the heroine's dead body, smiling with a knife dripping blood (cue close-up of a fat, greasy drop plopping off the blade). It's kind of ridiculous.

The battle system is a turn-off as well. It's not explained well (and the instruction manual, hilariously, gives you absolutely no information on how anything in battle works), but from what I can grasp: when characters attack, they can choose from one of three types of attacks (weak, middle, and strong), each with a different likelihood to hit. Landing one hit will allow you go for another hit; missing will...well, sometimes end your combo, but sometimes not - who knows why. Landing enough hits gives you the ability to cast a spell on your next turn. If enough people have cast enough spells of the same element, you can cast even more powerful spells in that element; otherwise, you're limited to Level 1 stuff. The problem is that there are really only two patterns of attack (go for the basic weak-mid-strong arrangement, or go for strong all the way through), so there's very little variation when it comes to attacking, and I think (though I'm not sure yet) that any character can use any spell, so there's not really any inherent difference in characters besides attack strength. Baten differentiated its characters in interesting ways and gave you a vast array of character-specific and generalized cards, from which you could build a unique deck for each character. On top of it, Baten's cards just looked nice, whereas here, you're just highlighting a few dinky lines of text. Also, Baten Kaitos is fun and rewarding to play, whereas this...just isn't, at least so far.

Meanwhile, speed when it comes to game mechanics isn't as big a thing with me as it is with other players, but I can appreciate the efficiency with which Trigger opens a battle right on the map screen, cuts right through it, announces its results with just a few lines of text, and returns you right to exploring. Cross takes you to a separate battle screen with this huge, slow pan across the field, then walks you post-battle through several slow and clunky screens announcing changes in character status and asking if you want to heal up and informing you of the worthless trinkets you've won. It's a graceless and patience-trying production.

(Aside: What is it with 32-bit Square and its obsession with worthless trinkets? Legend of Mana had it, too. I can't say it's satisfying to be "rewarded" for winning a fight or finding a treasure chest with just a scrap of leather or shard of bone that you might, if you gather 50 or so other said scraps or shards, be able eventually to trade for a weapon that's half as effective as the one you currently have.)

The story is not grabbing me, and while that wouldn't normally be a surprise, the off-putting plotline links to CT really haven't started in earnest yet. We're still establishing the backstory of the hero, who's suddenly pulled by unknown means to an alternate dimension where he passed away in an accident ten years ago. I actually thought that this part of the story could have promise; it'd be difficult to return to the time-travel gimmick after Trigger's history-spanning plot, but exploring alternate realities is an intriguing way of following up on and yet side-stepping a time-travel tale. The hook just isn't grabbing me in this case, though, and I think it's in great part due to the characters. Marle and Lucca were both likable firecrackers, but Cross sticks you with Leena, the hero's tiffy and kind of demanding girlfriend, and Kid, a loudmouthed thief who - spoilers - is the reincarnation or otherworldly projection or something or other of Schala, even though Kid is distinguished chiefly by a) her cheap Australian accent straight out of an Outback Steakhouse commercial and b) liberally sprinkling her dialogue with "piss" and "arse" and other PG-13 obscenities, traits which really don't apply to Schala. Both Leena and Kid are absent much of the time, though, and the hero's mute, which means that most of the story is relayed through your only other companion, this pink Poochie dog who speaks with a lisp.

Plus, there's a lot more happening in Trigger's first act - you're catapulted to 600 A.D., meet Frog, are thrown in prison and escape, and then dash off to 2300 A.D. and the real meat of the plot in short order. Two hours into Cross, and I'm still just wandering around the starting island, listening to all the characters in both dimensions wax melancholy about how everything changes and nothing lasts forever and the world sucks.

I had also forgotten that the tiny little hamlet of Porre from CT was the huge invading threat in this world. It's ridiculous, as if all of Lunar were under attack from Meryod or something.

One place where the game does resemble Baten Kaitos is in the brightly-colored and richly-realized settings. The hero lives in this seaside bamboo village festooned with colorful kite-like structures, while the sandy temple from the opening dream resembles something out of Myst. The whole game has so far looked like it takes place inside a coral reef, and it's easily the game's strongest point.

I also discovered the Littlest Gibari.



