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Me and Samus Aran

Metroid Prime was really good, if a little frustrating at times. The levels, very much including the in-between hallway bits, are incredibly varied, and the puzzles are genuinely interesting. Story bits are told via computer terminals and ruins, which can be scanned with a special visor; as such, there were very few cutscenes, which I liked. A lot of backtracking is required to collect all the doodads you need (and don’t), which got a little tedious at times, and at one point, I had to run to GameFAQs in order to progress (always a Bad Thing to me, though in this case, the solution was merely a little oblique instead of ludicrously buried, *cough*). Both enemies and environments require more elaborate battle tactics as the game wears on, which not only added to the difficulty but the variety. Also, the Wii controls for this first-person game are a dream come true, though I personally would’ve put the default jump control on the Nunchuck instead of the Wii Remote, similar to the Elebits scheme. I’m looking forward to playing the other two games in the Metroid Prime Trilogy set, though probably not right away, as my backlog is nearly all JRPGs again and I need, more than ever, action games to break things up.

Captain N isn't that kind of guy.

Metroid Prime was also my first Metroid game, believe it or not. However, thanks mainly to Nintendo and fandom, the game’s protagonist was already known to me, though I was not aware of much of the minutiae of her canon. Really, there aren’t too many hardcore gamers who don’t know of the bounty hunter Samus Aran, since, along with Lara Croft, she’s the most famous and iconic video game heroine out there. An important aspect of her is that she has traditionally been a silent protagonist in the games she appears in, much like Mario, Crono, and just about every main-series Dragon Quest and Pokemon hero. In fact, the only time I’ve seen her talk is in the old Nintendo Comics System books, where she is a calm/cool/collected hunter who macks on Captain N.

Recently, Metroid: Other M came out, featuring Team Ninja’s take on the character and her universe. I hadn’t really kept up with this game, but what reviews I’ve seen have been generally favorable. The one from the Onion AV Club got me wondering, though:

It might not sound like a big deal, but Other M focuses on Samus almost to the point of being a character study. In her many internal monologues throughout beautifully rendered cutscenes, the previously strong-and-silent Samus owns up to being petulant in her time with the Galactic Federation, to having misguided, unshakeable loyalties, and to dealing with daddy issues.

That didn’t sound like the Samus I (barely) knew. Turns out it was worse for a more experienced Metroid player at G4. I first heard about Abbie Heppe’s Other M critique via GJAIF, which quoted a Boing Boing article about the piece and its accompanying backlash. In summary, Heppe did not like the characterization of Samus, and took issue with the story itself; she also wasn’t satisfied with the control scheme and overall game design.

From what it sounds like, Samus was handled badly in Other M, and not just in the sense of a silent protagonist becoming chatty: Heppe logically points out as uncharacteristic Samus’ moments of fear when facing a certain enemy that’s a mainstay of the Metroid series. However, I believe this bit is just another fault of the overall approach as well. If I’m reading this right, it seems that Samus is a character whose thoughts and personality we didn’t know at all, but only interpret through what limited information we are given (sparse storylines and cutscenes, her equipment and enemies, etc.), with the rest up to us, the player. The Samus I saw in Metroid Prime was an independent and diligent explorer who seems not to care for the company of others. There’s doubtless many more interpretations of her out there (like her being a greedy and flirtatious sort, a la the Captain N story). An immature and doubtful Samus was not one I ever thought possible, especially not at the point in the canon that Other M takes place in.

Silent protagonists, especially ones that have been that way for as long as Samus has, must be handled carefully when given a voice and thoughts. I can only think of one other instance off the top of my head where a silent protagonist was given a significant personality injection, and the results were also inadequate; the Jak of Jak II was, unlike the original in Jak and Daxter, not someone I particularly liked. Mario might qualify, as he has been given voice in the past through cartoons and comics, but his in-game persona is still largely open to interpretation; at most, his speech is limited to very basic reactions (“uh-huh”, “no”, exclamations of surprise, etc.) and Italian gibberish.

Perhaps Samus should never have been given a personality in the first place, as that, traditionally, has been left up to the players to fill in for over twenty years. That lengthy time, and all the Metroid games filling it, have created many Samus Arans in the minds of uncountable numbers of gamers. Whittling down these many Samuses to one (and an apparently strange one at that) is a very dicey proposition at best. I hope the next Metroid allows us as gamers to once again see our own personal Samuses again.

