| Jun 13200910:35 am |
Archive for the 'Uncategorized' CategoryGreater Objectivity in Certain Reviewing-Related MattersFor the past week, I’ve mainly been playing Samurai Legend Musashi, a PS2 action RPG from a few years back. Overall, it’s fairly average, but despite the simple battle system and other, smaller issues, it’s a fun game and I’m enjoying it. This might sound odd, but one of the things which attracted me to the game in the first place was its length. In reviews, I’d read that it was fairly short for an RPG, and indeed, I’m getting near the end now and am somewhere around the fifteen-hour mark. Your modern JRPG (turn-based, action, or strategy) clocks in at an average of fifty hours if one includes any required grinding and a sidequest or two; going for full completion typically takes much longer, and often requires going past the hundred-hour mark. That Musashi offers a complete action RPG experience in a length that was adequate in the 16-bit era is certainly not a negative, especially for a genre fan like me who only has so much time to devote to gaming. I don’t think Samurai Legend Musashi’s length should’ve been a negative factor in reviews (which it certainly was in some of them) unless the story felt rushed or inadequately told. On the contrary, the story in Musashi is simple and fits the overall length very well, and though I’ve yet to beat the game, I haven’t seen anything that would indicate a less-than-satisfactory ending. And that brings me to today’s topic: some things I would like to see listed separately in reviews that shouldn’t be considered as a positive or negative within the review itself unless there’s a very good reason. First off, average game length. If a game leaves one wanting more, I can understand that. However, lambasting (or praising) a game simply because it’s a certain length is pretty silly. This is especially true of modern RPG reviews, where the general consensus seems to be, “the longer, the better.” I understand there’s a cost/value consideration, especially when it comes to pricey but short actioners a la God of War, but this is one area where I feel that it’s best for the readers to decide for themselves, as not everyone has the same amount of leisure time to devote to games. The only site I visit on a regular basis which tends to list length separately is RPGamer; I’d love to know of others. Speaking of RPGamer, they do the same with difficulty. Not all gamers sport the same level of skill, and thus, as with game length, one size does not fit all. Slamming a game because it’s “too easy” doesn’t do it or its potential audience much favors. Again, there are exceptions, the biggest one being the accounting of difficulty/learning curves, which is something I always want to know about when reading reviews. Otherwise, readers should be told up front, without further judgement, how easy or hard a reviewer found a game to be. The last major one is the manufacturer’s suggested retail price—in American dollars, euros, yen, Microsoft points, whatever. Now more than ever, games vary wildly in price, from free browser-based titles to pricey special edition versions of big-budget console releases. As previously implied, pricing can be tied in with average length, as there’s a “cost per hour” metric which some gamers like to account for, but only some of them. Listing the price up front, but not commenting on it unless there’s a damn good reason, is something I’d like to see in a lot more reviews. There are some other separate factors that may also be considered. One of these is genre, another is potentially objectionable material (something which the parent-oriented sites, as well as mainstream sources like the New York Times, tend to cover). In general, though, these three represent what I feel are the most important variables that separate gamers: how much time they would like to spend on a single game, how much (or little) of a challenge they prefer, and how much money they are willing to drop. |
| Jun 0420099:40 am |
Archive for the 'Uncategorized' CategoryFinal Fantasy VII, E3 2009, and the Love of the OldIt’s been a busy week. In between real-life obligations, there’s also been livestreams (and liveblogs) of press conferences to watch, previews to read, and games to drool over. As the news editor for the Final Fantasy VII Citadel, however, one little line uttered by Jack Tretton during Sony’s press conference kept me particularly busy; something about FFVII being available on the PlayStation Network’s store that same day. I was not done, though, as Europe is also getting FFVII this week.
Unfortunately, us FFVII fans get a bad rap these days. Thanks to the overall mediocrity of the Compilation of Final Fantasy VII (though I hear Crisis Core’s gameplay is okay and Advent Children Complete is supposed to be decent), along the original game’s own popularity, there are a lot of haters. I don’t think there would be nearly so many these days if the Compilation hadn’t come about and added to the fanbase—and to the number of people clamoring for a “next-gen” remake, a potentially expensive and disastrous proposition. I’m not one of the remake-wanters and am in fact very much against the idea; I did advocate a remake several years ago, but that was long before the Compilation came along and made the FFVII canon into lacy swiss. That said, I am very happy that the original FFVII is now available through PlayStation Stores worldwide, both for the old fans as well as the newbies who (understandably) don’t want to pay astronomical prices on eBay. Although FFVII was the only old game that commanded a great amount of attention this E3 thanks to its rerelease, nostalgia is hardly in short supply. This week has seen game announcements for storied franchises (Metroid: Other M, Castlevania: Lords of Shadow, and a smattering of Metal Gears, to name a few), upcoming franchise entries that also share an old-school feel (New Super Mario Bros. Wii), wholly new games that are decidedly old school in their approach (CliffyB’s 2.5D Metroidvania titled Shadow Complex), at least one remake (Secret of Monkey Island: Special Edition), and at least one game—an entry in a younger series—which employs nostalgia in a different way (The Beatles: Rock Band). It’s no secret that game developers are shying away from big-budget new IP; times have changed and game development costs for next-gen titles can get into the astronomical. I don’t think gamers mind much, though. For all the demands for innovation and all-around general newness from the hardcores, new sequels and spinoffs for old favorites generally seem to be met with welcome arms, provided developers don’t deviate from the familiar too much. Add an extra dash of “awesome”, as Nintendo did when it revealed that its new Metroid was a collaboration with Team Ninja, and a receptive audience is guaranteed. There’s no shame in sequels and spinoffs as long as they’re done well and with obvious care, and while the sheer number of them at the Big Three’s press conferences was a little disheartening, at the same time, I’m really anticipating the latest Mario & Luigi game and think God of War III looks great. I know I’m hardly alone in that respect. Now to fight back the urge to play FFVII again… Special Stage: Here’s some of my favorite E3 videos. By no means are these the only games shown at E3 that I’m interested in: |