Not that you can pick him out there considering the size of the screenshot. (He's referring to the fish he caught, by the way.)
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indigozeal: (Daniella)
One of the smart things about the game is that while it actually is one of the first prominent uses of the twist I was discussing in the previous post, it doesn't take it as a be-all end-all - and I don't mean solely in the sense of using the device to explore a theme. In most other games, the twist is the endpoint of the narrative; in Baten Kaitos, it's only the midpoint. The plot develops considerably past the point where the twist is sprung, exploring why the hero made the bad choices he did and giving the other characters - and the player! - a chance to work past where things went wrong. (It even uses this tack to escalate the player's meta involvement in the plot, as it eventually asks you to forgive a character who has personally betrayed you.)

As I said earlier, the twist has been used to good effect in a number of games, but it's near-necessarily dismissive in a way; it's asking players to feel ashamed of themselves, to go to their rooms and think about what they've done. Baten Kaitos is too interested in its characters and people in general to throw them away after one mistake, and while it's a bit less critical than is perhaps advisable in regards to its all-encompassing forgiveness, it's a richer plot for that decision.

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indigozeal: (startree)
Because no one's ever done that before.

Skeed & Vallye: Hawk's wings. (Note for them and all subsequent Alfard characters: yeah, I know most of them probably don't actually have wings.)
Ladekahn: Since he's supposed to be Mr. Archangel King of Cloud Castle, he probably has stereotypical angel wings. Maybe sunset-colored, to match Diadem's clouds? Softly so, not gaudily so. Or maybe he has those compound sets of wings that seraphim have.
Corellia: Dragonfly wings, I'd say, but if anyone knows of any insect-type wings that're more "beautiful in a natural, 'grotesque' way" rather than "beautiful in a natural but stereotypical, safe way," I'd like to hear about them.
Folon: I can see him being the one to have bat wings. That seems almost too stereotypical and not-weird for him, though? I was almost thinking pterodactyl wings, but they're too unwieldy and not-mobile.
Larikush: Owl's wings, maybe. Like these - barn owl's wings, mottled brown and white, with a rounded, subdued profile. (I had a better picture of the distinctive wing shape but lost it, dang it.)
Melodia: Large swan wings. Pure white and dramatically beautiful.
Giacomo: Rocket Boots here needs no wings (though considering how slowly he moves in them, maybe he could use the speed boost), but I think dragon wings suit him best - showy and aggressive, lacking the "softness" of feathers, all power.
Fadroh: I was going to say iridescent bottle-fly wings, something gaudy (and kind of little, Fadroh being a self-impressed but initially inobtrusive presence) but ultimately kind of filthy. But now I see that it's the body of the fly that's iridescent, not the wings. So I dunno.
Also, I see that some bottle-flies are more yellowy than deep green. Given Fadroh's outfit, I'm going for deep green here.
(Hey, now: there's also a "cuckoo wasp" that has a more reliably green palette. The wing shapes don't fit, but I think we can agree that something called a "cuckoo wasp" would fit Fadroh very well.)
Not Anna or Reblys but: There's this fish called the sea robin that sometimes has these side fins that're really colorful and wing-like. Might work for Anna? Someone from Nashira way needs them.
Calbren: I can't think of anything weird enough for the mayor of LSD Land, but I'd like to see it. I wanted to give someone moth wings, and while Calbren has the personality for them, they don't suit his domain at all.
Trill: Since she lives in Mira and everything's weird there already, maybe she has palmier wings, I dunno.

Also: someone needs luna moth wings. (Ayme came to mind, but the colors don't really fit.)
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indigozeal: (Daniella)
Hey, how've you been? I've had a pretty good Easter, in contrast to last Christmas. I burned a copy of the Mystic Ark soundtrack to accompany me on the drive to dinner, and I was in the process struck again by the score's idiosyncratic track names: "Your Eyes Are Always Beautiful When You Fight," "C'mon; Packed with Power, I'm Your Opponent!" and "Greetings; How Are You? With Me, It's Just the Same Old, Same Old, Day in, Day out." The titles often take this familiar, chatty tone toward the characters whose actions are being scored, sometimes written from their perspective as dialogue, which suits the frequent Alice in Wonderland stage-play tone to Mystic Ark's events, as well as the ultimate prominence in the game of a loving, watchful parent figure. (In a slightly different vein, "Your Eyes Are Always Beautiful When You Fight" has always grabbed me as a title, straddling the line between ennobling endearment and fetishistic voyeurism.)

It got me thinking about how track names can be an art all their own:

- Secret of Mana is another game with lengthy track titles: "The Color of the Summer Sky," or "What the Forest Taught Me." Reflections or observations of phenomena - little glimpses of the natural world. Which is appropriate for a game that's all about an appreciative journey through the wonders of nature.

