| Mar 3020101:59 pm |
PAX East 2010, Part One: Of Panels and PokewalkersOne quick note before I begin: I’m looking for PAX East cosplay pics on deviantART. If you see (or have added) any over there, please post a reply with a link or links; thanks. Now, on with the post, which is rather long, even though it’s just the first part. Co-starring my partner in crime; some of you may know him by his old FFVII Citadel handle, Cyrus Dogstar. |
| Feb 1820109:49 pm |
Chrono DrossFor the past few years, I’ve been tying up some final loose ends in the old school JRPG space. I never set out to play everything—for instance, I’ve no plans on touching Xenogears, for an assortment of reasons—but there have been a handful of titles that I’ve slowly been getting around to. Last year’s non-port, non-remake relics were Earthbound and Secret of Mana; I didn’t like them, but couldn’t hate them, either. The former was archaic (even for the time) and sported certain horrible and frustrating bits of game design, but its charming atmosphere made it easy to see why it has garnered a fervent fanbase to this day. The latter has a clunky interface and AI, overenthusiastic animation, and a rushed translation, yet the rest holds up fairly well, and in general, the game wears its ambition proudly. This year’s major relic is Chrono Cross, the PS1 sequel to a Super Nintendo game made by a once-in-a-lifetime “Dream Team”; a console RPG which has since become one of the most beloved of all time. With such a pedigree, Chrono Cross has a lot riding on it. On top of that, aside from executive producer Hironobu Sakaguchi and composer Yasunori Mitsuda, none of the most recognizable names from the aforementioned original game’s “Dream Team” show up here. This doesn’t bode well, but it’s unrealistic to believe that Chrono Cross would equal or even surpass its legendary predecessor, right? As long as it works, there shouldn’t be much to worry about, right? Well, therein lies the rub. Chrono Cross doesn’t work, not as a whole. Rather, it should, it ought to, parts of it do sometimes, and it contains so many things that could make everything work, but they all fit together in the wrong way, or too much glue is used in one place, and not in another. The result is a goopy mess of wasted potential, a skunk works project that looks good on the surface, but creaks at the seams. This is a JRPG where the protagonist adventures with only the barest of motivations even after a few hours in, and with little to no pressure from outside forces pushing him forward; sometimes, when said pressure does come to bear on him, events then progress in a such a way that make absolutely no sense in the context of what happened even just a scene or two before. This is a tale where, whenever the central plot rears its ugly head, it starts out presenting itself in a natural and fluid way, then bombards you, via whatever deux ex machina device happens to be available, with tons of information that confuses things once again before, during, and/or after a major boss fight. This is a plot in which, toward the end, when things do kind-of sort-of make sense now, the last little bits thrown at you are absolutely ludicrous and makes you wonder what kind of crack the writers were smoking. This is a game that commits one of the gravest crimes of game design: instead of guiding the player whenever necessary, it makes assumptions of them. It assumes that the player will go in a certain direction once heading to a new town with an open main square that happens to have several branching paths, so that the entire place can be explored before triggering the very cutscene that hints as to you why the townsfolk were talking about the things they were. That’s not a problem, but what is is that it also assumes that the player will remember every single snippet of conversation, amongst many dozens of characters and across several locations, that takes place throughout the course of the game. As such, this is a game in which a strategy guide or online walkthrough won’t be wanted merely for the optional stuff (and there’s a ton), but just for figuring out how to progress through the damned story. I don’t know how much is the fault of the localization—the PlayStation era was hardly a golden age for English translations of Squaresoft games—or the writing itself, but either way, a game like this should not have a narrative structure this sloppy. Then there’s the battle system, which confuses simplicity with elegance, and