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The Life and Times of a Hero

As I did with Earthbound last year, I’m compelled to go in-depth with my Dragon Quest V: Hand of the Heavenly Bride review, so I’m splitting this into two sections. The first will discuss the game overall, spoiler-free. The second will go heavily into spoiler territory and talk about things I both liked and didn’t like with how the game progressed. Spoilers will be under a cut and clearly marked (at least, better marked than they were in the Earthbound review, cut notwithstanding). So, here we go.

Dragon Quest V is wonderful. There isn’t really much more to say about it than that. It takes the refined formula that characterizes the series and stitches to it a story that outshines and outclasses most other JRPG tales, along with a handful of unique features and engaging diversions. The Dragon Quest formula, for those who aren’t familiar with it, is a certain style of first-person turn-based fighting, combined with interesting dungeons, lively towns and castles, casino minigames, and a reasonable amount of grinding, all presented in a brightly-colored Akira Toriyama world set to a serene Koichi Sugiyama soundtrack. It’s a world with blue slimes with round eyes and goofy smiles, lamps that can turn day into night, and mini-medals sought after by an eccentric king. If you’re at all familiar with Dragon Quest, then you know what I’m talking about and should feel right at home.

One of the major features specific to Dragon Quest V is the ability to recruit monsters as party members. This isn’t as clear-cut as it sounds. Unlike in monster-collecting RPGs like Pokemon, the player doesn’t have any control over the recruiting process; there’s no special spells or items that can be used to convince them to join your side. Rather, at the end of battles, a monster might randomly show up and ask to join your party. This happens pretty rarely and, as one learns after obtaining the Big Book of Beasts, not all monsters are recruitable, and some are harder to enlist than others. All told, I don’t think I recruited much more than a dozen monsters, but that was okay, as I wound up with a pretty solid all-monster backup team by the time the final dungeon came around, including a Slime Knight that had been with me for a good majority of the game.

"Yo dawg I herd you like Dragon Quest..."
Another way in which Dragon Quest V differentiates itself is with its diversions. The usual casino games (slots, roulette, etc.) are present, as is the sidequest wherein mini-medals, which are scattered all over the world, can be exchanged for rare goodies, but there are some new things to do as well. One of my favorites is Treasures and Trapdoors, or T’n’T for short. T’n’T is a giant, life-size board game played with a die and a set number of turns; the spaces along the board contain anything from an additional turn or three to a random battle, a treasure chest to an inn, a dungeon entrance to a stat boost. It’s sort of like playing a scaled-down version of Dragon Quest within Dragon Quest. The prizes for winning a round of T’n’T are good, and later on, playing certain boards can be a great way to amass a lot of cash without having to dungeon-crawl in the traditional sense. Another I liked is the Knick-Knackatory, a museum where the “knick-knacks” that the hero collects on his journey can be displayed. I never did get all of the knickknacks, but I came pretty close, and it was neat to see the museum slowly fill up over time, both with exhibits and with visitors.
 
As for Dragon Quest V‘s story, like I said, I really do believe it is one of the best ever in a JRPG, and in large part, this is due to its structure and approach. For instance, while there is backstory, and a fair amount of it—this being the second part of the Zenithian Trilogy, the events of Dragon Quest IV are very vaguely alluded to, but there are other bits of history, specific to DQV, that factor in as well—there is no need for flashbacks on the part of the hero, as we see every important thing that happens in his life right then and there, in whatever the present happens to be at the time. From hereon in, I’ll call the “hero” Kiyoshi, as that’s what I named mine; like all Dragon Quest heroes, he is nameless until the player intervenes.

The game starts with Kiyoshi’s birth, and quickly jumps forward six years when he is wandering the world with his father, Pankraz. Who Pankraz and Kiyoshi are and what the former’s quest is are major plot points in the game, and ones that follow our hero through the years. We follow the six year-old on his adventures, and after another timeskip, see him again as a teenager, growing into a young man. He has more adventures, learns more about himself, and chooses a bride. The quest he embarks with his wife continues on from there, and his life, as all our lives do, grows larger and larger.

Major spoilers from this point on.