I Blame Dragon Quest

I meant to post here not long after beating StarCraft II‘s Terran campaign, and to devote an entire post to my impressions of the story and campaign structure, but I got sucked back into Dragon Quest IX so quickly again. Also, I’m a procrastinator.

Seriously, though, DQIX is incredibly addictive. I finally saw the credits roll yesterday afternoon, and though the basic meat of the plot is relatively straightforward and shouldn’t take too long to complete, thanks to all of the other things to do, my beat time was 125:27:02. And there’s still a lot more left in the postgame! However, I’m not even thinking about that stuff right now. For the time being, I’m Dragon Quested out.

Raynor from StarCraft II
"Darlin', when I squint my eyes at you, you better listen."

What else has been going on with me, gaming-wise? As I said before, I beat the StarCraft II: Wings of Liberty campaign. The missions had an incredible amount of variety compared with the original and Brood War, but in general, they also felt easier (it must be noted here that StarCraft II‘s campaign has difficulty settings; I played the entire thing on Normal). The easier, more diverse play compliments a story that, while serviceable, lacks some of the raw… je ne sais quois of the previous games. Certain things, most notably Raynor’s relationship to Kerrigan, are less ambiguous, and there is more humor and in-joking than ever before. One minor pop culture reference in particular was, while silly, somewhat anachronistic considering the setting.

Some of this can be attributed to the new structure in place for the between-mission bits. Instead of a dingy briefing room with an android adjutant, where you are a commander working with General Duke or whoever, you are an observer aboard a battlecruiser, with Raynor as your main character, a detached sort of avatar. A more human angle has been given to the story in the form of Raynor’s conversations with his shipmates and others, but in exchange, something has been lost. I’m not sure which approach I prefer.

The character models and voices are also worth mentioning. Raynor still has his smooth Southern drawl and still squints when he’s upset, but his face is no longer lean, but meaty, and he has an equally meaty build to go with it. His hair is darker as well. Kerrigan, in brief glimpses of her old human form, is more fair-skinned than I imagined her to be through StarCraft‘s crude character portraits, and I’m not too crazy about her new voice. Mengsk and Zeratul fare better, and in general, the new characters are well done.

I think I have a pretty good idea of at least some of what the next campaign, the Zerg one, might bring. It doesn’t have quite the same magic as the original (and its expansion), but StarCraft II is still damn good, and I’m looking forward to the rest.

Light Cycles!

Another thing I played recently—well, more like messed around with: Kingdom Hearts II, believe it or not. Compared to the original and even the low-key GBA spinoff Chain of Memories, KHII felt like weak sauce, dumbed down with a convoluted and contradictory story, QTE-style special attacks, and some Disney worlds that, design-wise, paled in comparison to their Kingdom Hearts equivalents. However, it did have some redeeming qualities, like the improved Gummi Ship schmup sections, a certain visually stunning minigame in the Hundred Acre Wood, and a few great worlds, like Space Paranoids, the KHII home of Tron.
 
My husband became curious about the upcoming movie Tron: Legacy after we saw a trailer before Inception. Neither of us had seen the original Tron, though I was familiar with its reputation as an early pioneer in the field of computer animated special effects, and so we rented it. Tron wasn’t very good story-wise, but it was a visual treat, and reminded me a lot of its appearance in Kingdom Hearts II. Wanting to show KHII‘s Tron world, Space Paranoids, to my husband, I fired up the PS2 and loaded up my starred save game. Unfortunately, I had forgotten how to travel between worlds, so I did a lot of needless backtracking before finally caving in and looking up how to do it. As I traveled through Space Paranoids—including Light Cycle and Solar Sailer rides—and recalled my experience playing through the story bits, I saw just how much of the movie had made it into the game. In this respect, Space Paranoids is no different from most other worlds in the series, but considering that I hadn’t seen Tron until now, it was neat to gain this new perspective on it.

The last couple of games on my recent agenda have been Plants vs. Zombies and Kirby Super Star. In the former, I killed lots of time in two (successful) attempts to get a couple more Steam trophies. The latter’s last and toughest minigame took me a long time and many attempts, but I finally beat it on the last day of August. I had a good time with both games, though Kirby took a little while to grow on me.