- Motoi Sakuraba's score for Baten Kaitos is, like Mystic Ark's, an OST famous for its slew of alternate track names. "A Tower Built on Sand," like the track itself, is evocative of the illusory, transitory nature of the phantasmic continent Mira in its sand castle imagery - an unusual combination of natural & manmade beauty built on an unstable foundation, here one moment, gone the next.

- No More Heroes names its tracks with inexplicable conglomerations of nouns and modifiers - "Pleather for Breakfast"; "Mach 13 Elephant Explosion" - that nonetheless describe the bizarre fights they score. In a few instances, though, the references escape me; I've investigated multiple times whether "Stop Hanging DJs" is an anagram for something but have come up empty-handed, and I'd still like to know what "Vioectrolysis" means. "The Virgin Child Makes Her Wish Without Feeling Anything" is a long title for a short song, but it matches the grandioseness of the performance and the over-the-top melodrama of the song's events.

- The classic in the department of odd videogame track names is FF8's "Only a Plank Between One and Perdition." It manages to sound poetic without actually communicating a coherent visual metaphor.

- Phantasy Star II had some evocative track names for an early RPG, due perhaps to a character limit on the in-game sound test that allowed only for very short names that were "Engrishy" in their seeming irrelevant abstractness but appropriate anyway. "Violation," for instance, plays in the Esper Mansion and is appropriate for what feels like trespassing into such a still and holy place. "Never Dream" is unsettling, like the infamous ending - not threatening, but adrift, subdued, and vaguely elegiac; a disturbing half-memory from a phantasmal world that lingers with you through the morning.

- The first Silent Hill gives its tracks names with apparent deep significance ("Only You," "Till Death," "Heaven Give Me Say", "Never End, Never End, Never End") that do not correspond at all with the situations they score. That's in line with the game itself, though - a message from an alien frame of reference. This shred of ephemera means something to somebody, but damned if we're going to let you in on what it is.

- The Castlevania series has a rich history of music, but I'd single out "Cross Your Heart" for the title's three levels of imagery: a crucifix held against one's heart (or, as the alternate track title states, "close"); a sworn promise; and the action of crossing oneself in a prayer for divine guidance, or to remain safe - all three of which suit a vampire hunter.
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indigozeal: (poppy)
There's a manga version of Yume Nikki now. Well, it was released as far back as July, but it's news to me, let's put it that way. This seems to be a trend - I'm delighted to discover that Ib is getting a variety of merchandise, and RPG Maker stars The Witch's House, Houchou-san no Uwasa, and Ao Oni all have manga now. (Amazon Japan, as a matter of fact, sent me a targeted ad for the Ao Oni manga a while ago, even though, save for the 999 novels, I haven't ordered anything remotely like it. That's creepier than anything in the game, for my money - Ao Oni has now gained sentience and come looking for me.)

I like this turn of events in general, as it allows people to give the creator of a free game money. I see, though, that the Yume Nikki manga has words, which is all wrong for an adaptation of such a silent, abstract game. Then I got to thinking how Yume Nikki would be great as a Fantasia-esque collection of animated shorts, scored by the 24 Effects CD.

Which got me in turn to thinking about games whose stories might work nicely in other media:

- I'm sure that the number of players required would be prohibitive, but it'd be interesting to try to run one of 999's nonary games via a Dungeons & Dragons-type setting. You'd probably need more than one dungeonmaster for when folks got split up, but 999's story-heaviness and emphasis on group dynamics and decision-making would seem to fit D&D quite well. I also wonder if certain elements of a nonary game could be adapted for a Clue-type boardgame - try to divide players or have them team up at certain points so you can get through a gate and access more of the board, etc.

- Ib might not make for a bad live-action film, were it handled correctly. No schmaltziness, no big, splashy special effects (save for the "town" at the end) - something like Paperhouse that lives in imagination but is removed and subdued enough where there's room for darkness, too.

- It's not like Baten Kaitos doesn't have a good deal of concept art, but so much of its character lies in the lavish beauty of its settings. (I wasn't disappointed when I bought the game's artbook, but I wish it had more on the creation of its physical world.) I'd love to see something like a series of rich landscapes set in various corners of the Baten Kaitos world, with each tableau telling its own little story - something in the vein of what artist Naohisa Inoue did to illusstrate her world of Iblard.

- I know that half of Daventry is taken from old fairy tales anyhow, but the whole King's Quest collection seems like it would make a great kids' book series.