My Fan Translation Wishlist

Yuna Kagurazaka, Guardian of the Light. Forgot where I originally got this image from.Remember that huge stack of game soundtracks I bought awhile ago? I’m still working my way through them. Have managed to listen to most of them, but one I haven’t touched at all is Front Mission 5 ~Scars of the War~ Original Soundtrack. A big part of this is because, as I said before, I haven’t played the actual game. Although this sort of thing hasn’t stopped me before, this is Front Mission, and therefore, special in my eyes.

Front Mission 5 was, apparently, briefly considered for an official stateside release. However, this never panned out, and thus, fans took it upon themselves to do what very few (if any) had done before: an amateur translation of a PlayStation 2 game. Thus was born the Front Mission 5 Translation Project, which has since become the Front Mission Series Translation Project, as they are now working on patches for Front Mission 2 and Front Mission Alternative.

The group completed the beta translation patch of Front Mission 5 in December of last year, so all I would need to do is to hunt down a copy of the game and the necessary PS2 modding tools to get it to run. However, this brings me to the one criticism I have of the project. If the group’s goal is to draw Square Enix’s attention to English-speaking Front Mission 5 fans, then why make it so the patch works only on the non-Ultimate Hits verion of the game, which has long been out of print? I think a spike in sales of new copies of FM5, rather than secondhand ones, would push Square to consider an official release even more. For historical evidence, I point to Capcom, who localized the DS port of Gyakuten Saiban in North America (as Phoenix Wright: Ace Attorney) after noticing all the sales of the bilingual game that were coming from outside of Japan. Anyway, I know the fan translation team is well aware of this issue, and I hope they make an Ultimate Hits version of the FM5 patch a priority for future releases.

With FM5 on my mind lately, I got to thinking about what other Japanese games never made it over here that I would like to see complete translations of. There are some games that are “import friendly” in that you don’t have to know a lot of Japanese—if any—to be able to enjoy them, so those aren’t a problem. There are also those like Tales of Graces, Front Mission 2089: Border of Madness, and Game Center CX: Arino’s Challenge 2 that are still recent enough to have a chance of localization, slim though they may be. What’s left are the text-heavy titles which are on dead systems and have small cult followings, if they’re lucky. What’s left, in other words, are games like those on my wishlist.

Ys V: Lost Kefin, Kingdom of Sand, Super Famicom – I’m cheating a little bit here with a couple of them, including this first one. You see, a fan translation of Ys V was started several years ago, but the patch is currently incomplete. This leaves Ys V as the only main-series Ys storyline whose translation has never been made available. Rather frustrating if you’re interested in the Ys canon and don’t read Japanese, but even after all these years, the patching project is not dead, so there’s still hope.

Galaxy Fraulein Yuna and Galaxy Fraulein Yuna 2, PC Engine – And now for something completely different: visual novels! My initial exposure to Galaxy Fraulein Yuna came in the form of the first OVA series; later, I saw the much more coherent second series, Galaxy Fraulein Yuna Returns. Each storyline follows the adventures of teenage Yuna Kagurazaka, who is the savior of the universe, a popular celebrity, and a regular girl all at the same time. It’s a pretty wacky series, with some amazingly good character designs, all courtesy of mecha designer and Gundam Girl artist Mika Akitaka.

Some years ago, I learned that these anime were based on a “digital comic” game series, which gave me a better perspective on the character-stuffed OVAs. However, aside from the Sega Saturn’s Galaxy Fraulein Yuna 3 these games have never been translated into English, by anyone. The Yuna games have shown up on several systems, but the first two in the series are on the PC Engine, thus, my wishlist request. A PSP collection of the first two Yuna games as well as a related title, Galaxy Policewoman Sapphire, was published only a couple of years ago, so it seems there’s still interest in these oldies, at least in Japan.

Chocobo Stallion, PlayStation – Unlike the others on this list, I actually own this game. If I recall, I first learned about Chocobo Stallion while reading some information about a different Squaresoft-related thing. The idea of a chocobo sim racer intrigued me, and I later picked up a cheap copy on eBay, only to find that this was not an import-friendly game in the least. There are no English-language guides of any sort on GameFAQs or anywhere, and, naturally, no translation patches. I’ve long had the idea to make a rudimentary guide of my own, but have yet to get around to putting something together.

