Press "Enter" to skip to content

Tag: action/adv.

Non-QTEs, Less Linear JRPGs, and Other Stuff

Beat Devil May Cry 4 last week. Not the best game in the series, but certainly had its high points. All the hallmarks were there: bishies, hot chicks, gothic interiors, death metal songs that play during battles, and occasional violations of the 180° rule when moving from place to place. Unlike the others, Dante is not playable for much of the game. Instead, the player takes the role of Nero, a young man with similar fashion sense and slightly less campiness than Mr. Sparda. He also has a glowing arm, which can be used to grab far-off enemies and unleash brutal attacks on them. These attacks vary depending on the enemy, reminding me of Quick Time Events, though not in the traditional sense. As such, Nero is a fun character to play. Dante controls much the same as always, and is also tougher to control compared to Nero, due to the lack of Glowing Hand.

Although <i>Rune Factory Frontier</i> is mad addictive, <b>this</b> is what I'll be playing today!
Although Rune Factory Frontier is mad addictive, this is what I'll be playing today!

As for Rune Factory Frontier, I’m still plugging away at it, and passed the 100-hour mark this weekend. All that has been ever said about JRPGs and linearity doesn’t quite apply to the Rune Factory series. Yes, there is a single storyline and a set progression in terms of unlockable areas, and no, you can’t fully customize your hero character, but everything else is wide open. There’s tons of things to do—farming, fishing, crafting, cooking, and much more—and like any good Harvest Moon, there’s also a wide range of girls to hit on, and eventually, marry. It’s rich and immersive in a way that JRPGs traditionally aren’t, and despite the glaring flaws, I’m as hooked on Frontier as I was with its DS brethren. Can’t wait for Rune Factory 3‘s localization (please let this happen!).

Apart from games themselves, I’m getting a little weary of CAG’s forums again and am ready to take another hiatus from them, largely due to the fact that there’s hardly any humor in them. This seems to be a problem with many gaming forums, where games are Serious Business and there’s little to no room for levity. Perhaps this also explains why Shimrra won Best CAG Blog in this year’s Cheapy Awards, even though his regular Daily HaHa posts are mainly just images ganked from the likes of 4chan. Humor is in very short supply amongst gamers, it seems.

Anyway, looking forward to PAX East at the end of this week, and have been going over my options for what to see and do. Meanwhile, I will be playing Cave Story. On my Wii.

Best gaming week ever? It’s looking that way.

Special Stage: Cracked‘s gaming articles are funny, but also tend to contain nuggets of truth. Thanks to my husband for linking me to “5 Creepy Ways Video Games Are Trying to Get You Addicted”, which is one of the latest, and chock-full of said nuggets.

Turnabout Headphones

I started Devil May Cry 4 last night. One of the main things that stuck out at me during the opening cutscenes was not the camera work, nor the music, though those were nice. Rather, it was the fact that here we were, in a vaguely Old World European setting—set in the current day, sure, but there were monks and such everywhere, and not a single bit of modern architecture in sight—and one of the main characters, Nero, walks in, wearing not just the requisite long coat with zippers and red and black trimmings, but headphones.

Headphones. Big stereo headphones, too.

They just seemed out of place to me, though pretty run of the mill for the DMC universe.

Nero, what's with your hand? And where's your headphones?!
Nero, what's with your hand? And where's your headphones?!

They also reminded me of this illustration book, which I saw late last year in NYC’s Kinokuniya. It’s sort of a collection of headphones moe, if you define moe as having to do with idealization, or a particular fetish. The other major definition of moe is more specific, and refers to a certain type of feminine innocence.

As such, there isn’t much discussion of “male moe”, though it exists. Certainly, there are characteristics among bishonen that pop up again and again in Japanese comics, animation, and video games. Nero and his DMC4 co-star (oh, that’s gotta hurt) Dante have such “moe points” in spades, from the aforementioned coats, to their huge (*cough*) swords, to the stylings and very color of their hair.