- The score to the first Silent Hill is great driving music; you're really reliving the experience as you go down the road. While not all parts of the game's narrative are conducive to an audio-only presentation, scenes like meeting Dahlia and the confrontation in the Good ending make me wonder if, with a little narration from Harry, the game couldn't be a quite effective audio drama.

- A note on an adaptation that's already happened: Clock Tower: Ghost Head is way better as an audio drama. It's far more effective with the heroine narrating her own psychological break, and the narrative that in the game is fractured and unsatisfying here actually works to the story's advantage - Yuu is, after all, being pulled through a series of Grand Guignol events that she only half-understands.

- On the other end of the spectrum: From its open-coated abulousness to the juvenile grimdark storyline to the awful dialogue to MY WHIP IS MADE OF BLOOD, you can't tell me that '90's comics aren't the natural habitat of the Castlevania: Lords of Shadow series. (Countdown Vampires, meanwhile, actually has a '90's comic book already, but it's too essentially good-natured and, though it talks a good game, ultimately disinterested in attitude to fit the genre.)
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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: (chalk)
The more I read about the second Baten Kaitos game, the less I like it. Only three characters? Yet another wing-ripping scene in a story featuring pseudo-angelic characters - are they all required to have them now? And apparently Origins thinks Geldoblame got the job because he was "the only one left" after its events who knew how to run the Empire? What? Christ, Dweeb'll be Emperor within a week of his return. I recall Alfard falling into alleged disarray and widespread famine unbelievably quickly after Geldoblame's assassination (assisted by most of its armed forces being transformed into hellbeasts, admittedly, but still). Is it just a North Korea-esque failed state, putting up a stiff front militarily but with its infrastructure on the brink of perpetual collapse?

Anyhow, here's a meme that originally included questions on both Baten Kaitos games, with the questions about Origins cut out.

Cut )
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indigozeal: (bruno)
I mentioned how I found challenging but ultimately enjoyed how Baten Kaitos approached healing - the items that can heal you in battle constantly decay and have to be replaced, and the high-level, more-effective heals are available only through a form of trial-and-error crafting. It got me thinking about other RPGs that have interesting mechanics that play with limiting the availability of healing somehow.

- Planet Stronghold is turn-based but uses an aggro system adapted from MMORPGs. Nothing draws aggro on a character like having them heal, and you can imagine that having enemies gang up on your tech users, typically the frailest members of your party, will not go well for you. It makes the timing of healing a tactical decision - do you really need to heal right now? Can another member of the party do something to deal enough damage to draw aggro away from your healer on this turn? Add to this Planet Stronghold's severely limited MP pools and the fact that you can't use techs outside battle, and you really have to think before you heal.

- Poison works in a really odd and uniquely aggravating way in Phantasy Star III - instead of slowly sapping your HP, it will not only render you unable to heal, but it will also prevent you from seeing how much HP the affected character has left (instead of, say, 207/286, his HP will be displayed as P/286). Despite that PS3 is generally Wrong Wrong Wrong: The RPG, this mechanic leads to some interesting games of chicken: since antidotes take up valuable limited inventory space and MP needs to be saved for healing proper, I kept mental tallies of the damage my poisoned characters had received and subtracted it from the HP I thought they had pre-poison, trying to postpone treating the condition for as long as possible. (Poisonous enemies tend to populate an entire area, after all, and it wouldn't do to waste and antidote or Anti tech and then have the patient just get poisoned again in the next battle.)

- The DS RPG Contact has you cook up foods to restore your health in a crafting side-mechanic, with the added catch of digestion time - the more elaborate the dish, the more it heals your character, but the longer it takes to digest. You can't eat anymore or heal anymore while you feel full, limiting the amount of HP you can regain in a given time frame. Interesting, and something that would normally skew battles to a defensive bent on your end, but your control over your character in Contact is severely limited - you just put equipment on him and send him off into real-time auto-battle, occasionally interrupting to change his tactics or feed him items. Plus, most dishes aren't preparable until your cooking stats reach like level 50, and I was at something like 13 by endgame. The mechanic isn't very well-planned, but then again, neither is anything else in the game. It needs to be taken away from Contact by a Videogame Idea Protective Services.
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indigozeal: (chalk)
Final round-up of Baten Kaitos:
Fly like the wind )

Well, that about wraps it up! One of the best RPG experiences I've had in recent years, shortcomings notwithstanding. But let's not be sad. There's only one way to close this out.
.

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December 2016

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