That’s about all for now. The next game I plan on starting is Metroid Prime (the Wii-enhanced version), and after that, Etrian Odyssey II. I’ve also been neglecting my Pokeymans, so I suppose I’ll have to pick up Platinum again as well. Oh, and I’ve added some more links to (where else) the Links page. On a related note, if you haven’t noticed, I’ve also made a few small cosmetic changes to the site over the past couple of months. I don’t know if I’ll do any more such tweaking, but it’s certainly not out of the question, and if you spot anything that looks out of place in the meantime, please let me know.

The JRPG For This Generation

It’s StarCraft 2 Day! Actually, the UPS man won’t get here with my copy of the Collector’s Edition until later, so I won’t be starting the Southerners in Space Wings of Liberty campaign until this evening at the earliest. I have much to do in the meantime, anyway. Such as brushing up on StarCraft canon, for starters; I remember the original (“vanilla”) game’s plot pretty clearly, but need to rewatch much of Brood War‘s cutscenes. On the non-StarCraft front, I’ve taken up DDR again, and want to sink more time into Dragon Quest IX.

Ah, DQIX. Originally, the plan was to beat the game before today, but as time went on, I realized that this would be an impossibility. I’m currently some forty hours in and (by my own rough estimate) a bit of a ways from the end—not because of any steep difficulty or lengthy story, but due to the fact that there’s so much to do in between main quests.

The central story revolves around the player hero character, this time an angel—sorry, Celestrian—who gathers the thanks of earthly mortals to feed the Yggdrasil Tree. Something bad happens, and the quest starts in earnest. The bare-bones plot moves forward by means of smaller, compact stories that occur in each new town the hero visits. Naturally, this bite-size approach to questing is ideal for lots of side-questing and other distractions. One of these is the Alchemy Pot, a modern-day Dragon Quest mainstay which is used to fuse multiple items into new ones that are stronger, rarer, or just all around better than what they were before. New to the series is a job/class system, reminiscent of—but not entirely comparable to—the ones in certain Final Fantasy games.

The job system is only one indicator of how different this Dragon Quest is from its predecessors. The look of the hero is entirely customizable. There’s also the other party members, none of which have the distinct names and personalities of the past, and can either be randomly generated or created from scratch. In terms of the world, the Goddess has been replaced with a male Almighty, and the abstract religious symbols typically seen in the series are different in most places. All enemies are visible when walking across the field, and in dungeons. Certain things have been tweaked easier, though the overall difficulty feels about the same as ever. Much has already been written about the ad-hoc multiplayer features and the platform that its on (it’s worth noting that nearly the entire game can be controlled with the touchscreen, which, incidentally, is how I’ve been playing it). It’s no wonder that, in Jamin Smith’s review at VideoGamer.com, he felt the game was more like a spinoff than a true main-series entry.

However, despite all of change DQIX has brought with it, two hallmarks of the series shine throughout: its aesthetics, and its quality. There is no mistaking this as anything but a mainline Dragon Quest, with all its Koichi Sugiyama musical stylings Akira Toriyama visuals, and much more care and polish than any of the (still great) spinoffs get. The controls are intuitive and, though the menu arrows could be a little larger for those of us using the stylus, sensible. The graphics and sound are among the very best on the DS. The game itself is diverse, easy to play on-the-go, and addictive. On top of all that, all of the new stuff (at least that which I’ve dealt with so far) is well done, and much of it enhances the overall experience; the visible enemies is one feature I would love to see in all future entries. This is a Dragon Quest for today, a JRPG for those who doubt the viability of the genre in a time when WRPGs have stormed consoles like FPSes did before them. It makes me want to play more, and also to wonder what a Dragon Quest MMO would be like.

It’s going to be really hard to juggle this and StarCraft 2.

Drought? What Drought?

I’ve been back for awhile now, but have been either too lazy, busy, or tired to update this place. I did, however, post at my CAG blog; there, I shared a whole set of photos from the Dragon Quest IX launch event that took place a little over a week ago at Manhattan’s Nintendo World Store. There were lots of people, demo stations, freebies, and frozen treats from a Dragon Quest-themed Mister Softee truck.

This slime is almost as big as my backlog!