Segagaga, Dreamcast – A translation of this navel-gazing RPG/sim is the dream of every English-speaking Sega fan ever, and as with Ys V, is an actual project that has been ongoing, with occasional updates. Started in 2006, the project lead is still pushing forward with it as of September 2009. Will it ever see the light of day? Let’s hope it does!

Las Islas de los Presidentes

It was time to come down from the space station. The lack of natural, Earth gravity wasn’t good for my body, and one could only take so much of Arona’s wheeling and dealing after awhile. I had to return to familiar territory. Fortunately, a budget flight to a Caribbean island grouping known as Tropico came upon my radar. Having grown up in Miami and its environs—as entrenched in the world of Carribean and Central and South American politics as it is its cultures—I had some minor reservations, given the borderline-snarky brochure about Tropico, but I was also eager to see palm trees and soak in streets filled with sunshine and Spanish again. Yes, there would be a lot of Spanish; none of the English patois of my own West Indian side of the family, no Hatian Creole, no Brazilian Portuguese. Still, I suppose this simplified things a bit.

"My subjects love me because I am sooo beautiful."My return to Earth involved a bit of time travel, and I was thrust back into the 1950s, in the thick of the Cold War. I took on the alias of “Carmina Salazar” and found myself alarmed at both the limited wardrobe options she/I was presented with compared with the men’s closet, as well as the fact that her/my advisor, throughout our administrations, seemed to assume that the presidente was, in fact, a man the entire time. Even Carmina’s musings to herself about her own beauty as she walked the streets and countrysides seemed not to be enough to convey her femininity. Did the presidential advisor, Penultimo, not get out much?

Perhaps Penultimo simply wasn’t a very good listener. There was one administration where I was advised to build up a nice nest egg for myself in my Swiss bank account. However, after my first specific order through Penultimo, which netted me a cool three thou, subsequent ones wouldn’t go through for some reason. I finally mucked my way through things and amassed the required balance, but it took the more routine measure of money laundering through a bank I had built myself to make most of that ill-gotten cash. This was not the only technical problem I faced, though it was the only one that involved miscommunication with my advisor; the others were minor, of the sort the computer back on the space station might term “glitches”, and simply stepping away for a bit and coming back seemed to right things. Then there were the less technical ones, the typos in the memos that Penultimo would present to me during a few specific administrations. In one instance, the name of a country was spelled both correctly and incorrectly within the same note!

There were other frustrating moments, though some of these came out of my own moral quandries. For the most part, I refused to grow tobacco and erect cigar factories, which severely hampered me during an administration on an island on which tobacco was practically the only thing that would grow. Then there were the offshore oil deposits. Considering the indescribably disgusting mess going on in the present-day Gulf of Mexico, I stayed away from offshore rigs until the very end, when the need to amass an incredible amount of money presented itself.

This was one of the trickier maps in Tropico 3, as far as urban development went.Still, despite the tough work, long hours, and little annoyances, the islands of Tropico were beautiful places to manage. Palm trees swayed gently on landscapes of rolling hills, flat, sandy beaches, and steep cliffsides. The terrain was oftentimes tricky to navigate, but the well-worn footpaths, probably made by natives from a more agrarian past, were a great help. Laying roads straight was another fussy bit of business, but I got the hang of it after awhile, and would even sometimes go back and repave the old crooked roads that I had been presented with at the start of my term of an island. The buildings for the islands inhabitants all proved to be useful in one way or another. Those for the tourists—them being a picky bunch—not so much. When land becomes flattened to place a building, sometimes it’s a crapshoot as to whether or not it looks okay, or just silly. Meanwhile, the people had their problems and demands, as people everywhere do, but that’s life, yeah? At least I could silence the radio announcer, Juanito, when his interruptions got too distracting.

My time running the islands of Tropico has ended, at least for now. It was a interesting and engrossing series of terms, but not enough to make me forget about that spinning metal bicycle tyre some light years away from here. That place will likely remain my first choice should I be torn between a gig as Administrator, and one as El Presidente. Still, I wouldn’t mind dipping my toes into that clear blue water again in the future, lively Latin music playing on the radio. It’d be hard to say no to such a beautiful place.

They Still Make ‘Em Like They Used To

There was a post on Kotaku that made the rounds awhile back that attempted to answer the question, “What if Super Mario Bros. was made in 2010?” Although I myself would’ve added a ton of logos at the beginning, it hit the mark, showing just how much mandatory tutorials, dumb achievements, and so forth routinely interrupt what used to be a pure experience.