| May 2220096:10 pm |
Archive for the 'Uncategorized' CategoryToday’s Odds & EndsI typically save episodes of Listen UP for when I need to kill time, and sometimes wind up with a backlog. This wasn’t the case this time around, as I only had last Friday’s episode to catch up on while doing laundry today. I was particularly intrigued by the bit about EA Sports Active, which is out this week. Wii Fit has not stuck with me at all, and I still slip from my regular DDR routine from time to time. This sounds like it’s worth a look. Speaking of 1UP, I visited the site today and skimmed through their recent feature titled, “101 Free Games 2009″. The presence of the wacky fan-made RPG Barkley, Shut Up & Jam: Gaiden, which I played earlier this year, surprised me, but I’m not complaining. This unholy marriage of JRPG and NBA is short but sweet, and fairly competent for what it is. Check it out if you haven’t already. Today’s announcement of Metroid Prime Trilogy for the Wii was another pleasant surprise. I haven’t played any of the Metroid Prime series—or any Metroid games, for that matter—and had always heard good things about them. This is getting a place on my “want” list. Which reminds me, I also have to get the New Play Control version of Pikmin… |
| May 0920092:34 pm |
Archive for the 'Uncategorized' CategoryThe Spirit of ExplorationStorytelling can be a rather contentious subject in modern video games. Not all games have or need stories, but many of those that do seem to be carefully scrutinized by those looking to justify gaming as an art form. Part of this is due to gaming’s inferiority complex, which explains the film and literature comparisons that get thrown around every so often. However, I believe that the best game stories, the ones which gamers should be holding the most dear, take advantage of the medium in ways unique to it. The most important thing separating game stories from other types is that they typically utilize second-person perspective. While stories in other media tend to be first-person or third-person, second-person narratives are extraordinarily rare. Games, on the other hand, use second-person all the time: you are the main protagonist, and it is through you that the story takes place. Though third-person perspectives are sometimes interlaced with second-person ones through the use of cutscenes, second-person seems to be video games’ POV of choice. Seeing as how this is the case, and coupled with the interactive nature of the medium, the types of stories best-suited for games are ones told through the environment and incidental events, with the “you” character left fairly open to interpretation. You play an protagonist who, at the beginning of the game, finds themself in a new and unfamiliar situation. Your final goal, though not obvious at first, can be anything from escaping confinement to saving the world, but when initially presented with your surroundings, the first thing you do is either explore them on your own, or do so while following a guide of some sort. Through these explorations, the world and the characters and things within it begin to tell the second-person “you” the story, and you are drawn in, becoming not only involved in the tale, but central to it.
Environmental second-person storytelling is also at the heart of Portal. Here, the voice of an artificial intelligence guides you along through a series of laboratory tests. However, the real story is told through independent exploration conducted during the process of figuring out the tests’ puzzles. This not only gives the player a break from an otherwise rigid, linear experience, but enhances it as well. One game which has been held up on a pedestal by the Games As Art crowd is Shadow of the Colossus, and on the surface, it appears to hold to the same narrative structure as Portal. However, there is a distinct reluctance by the game to trust the player. First off, subtext is primarily handled with cutscenes rather than through the player’s own discoveries; the only pieces of the story the player has an active role in is through the killing of the titular Colossi. There’s also the fact that the god-figure will start to offer hints if the player seems to be taking a long time to figure something out (and annoyingly enough, this feature can’t be turned off). The hand-holding at the beginning of the game, in the form of brief control tutorials which come along as necessary, is truly helpful and not too invasive, but the god-figure’s hints take helpfulness to new extremes. These quirks, and the latter one in particular, break the immersion and remind the player that they are not the protagonist but rather a person playing a game, thus lessening the potential strength of the narrative. Most story-driven games don’t (or can’t) follow the same approaches that Cave Story and Portal do, and instead make use of compromises. These could be anything from a silent protagonist, to branching paths and multiple endings, to an “open world” structure. This is not necessarily a bad thing—some of my favorite games use such compromises to great effect—but to me, an ideal game story is one that can’t be told quite the same way in another medium. A good narrative that relies heavily on cutscenes and handholding is one that might as well be translated into a television show or graphic novel. On the other hand, one that encourages and rewards exploration and experimentation is one that I would be loathe to revisit in a form other than a game. |
| May 0720093:35 pm |
Archive for the 'Uncategorized' CategoryScrap Brain ZoneWelcome to my latest project, Brain Scrap House, built (somewhat literally) on the heaping remains of okamiblog and named after a short-lived column I wrote for the similarly defunct Fantasy World XD. This blog is something of a continuation of that column, with random thoughts about video games and the culture that surrounds them. I’m afraid I don’t have much to say for this initial entry, but in the meantime, feel free to check out my regular blog. There’s also the original Brain Scrap House columns, which can be found via the “Archive” link above. ‘Til next time… |
| Nov 0120081:23 pm |
Archive for the 'Uncategorized' CategoryLast minute stuffAm tired (didn’t get any sleep last night), but I’ll launch the blog tomorrow with an introductory post and delete all the “working” ones (including this one). Before then, I’ll fine-tune everything with the site today. Hope that works for everyone. In the meantime, the “About” and “Links” pages could use more info, if you guys are up for it One thing to keep in mind: when creating a new post, make sure you hit “Post” and NOT “Page” in the WordPress dashboard. Potentially confusing, I know @_@ I’ll start Okami either tonight or sometime tomorrow; nama mentioned that he’s starting today. We’re all playing the PS2 version, right? |