complexity with depth. This may sound strange considering the genre, but in the Chrono Cross system, there are just too many numbers. Don’t get me wrong; it’s not the numbers themselves, but the types of numbers. There are percentages and decimals all over your average battle screen, along with blinking graphs for your Elements (Chrono Cross‘ version of spells and healing items) and your usual HP indicators. It’s a system that closely integrates turns with three different grades of physical attack, the aforementioned Elements, field effects, and summons that are both rare and borderline useless. Leveling has been completely done away with, but party members can still earn stat upgrades at the end of each battle, which kind of makes one wonder what the point of having no levels is. It’s a highly unusual and experimental battle system—par for the course for a ’90s Square JRPG, when you think about it—but suffers from the same syndrome that Kingdom Hearts II did in that the regular enemies tend to be too easy, while certain boss fights ramp up the difficulty a noticeable amount. Even with the latter taken into account, it’s possible to run away from several boss battles, including the very last one, so perhaps I’m overstating the difficulty there. And speaking of the final boss, there are two options to dealing with it, and one of them requires an item that is talked about many times, but can only be obtained by going someplace that isn’t labeled on the map and is referred to but once or twice (without any clear indicators that You Should Go There) during the regular course of the game. Using this item, well, that’s another matter entirely. Let me save you the trouble: unless you really, really like exploring, don’t bother searching for hints in the game—if you want the “good” ending, skim through an FAQ to get the details. However, before you think that this review is all negative, rest assured that there were some things I liked about Chrono Cross. While I found main character Serge to be bland—even for a cipher—and heroine Kid a bit annoying, there were some cast members I genuinely liked, such as Norris. Certain references to the game’s predecessor that popped up early on were kind of cute. For the most part, and despite the ugliness of PlayStation graphics in general, the visual aesthetic was nice. One of the main subplots was largely enjoyable and quite touching, although a certain track associated with it wore out its welcome really fast. And speaking of music, Yasunori Mitsuda’s score was great; I went in thinking that I wouldn’t like it, as I’d been overexposed to a handful of pieces over the years, but the soundtrack as a whole grew on me. So, in summation, don’t play Chrono Cross, especially if you’re, like me, someone who loved its predecessor to bits and would be put off by an inferior battle system and convoluted, inelegant lump of a story. Just go straight to your favorite Japanese import game music retailer and plunk down Â¥3,204 or thereabouts for the soundtrack instead. That way, you’ll get one of the very best parts of the game without actually having to play it! |
| Nov 0920091:42 pm |
Game Ads in Archie Digests, Circa 1990Some years back, I got on a big nostalgia trip for certain Archie Comics Digests that I used to own in my middle school days. I no longer had them in my possession, but found most of them on eBay as part of two large lots of Betty and Veronica Double Digests and Jughead Double Digests. I bought both lots, which left me with far more Archies than I ever thought I’d own. Since then, I’ve reread the old favorites, and read some of the new (to me) issues for the first time. Recently, I’ve gone back to them, which is when I noticed the video game ads. Back then, as now, such ads weren’t uncommon in comic books. They could readily be found alongside ads for breakfast cereals like Cap’n Crunch and Fruity Pebbles, sales clubs where kids could earn fabulous prizes, and of course, comics subscriptions. Here are some of the ads that have jogged my memory:
I did a little research in an effort to learn more about the Ultimate Game Club, and found this interesting tidbit on the Lost Levels forums. Apparently, the UGC had a publishing arm called Innovation Tech, but a quick Google search for that name revealed that they had only ever planned to publish two games, The Dinosaur Dooley and Buzz & Waldog, and both of them were cancelled. In my original search for UGC-related info, I also happened upon an auction for a Vidpro display card, which includes the following in its description: These Vidpro cards were only sold to a licensed Nintendo retailer of which we were one of them called “The Ultimate Game Club” but that’s another story. Lo and behold, the Ultimate Game Club lives, sort of. The seller is even located in the same town as the old UGC! Anyway, that wraps up my little tour of old video game ads. There might’ve been one or two that I overlooked or accidentally thumbed past, but these are the major ones, if not the most memorable. If I get on another comics nostalgia trip, perhaps I’ll do this again some time. I know of at least one ad from various early-90s Disney Comics titles that I’d like to highlight… |
| Aug 2120093:16 pm |
Back to the Future!Last weekend I was away, and brought DS games Etrian Odyssey and Retro Game Challenge with me, with the intent of starting them. I never did touch either of them, and while Etrian Odyssey remains unplayed, I did start the latter today. A little introduction first: for those not in the know, Retro Game Challenge is the US title for Game Center CX: Arino’s Challenge. It is based on a popular Japanese show titled Game Center CX, which features a regular segment where host Shinya Arino plays an old video game, typically a hard one. These segments are filled with nail-biting moments, strategizing, and lots of humor. A company called StyleJam showed two of these segments, translated into English under the title Retro Game Master, at last year’s New York Asian Film Festival to gauge interest in possible US DVD releases, but so far, nothing has panned out. ![]() Brain training this ain't! The premise of Retro Game Challenge is a silly one. Arino, looking like a demented version of Dr. Kawashima, sends the player back to his ’80s childhood. To return home, the player must complete a series of, you guessed it, retro game challenges. The games are all original, but resemble those which came out for the Famicom/NES back in the day. So far, I’ve played a Galaga-style space shooter and a puzzle-action game where the main character is a robot ninja, and now I’m working through the challenges for Rally King, a top-down racing game. I like old school racers, but tend to suck at them, and this is no exception. To help the player get through the challenges, kid!Arino will obtain the latest issues of GameFan (no, not that GameFan) which contain not only previews and reviews of new titles, but tips and tricks for ones that have already been released. Although I loathe using cheat codes and other shortcuts nowadays, it’s less painful for me in this retro construct. After all, I remember as a kid hearing about how to get to the Warp Pipes in Super Mario Bros., among other tricks. As far as I’m concerned, GameFan’s tips are just another throwback. Speaking of the game mags, they contain some of Retro Game Challenge’s more tongue-in-cheek bits of humor. In addition to reviews and tips, the basic content of these mags consists of hype, top sales lists, and even a letters section and editorial (penned early on by “Dan Sock”, one of many parodies of/homages to real-life game journalists). Along with the occasional bits of Engrish in the games themselves, and Kawashima!Arino and kid!Arino’s banter, the overall effect is a charming and sometimes silly setting that would put a smile on any retro gamer’s face. So yes, I’m having fun, and it’s very good so far. Now to beat the rest of the Rally King challenges… Special Stage: Ray Barnholt’s Game Center CX Episode Guide at Crunk Games is a great introduction to the TV series. Be forewarned that the episode synopses contain spoilers (and yes, fansubs do exist). There’s also a sequel to the DS game which includes fake 16-bit titles, but unfortunately, there’s little chance of it leaving Japan. |
| Jul 2720099:58 am |
Game Progress: In the Grip of NostalgiaI haven’t been doing much gaming lately, as I’ve been feeling under the weather. Because of that, I’ve put off beating Digital Devil Saga 2 (though I started playing again this weekend and hope to wrap it all up shortly); I like being fully awake and non-headachey for RPGs, especially those I’ve never beaten before. I did start Klonoa 2: Dream Champ Tournament, but am currently stuck on a part that, again, I want to be in a clearheaded state to play, otherwise I just know that I’ll never get through it. Oh, and I gave up on Billy Hatcher and the Giant Egg, convinced that Sonic Team hates me.