All together now: SPUDOW!!
All together now: SPUDOW!!

Remember when you would go to an arcade, or turn on your NES, to play, say, Super Mario Bros.? You’d just get a starting screen with a small copyright notice and an option to select the number of players, and away you’d go. No fuss, nothing telling you how to move or attack before setting you free to explore the world, break blocks, defeat enemies, or what have you. You just dove right in and played. These days, it’s hard to find that sort of experience outside of retrogames (of course) and casual games, or as they might be better termed, “retrogames from the future”.

One of the current kings of retrogames from the future is Popcap, and one of their handful of popular titles, even amongst “hardcore” types, is Plants vs. Zombies, a strategy game where the goal is to use garden vegetables and the like to keep a horde of brainthirsty undead from making it all the way across your suburban lawn and into your equally suburban house. It had been enthusiastically recommended to me not long after its release by CloudANDTidus, and although I took forever even just to check out the demo (sorry about that, Clidus), I’m glad I did. Plants vs. Zombies is fun, funny, addictive, and aside from a brief logo screen, an equally brief bit of loading time at the beginning, and a small smattering of Steam achievements (none of which are of the silly “First mission beaten” variety), at its core, it feels like it could’ve been made twenty years ago.

A bit more about how the game plays. As I understand it, Plants vs. Zombies is in the trendy “Tower Defense” genre, which I am not too familiar with. However, if a “Tower Defense” game means an RTS without building construction and offensive maneuvering, where all one has to worry about is unit generation, resource gathering, and defending the base, then I guess Plants vs. Zombies fits the bill.

Vasebreaker requires a lot of luck, but is also a lot of fun.
Vasebreaker requires a lot of luck, but is also a lot of fun.

The game takes place on a loosely defined grid outside your home. Only Peashooters (which, naturally, shoot out pea bullets) are available at first, but new species become unlocked as the Adventure mode wears on. So too do new enemies show up, and features become unlocked, including the Minigame, Puzzle, and Survival modes. Some of these modes, particularly Vasebreaker and certain minigames, have a heavy element of luck involved, but this is obvious by their design and does not make them any less fun.

The pacing and aesthetics have a lot to do with keeping things lively. The individual missions, whatever mode they’re in, are just the right length, and can be paused at any time and picked up again later, even if you quit out of the game. The awesome end credits notwithstanding, the music is inoffensive and not particularly earwormy, which is fine with me. Your plants are brightly-colored and bouncy, with beady, dark pupils, while the zombies are bug-eyed and tend to shamble forward at a more languid pace. In between all this, you’ll talk to your neighbor Dave, aka “Crazy Dave”, a scruffy fellow who wears a saucepan on his head and knows a thing or two about zombies (he can also be counted on for some lines of laugh-out-loud dialogue, including a gamer’s in-joke or two).

This game offers so much variety and straight-up fun that it’s hard to put down at times. Flaws are few, the most damning being that your mouse cursor stays the same as it is in Windows. The lack of a custom, game-specific cursor wouldn’t be a problem were it not for the fact that the action can get very hectic at times, especially in Survival mode, and it’s far too easy to lose track of the damned thing. I also wish there was a way to archive the Tree of Wisdom’s sayings for future reference, but there doesn’t seem to be such an option, unless I’m overlooking something. Other than that, I’ve no complaints, and like CloudANDTidus did before me, I urge you all to at least check out the demo for Plants vs. Zombies as soon as possible, or at least before the zombies eat your brains.

It’s All Steam’s Fault

Rather, it’s Steam’s fault as to why I haven’t been posting here lately. They had a sale on Tropico 3 that I couldn’t pass up, so I bit on that, and also finally picked up Plants vs. Zombies, and ended up being hooked on them both. Oh, and if those two weren’t enough, on the same day I bought them, Kirby Super Star came out on Virtual Console! It’s been a long time since I purchased three games in one day, and I think three downloadable titles all at once is a personal first.

You said it, Crazy Dave.
You said it, Crazy Dave.