White and grey-haired males have long been popular among gamer girls, especially villains. Yet another Devil May Cry character, Dante’s twin brother Vergil, is a fine example, as is FFVII’s Sephiroth, not to mention the star of the other Capcom game I started yesterday, Ace Attorney Investigations: Miles Edgeworth. Though not the only pale-haired prosecutor in the series, Edgeworth—defense lawyer Phoenix Wright’s friend and rival—has been a particular favorite amongst Ace Attorney fans since the first installment. This new game, in which he is the main character, has been long awaited by many of us. Given Edgeworth’s role in the series, it is also different from the other games in that it focuses on the investigations and avoids court scenes altogether. I’m currently in the midst of the game’s second episode; although the writing isn’t as good as it could be at times, I’m enjoying my time with Edgey. The Ace Attorney flavor is there, and that’s what’s important.

As for Devil May Cry 4, I haven’t gotten far enough into it to form a strong opinion yet, but I will say that it seems a little clunky and old-fashioned in the way that it does things, albeit with shiny graphics. We’ll see how the game shapes up once things really get rolling.

Special Stage Extra: Let’s Rock, Baby

Aside from being busy with other things, I’ve been playing a lot of Mario & Luigi: Bowser’s Inside Story, an intriguing game of mushrooms, chortles, and globin. However, today’s post isn’t about that, as I’ve not yet beaten it (actually, I’m very near to the end, so expect that entry soon); rather, today I have a roundup of links which have caught and/or been brought to my attention lately.

If this isn't girly, I don't know what is.
If this isn't girly, I don't know what is.

Bayonetta has been on my mind for a long time now, and even though it’s finally out, it’s not so much of a priority that I went out and got it right away. Still, I’ve been reading and hearing things about it here and there. The most interesting piece I’ve come across so far is Leigh Alexander’s Bayonetta: empowering or exploitative? She makes a great case for the title character being a truly feminine protagonist. I played the demo not long after reading this piece and through that small glimpse, I can completely see what Alexander is getting at. Bayonetta is sexy and appealing, sure, but she’s also not just a male character in a female skin—she really is feminine. I think a lot of it’s in the details, like the blown kisses, the butterfly wings that sometimes appear on her back, and the way she reacts, in a cutscene, when flowers sprout up from the ground beneath her feet. It’s all so stylish, but I expect no less from the designer who previously gave the world another sexy piece of eye candy in the form of Devil May Cry‘s Dante.

Speaking of which, a new printing of Dante Alighieri’s poem Inferno is now available in bookstores, with a cover that has to be seen to be believed. Both aghast and amused, I took the news to Fandom Lounge to share this horror with others; there are many gamers who frequent the group blog, but also many more avid readers, and their own reactions were not unexpected. The wallpaper-sized version of the obligatory Penny Arcade comic that followed has been trimmed down and is now on my desktop.

Cheers to StarKnightX over at the CAG Forums for posting the link to Bitmob’s article Dangerous Ideas to Improve the Video Game Industry. I don’t know if I agree with some of the points made, but in general, it’s a thought-provoking piece, and well worth a look.

Finally, something funny I ran into while lurking over at a certain forum, as I do every so often: a comprehensive BioWare RPG Cliché Chart. A great companion to the classic Grand List (see the Links page for that if you don’t know what I’m talking about), and, from what I can tell, about as spoilerific, so take care.

Thanksgiving and Other Things

So, we went home for Thanksgiving, then it was off to the Caribbean for a long-needed vacation; we got back on the 5th and quickly settled back into old routines. My husband brought his DS and some games for the trip, though the only one he touched was the excellent Dragon Quest Heroes: Rocket Slime. He put some more hours into it over the course of the trip, though he still has yet to finish it.

Me, I didn’t bring my DS, or any portable system. Having been playing a ton of games during my year of mostly-unemployment, I needed a break. Any games I played were of the non-video variety at my parents’ house—the local paper’s Universal Sudoku and Wordy Gurdy, mainly. Also, as we don’t watch TV here, we saw some Wheel of Fortune and Jeopardy! and naturally, we all played along. Slight non-sequitur: Pat Sajak and Alex Trebek are definitely getting on in years, but Vanna White still looks fabulous.