Funnily enough, although I got DQIX a day early, I didn’t actually start playing the damned thing until the following Monday. I’ve played quite a bit of it since then, though. It’s an unusual game for the franchise, in terms of how it breaks with tradition, though I don’t have anything bad to say about it so far. I do wish the dungeon designs were more puzzle-intensive, along the lines of certain ones in earlier Dragon Quest games, but that sort of thing doesn’t seem to be Level-5’s strong suit. This game also seems to have eased the difficulty in certain subtle ways, which I feel ambivalent about. On the other hand, a feature that I really like reminds me of one of Earthbound‘s best: enemies—which are all now visible on the field—are likely to run away from your party if you’re too strong.

I’ve also made a lot of progress in Pokemon Platinum. Actually, that was the only game I played on the trip, which means Might & Magic: Clash of Heroes has been relegated to the backlog for the time being. Later, I put Platinum down upon starting DQIX, then picked it up again this weekend. I’m currently up to five gym badges and am beefing up my team before taking on Pokemon Gym #6 (not its real name).

Along with the DS RPGs, I’ve been plugging away at Kirby Super Star, but I don’t know when I’ll beat it, though I’m very close to being done with everything, save the minigames, which I’ve mostly ignored. And then there’s StarCraft 2: Wings of Liberty, which will arrive here in less than ten days in all its Collector’s Edition glory. Right now the plan is to beat DQIX before SC2 gets here, which will leave my August free for a super-long, and super-shiny, Terran campaign, plus some possible multiplayer and/or modding.

Oh, and my birthday happened. One of the presents I received was an Amazon gift card, which was spent in part on a used copy of Izuna: Legend of the Unemployed Ninja, an Atlus-published roguelike I’ve had my eye on. It’s now in the backlog pile, along with Clash of Heroes. Plus, I preordered Etrian Odyssey III, which is due out in September, since I had to have that artbook.

Every year, gamers complain about the “drought” that happens in the summer. Pssh. Even without Dragon Quest IX and StarCraft 2, I would be overwhelmed; there’s just so much in my backlog, and so much more I haven’t even picked up yet, like late-winter and spring releases Bayonetta, Nier, and Super Mario Galaxy 2. Come the fall, while my husband is consumed by Civilization V and World of WarCraft: Cataclysm, there will be the aforementioned Etrian Odyssey III, along with Rune Factory 3 and, if it turns out to be any good, Front Mission Evolved. Then there’s the “epic” games that I will not get right away but will likely pick up sometime, namely Kirby’s Epic Yarn and Disney Epic Mickey.

I want more “drought” time, dammit!

At Kotaku, the Fireworks Come a Day Late

So I came home the night before last, exhausted. The next day, I caught up on internetty-type things. One of the sites I sifted through was Game Journalists Are Incompetent Fuckwits, a recent find and the best angry video game blog I’ve read since the deceased (and missed) Pre-Order Pushers. As usual, there’s a ton of stuff about Kotaku, including a link to a funny Something Awful parody, but little did I realize that a raging, gusty shitstorm was on the horizon. I’m still piecing together the entire story from GJAIF posts, Kotaku comments, and other places, but here’s what I’ve gathered:

• On the morning of July 5th, Kotaku EIC Brian Crecente posted an entry titled “This is Kotaku”. It’s an introductory article for newbies to the site, with links to articles, broken down by category, that serve as “a taste of what we do”. iambeaker on CAG later noted, in a thread titled “What is up with Kotaku?”, “I know many of the Gawker blogs place an article similar to this when a blog is featured on a major network (i.e. The Today Show) or when the blog is being sold (i.e. Consumerist).” FriskyTanuki replied: “That post is their response to the Game Journalists Are Incompetent Fuckwits blog that criticizes sites that post stupid articles or gets information completely wrong and Kotaku accounts for probably 60% of the blog’s content.” If that’s true, seems the post didn’t work.

According to GJAIF, “After Crecente posted the ‘This Is Kotaku’ article, there was a bit of a meltdown in the comments.” To say the least. Evidenced by the handful of comments still left on the post, many more were “disemvoweled” (the vowels were stripped from them) and later deleted (or at least, hidden from non-Kotakuites). One critical comment by lineypi—which I am unable to link to directly—stood out to me as I began putting this post together. I’m not sure if it is representative of its deleted brethren, but here it is in its entirety, in case it should disappear later on:

Just out of curiosity, but are the other Gawker sites doing something similar to this? I feel like there’d be a lot of overlap between things on here and things on Gizmodo (and a few of the other gawker sites) just based on this overview.