Plants vs. Zombies was the first of the three I dove into, playing all the way through to the end of Adventure mode and then some, until all the minigames and other extra game modes were cleared. Tropico 3, being a management sim, was a much lengthier time-sink, moreso when taken into consideration the fact that a fair number of the campaign’s missions simply require you to stay in power for a set amount of time, rather than just amass a certain amount of resources or some such. Both games had their share of quirks and annoyances—the latter moreso than the former—but I’ll get into those later, really. I also have to beat Dragon Quest V, but one reason I’ve been putting that off, besides the PC game distractions, is that I don’t want it to end…

Have to play more of Kirby Super Star as well. Did clear the first two platforming games in this most unusual collection of little Kirbies—neither of which did much for me—awhile ago, but recently I went back to it and made some more progress in “The Great Cave Offensive”, a treasure-hunting platformer which is pretty decent. I’m still dreading additional attempts at the racing/eating game against King Dedede, which gets especially tricky on the third course (no pun intended); they’re the types of races where memorization will doubtless play a big role in beating the damned things.

Also, been going back to Pokemon Platinum every once in awhile. I’m currently somewhere in the third gym. Party-wise, Bronzor’s kicking ass and Combee is the cutest thing to happen since Piplup. One thing that’s annoying about only playing Pokemon occasionally is that all the berries that I had planted die out. Oh well. However, I’ll be going away on a trip at the end of the month, which will, hopefully, give me ample opportunity to rebuild my berry hoard.

Finally, I made an attempt at Cave Story‘s Sacred Grounds (aka “Hell”) a few weeks ago. This required playing through the entire game again in order to unlock the place, and although the WiiWare version’s “easy” mode made this a snap, I messed up one of the requirements more than halfway through and had to start all over again. The second time around, I got the secret, “hardcore” version of the Last Cave and, after the endgame, was able to descend into the even more intimidating Sacred Grounds itself. I managed to make it all the way to the first form of Hell’s final boss before dying, and this, remember, was on easy. There’s no way I would’ve made it that far in normal mode. Anyway, after giving up, I looked up a speed run on YouTube (spoilers, of course). Braggadocious, of course, but more importantly, insane.

Coming soon, some reviews! That is, if I’m not sucked into more PC games this week…

Special Stage Extra: The Hobbits, The Hobbits…

There were a lot of little things I had forgotten to mention in my PAX posts, like the donut people roaming the queue the second morning, Ubisoft’s redefinition of the term “Flash Mob” in their promotion of Just Dance that same day, the fact that the show directories were called the “World Map”, and the Hitler meme covered in Alex Leavitt’s talk which I hadn’t been aware of until then. Most memorably, there was a certain video which was voted on while in the queue, which we hadn’t seen in ages before PAX East, but whose tune has gotten stuck in our heads many times since then. All together: “They’re taking the hobbits to Isengard!”

A certain <i>DMC</i> arachnid gets a little lost.
A certain DMC arachnid gets a little lost.

Speaking of Penny Arcade, a few weeks ago, I started reading the entire archive from the beginning, something I’d never done before. I can’t remember exactly when it was that I started reading PA, but I believe it was sometime after the current style and format had been established, so it was interesting to go back and see the oldest of the old strips. So far, I’ve happened upon Gabe’s marriage proposal, the introduction of names, the first appearance of DivX, the first mention of the Fruit Fucker, Chuck’s transformation into Charles, and much more. There is technobabble, Dreamcast love, and some where the strip is funny, but the lack of historical context is a little infuriating (Cyrus believes this is from around the time of the World of WarCraft announcement). However, for games that I have played and remember well (like, say, Devil May Cry), seeing them made fun of in old Penny Arcade strips is an enjoyable way to indulge in nostalgia.

Elsewhere on the interwebs, thanks to fadedjae on LJ for reccing the Escapist article Phoenix Wright‘s Objection!”, which shows just how closely the Gyakuten/Ace Attorney series mirrors (and pokes fun at) the Japanese legal system. Some of the information wasn’t new to me—mainly Japan’s high confession and conviction rates—but much of it was, and it was certainly an eye-opener.

Finally, in case you’re looking for good deals on video game soundtracks—or have one to share—I’ve started a thread on the Cheap Ass Gamer forums with comprehensive information on anything related to buying OSTs: store listings, tips, deals, sales, you name it. Please note that you must be a registered member of the CAG community in order to view this or any of the other threads in the Video Game Deals forum.