Edge #208, December 2009. Source image from Edge (edge-online.com).Neither of us touched games at all once the vacation part of the trip got underway, though I did read more of the copy of Edge (issue no. 208) I’d asked my husband to pick up shortly before we left home at the start of all of this. As is typical, some of the articles were interesting (the TGS wrap-up, also the cover story; the columns and retro features, as usual; etc.), and others just made my eyes glaze over in a “I don’t care about this; why am I reading this?” sort of way (the Ninja Theory interview). The Inbox section concerned one of those topics I totally don’t give a shit about: story in games. This is the sort of thing I generally look upon with eye-rolling, as I do with the “games as art” validation-seekers, because most of the people arguing tend to miss the bigger picture. I still haven’t read the article that sparked this whole brouhaha, but I got the basic gist of what it was about from readers’ letters. However, out of all the mail and forum posts that were printed, I agreed with the last one the most, as its author really seemed to get it. Here’s an excerpt: Also, (Clint) Hocking speaks as if the entire gaming community is composed of MMOG, RTS, and FPS players… (T)he gaming market is broad and diverse, and there are many genres that simply don’t lend themselves to interactive storytelling and some that lend themselves better to linear storytelling. The highly popular Ace Attorney series couldn’t exist without linear storytelling, and yet it provides the unique experience of interactively exploring a set narrative, something that just cannot be achieved with other media. Bravo, Jose Bonilla; I couldn’t have said it better myself, and though you didn’t win Letter of the Month, I’d send you a DSi if I could.

Anyway, we’re back, and have spent the past week catching up on real life, as well as console gaming. Assassin’s Creed II is being played nearly every night by my husband; the meta-narrative gets twistier and twistier, while the controls continue to annoy. Meanwhile, I’ve started Radiata Stories, my first tri-Ace game. It’s one of those quirky types of RPG, and features things like nearly two hundred possible party members and a restricted sort of freedom. Of course, I plan to write more about it later. Oh, and a certain weird “bug” I kept noticing in Tales of Legendia might actually be my controller’s fault, as I think it briefly happened again in Radiata. What happens is that sometimes, usually right after a save file is loaded, my controlled character will just start randomly walking, usually to the right. It’s not bad enough that I feel the need to replace my controller, but fortunately, I have a new DualShock 2 still in the packaging if it comes down to that. Still, as I’m not 100% sure that I saw that same oddity in Radiata, it might really be a Legendia bug after all. We’ll see.

Special Stage: Had a lot of internet to catch up on once I came back, and have read even more since then, so here are a couple of the more interesting links. First off, there’s word of a new, serious gaming periodical on the horizon called Killscreen. I don’t know if I’ll get a subscription, but I love this sort of thing, so maybe. Second, Kotaku isn’t one of my favorite sites, but they do some good posts on occasion, and this time around, there’s two I’d like to share: Achievement Chore, the true tale of a housewife with a huge Gamerscore, and the 2009 Gift Guide, which includes suggestions from the sublime—I very much second the recommendation for the Cloud Strife and Hardy Daytona set, though their description of it leaves much to be desired—to the bizarre.

Back on the Animus

I don’t like to play open-world/sandbox games; I tried Grand Theft Auto: Vice City some years ago, got stuck, and was uninterested enough by the game as a whole that I never bothered picking it up again. However, my husband loves them, and I’ve found these games much more interesting as a spectator. I’ve never watched one all the way through, but have seen a fair amount of the GTA series, The Warriors, The Godfather: Blackhand Edition, and Assassin’s Creed.