On the other hand, I have never derived such satisfaction from later Wario platformers, so instead of giving more of those a chance, I went right back to the source, which I hadn’t played in at least fourteen years. Playing through a handful of levels last night, what I was most amazed by was how much I’d remembered. This wasn’t a case where I could get through every single level easily, knowing where every single enemy and hazard was. Rather, familiarity was at work. It’s like going back to a place which hasn’t changed much over the years and being able to pick out even the most insignificant landmarks. Only thing is, here, the landmarks are things like Wario’s pith helmet, the Sugar Pirates, the item blocks with the eyes on them, the skull doors, the 10 coins, the bottles which give Wario special abilities, and the ways in which they and many other elements all come together. So yeah, it’s a real nostalgia trip, unlike any other I’ve ever had, probably due to the length of time since I last beat it and now. The one thing that’s bugging me at the moment is a small crumb caught between the GBA’s screen and the glass layer on top of it, which I won’t be able to get rid of without a special type of screwdriver (I’m looking into borrowing one). Funny thing is, even though I can be picky about things like that, so far it hasn’t lessened my enjoyment of Wario Land. |
| Jun 0620099:45 am |
Ancient Mana Fortress Vanished
Bugs aside, Secret of Mana is full of quirks—some charming, others annoying. One of the first things I noticed, after watching the simple yet lovely opening and starting a new game, was the animation. The main hero walks with an exaggerated bounce that even carries over to his hair, and the shopkeeper in the first town—like many that I would see later on—danced in a spastic rhythm. These wouldn’t be the last odd animations I would see, as the walk cycles for the playable girl and sprite characters were even more silly than the hero’s. However, the battle animations, as well as those for the monsters, are very straightforward, and later on, the dragon Flammie would fly and undulate in mid-air with an almost hypnotic fluidity. I eventually got used to the heroes’ bouncy, flailing gaits, but one thing I was unable to really get the hang of up until the very end was the menu system. Pressing Y on a SNES (or Wii Classic) controller brings up the “ring commands”, a set of menus. The sprite and girl use four ring menus (items, magic, mana weapons, and everything else), while the hero uses everything save for magic; each menu can be searched through by pressing up or down on the directional pad, with left and right reserved for going through the menus themselves. Oh, and each character has their own individual set of commands; those for characters not directly controlled by a player are accessed via the X button. I understand why it was set up this way—Secret of Mana can be played cooperatively with one or two others—but I was never able to navigate through menus with the efficiency and ease that I have been with other action RPGs. Battle has its own quirks as well. All enemies are visible and encounterable directly on the field, which I liked, and in general battle plays out like a more action-driven version of Chrono Trigger, but with individual power attacks subbing for combo moves. Although the sword is clearly intended to be the hero’s weapon, I had the whip equipped on him for a good portion of the game as it was excellent for ranged attacks and easier to hit flying enemies with. There’s also areas of certain dungeons that require either a sword, axe, or whip to be equipped in order to progress, and the latter weapon was the one that had to be employed the most frequently when it came to such situations. As I was playing alone, I had to constantly manage the computer-controlled characters both through the Action Grid and on the field, often backtracking when I would press forward only to find that at least one of them was stuck on a narrow ledge or some similar piece of scenery. The game’s story, lovingly told with the help of distinctive graphics and a soundtrack to match, takes place in a world where the life force “Mana” is weakening. Many years ago, there was an advanced civilization which consumed a great deal of Mana. They reached their peak with the Mana Fortress, which was stopped by an ancient hero in order to restore nature’s balance. Now, an empire seeks to revive the ancient fortress while a boy in the village of Potos happens to come across the legendary Mana Sword, and thus the tale begins. Along with the plot itself, it’s got many other JRPG tropes, all served in an unusually compact package. There are Mana Seeds to seek out, Mana Weapons to level up, and elemental magics to gather. There’s also the odd plot hole or two, and several scenes that could have benefitted from more fleshing out. The dialogue could’ve also been better; apparently, the localization was a rush job by fan-favorite translator Ted Woolsey. All in all, it’s an interesting, if average, action RPG with a smattering of unique ideas, some of which stick better than others. One recommendation I must make for anyone who is planning to download Secret of Mana via Virtual Console (which is how I got it), especially if one has never played it before, is to get the original manual via replacementdocs. Healing and support items like the barrel are not explained in game, nor are they in the VC download’s own documentation, but they are in this manual, which features tons of information in general. I only wish that I’d thought to seek out a printed world map as well. The overworld and mapping features within Secret of Mana are extravagant considering the game’s age, but flawed, a description which nicely sums up the game itself. |








Not wanting to put any more time into DDS2 yesterday, and not wanting to touch Klonoa, last night I dug out the GBA I bought awhile back and the cart of Wario Land: Super Mario Land 3 that had arrived not too long ago. Back in the day, when my sister and I were kids, the only way we could play many games was through our friends and cousins. However, my sister did get a Game Boy as a gift at some point, and her small library of games included Kirby’s Dream Land, The Lion King (which stank), and Wario Land. Kirby is good, but I’ve no desire to play it again, as the games which followed in the series give me my nostalgia fix well enough, even though I’ve no particular attachment to said games.