It would also be interesting to see these different things sorted into what you plan to post most about compared to what you see the least of.

At the moment the impression is that top of the list is what Kotaku has chosen to rank as the highest importance.

So for instance, you’ve got Sex really high on that list, but personally I don’t see sex & games as something intrinsically linked. Gawker has ..alternative.. sites for sex.

So the implication here is that Kotaku will have a sex article posted each day or something, but if that’s the case then I can see that driving away (the mature) gamers rather than attracting them.

I dunno, I just feel like with this summary list Kotaku isn’t really representing itself the way that I, as a visitor, experience it. And if this list is indicative of changes that are going around or about to occur, then I’m concerned that the experience will change.

PS – I’d also really like to see some sort of internal news that is purely a response to the mass banning/censorship that has recently occurred.

If there’s a way you can tag something so that it is only visible to registered members, or if you just use the internal messaging system, then I could see that being a solution that would answer a lot of the community’s questions without having something so off topic & purely internally focussed end up in your blog feed.

In the #speakup section of Kotaku, I found much more. In particular, the banning of a user named dean seems to have been a major flashpoint for the implosion. kanji08 goes into further detail about yesterday’s events in this comment.

• The conversation and arguments continued beyond Kotaku, spilling into a fan forum and Steam group. Again, GJAIF has more details regarding that, including a lengthy bit of chatlog from the Steam group, for which Kotaku writer Owen Good is present. GJAIF is later kicked out of the chat.

That’s about all for now. There’s still some fuzzy bits here and there, such as the precise role of certain individuals, and the nature of the deleted comments. It’s disconcerting how much has been covered up. I understand editors wanting to have a certain degree of control over their site, and I’m pretty neutral in my feelings toward Kotaku, but this is kind of nuts. It doesn’t seem like much is being written about this implosion right now, which is a shame; I’d like to see more. Something tells me that the meaning of “community” on Kotaku has just been considerably altered for its users, and it’ll be up to the Kotaku staff (and parent company Gawker) to decide what this means for everyone.

Some Last-Minute Dungeon Crawling

This afternoon, I’ll be boarding a plane to California for a personal trip. What this means is that, for the past week or so, I’ve been tying up some loose ends beforehand, so I wouldn’t have to deal with them when I got back. The usual errands notwithstanding, this has meant returning to the final, postgame stratum of Etrian Odyssey.

One of the monsters I didn't fight.

I had originally begun tackling it last year, immediately after beating the main quest. Unfortunately, the most advantageous stat boosts required me to restart with new characters at Level 1, and thus, a lot of grinding was required. I took up the grind again earlier this month, and eventually maxed out the five stat-enhanced characters I had created way back when at Level 70. When my party was strong enough to venture into that last stratum again, around Level 60 or so, I began mapping it out thoroughly, finding it an even more devious bastard than the snippets I had seen last year. In the end, I never got through the whole thing due to some insanely tough bosses that I would’ve had to have defeated. Still, I’m glad that I got as far as I did, even though I had to spam the items and abilities that cut down on random encounters after maxing out my party and building up my cash hoard, as fighting monsters was a waste of time by that point.

In general, the plan was to be “done” with Etrian Odyssey so I wouldn’t have to take it along with me, but I also wanted something new to play on this trip, since Pokemon Platinum by itself would get a little boring after awhile. Thus, I ordered Might & Magic: Clash of Heroes, which I’ve had an eye on ever since its release. (It’s also, I believe, the first Ubisoft-published title I’ve bought since Grandia II for the Dreamcast, which says more about my tastes than the company’s games.) Yeah, another RPG, but with more of a strategy and puzzle bent from what I understand. I’m looking forward to playing it.

I also picked up the issue of Edge that’s currently on the US newsstands, because that’s what I do nowadays before a long trip. It’s the June issue with Little Big Planet 2 on the cover. I wouldn’t be surprised if I have every Edge cover appearance of LBP by this point, but I also wouldn’t be surprised if I’m missing one or two. Something interesting I’ve heard about LBP2 is that the gravity is adjustable, which might mitigate my one major turn off from the first game: the floaty animation. You can bet I got sick of seeing all those Edge covers (and stories) real fast after seeing the original LBP in motion for the first time…

Anyway, that’s all for now. See you again in a little over a week!