In addition to playing open-world games, I didn’t much like Altaïr, the main character of that last game on the list. He’s the Crusades-era ancestor of one Desmond Miles, who lives in the modern age and is cooped up in some sort of lab, where he has to lie down on a device called an Animus, which plugs into his subconscious collective memory or some such. The short of it is that this machine puts him into Altaïr’s shoes, allowing for a believable “gaminess” when it comes to said ancestor’s adventures.

Assassin's Creed II: Ezio impales an enemy on a rooftop in Florence.Anyway, Altaïr struck me as something of an asshole, and not very likable at all. However, the same can’t be said for one of Desmond’s other ancestors, a debonair young man named Ezio who lives in the late 15th Century. Ezio is the protagonist of Assassin’s Creed II, which came out this Tuesday for the PS3 and 360 (a PC version is due next year). My husband had preordered it from Amazon, and it arrived yesterday; he had originally planned to start it after Thanksgiving, but the lure of more historical assassin action was too great to resist. Me, I had been planning to put some more time into Ys: The Ark of Napishtim last night, but ended up watching him galavant across Florentine rooftops until around midnight.

Assassin’s Creed II picks up pretty much right where the last one left off. After certain modern-day details present themselves, Desmond is once again jacked into an ancestor’s world, this time finding himself in Renaissance Italy. Here we first meet Ezio, a banker’s son and ladies’ man who just can’t seem to stay out of trouble. As the plot moves along, the game’s various moves and features are slowly dripped out to the player, and once Ezio dons the clothes of an assassin, there are even more things to learn. Thus, the first few hours of the game feel like an extended tutorial, but one that the story is elegantly wrapped around.

Many of the distractions from the first game are back, including collectable sidequests, Leaps of Faith, and so forth, but these are put to work, rather that just being things to do for Achievements or Trophies. Some serve a story purpose, while others, like the high vantage points scattered throughout the world, lead to practical benefits. There are also new things to do, ranging from additional ways to earn money, to scattered clues that tie in to the overarching plot.

Aesthetically, the game shines. The script is engaging and sometimes even funny. I won’t spoil it, but there’s one line in particular spoken by one of Ezio’s associates that has us both groaning and smiling. There are a few weird character models, but for the most part, the visuals and animation are stunning. The sound design is fantastic, but if Ezio is ever facing away from a character, even if they are still nearby, the dialogue audio softens considerably. I understand that this approach is to make things more realistic, but it seems a little overdone. And speaking of the dialogue, Tycho is absolutely right in his suggestion to have the subtitles turned on. There is a lot of Italian woven into the dialogue, and unless you know the language, you will want to take advantage of the translations that the subs provide.

So yes, the game is very good, but there are a couple of nitpicks I would be remiss not to point out. First off are some of the early Achievements, which are for doing things that are required to get further into the game anyway; they’re small ones, sure, but still silly. My husband also found the controls a little finicky at times, especially the ones mapped to the ABXY buttons, which can frequently change depending on the situation. At any rate, I know he’ll have a good time with Assassin’s Creed II, and I also know that I’ll continue to watch him play every so often to see where the story goes.

Final Fantasy VII, E3 2009, and the Love of the Old

It’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.

Those of you who have known me, even for a short while, are aware that Final Fantasy VII is my all-time favorite game. There are many reasons why this is, not least of which is the game itself. The last time I played it was last summer, my first full playthrough in years; not only did I love every second of it, but I even noticed certain things which hadn’t caught my attention before. When the final FMVs played and the credits rolled, I felt a surge of emotion, a mix of satisfaction and sadness that it was all over, yet again. It’s no joke when I say that Final Fantasy VII is very near and dear to my heart.

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:
The Beatles: Rock Band – Opening cinematic from the game. Much of the crowd animation ranges from stiff to nonexistent, but overall, it’s fantastic.
Super Mario Galaxy 2 – Sure, it’s more of the same, but rarely has “more of the same” looked so awesome. Plus, there’s Yoshi!
Final Fantasy VII – How often does one see a new trailer for a twelve year old game?
Bayonetta – Oh my. Now that I’ve seen this in action, it has moved from my “might want” category to my “DO WANT” one.