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This Year’s Holiday Card

One of my regular projects is an annual (usually; I’ve missed at least a couple of years) “Holiday Card”, typically a piece of Christmas/winter fanart for my online friends. I had plans to do one this year, and even had a couple of Persona 4-themed ideas stored away well in advance, but when the fall hit, I got a spark of inspiration for something else, which I started working on in November.

Legend of Cascadia This project, a short J-style RPG called Legend of Cascadia, is not holiday-themed, but is my replacement for this year’s Holiday Card. It is based on one of my favorite Peter Molydeux tweets, one which I briefly considered adapting for the first MolyJam, but lacked the time, experience, and overall foundation to do so. However, over this past month and a half (and especially the last four weeks), after finally getting a solid idea in my head, I put it together. The engine I used is RPG Maker VX Ace, which I’d only dabbled with before, and is both surprisingly robust and frustratingly limited. It was also the perfect tool to put together this sort of thing.

Anyway, hope you all enjoy this bit of silliness from me. Before I go, you may have noticed that Cascadia lives under a new menu section called “Projects”. I can’t promise that I’ll make more games in the future, but this is where any similar such works will live from now on. Thanks, have a good holiday season and here’s hoping we all have a great 2015!

Little Updates and Some Braincrumbs

Ever since late January, Shin Megami Tensei: Persona 4‘s been eating up most of my gaming time. I finally beat it yesterday, but am going to put off writing about it for now (and I will write about it, promise) to get some reviews out of the way. Like the previously reviewed Paper Mario: Sticker Star, these are all games which I played when I was not preoccupied with Persona 4.

Before that, though, I just want to note that the links page has been updated for a couple of friends’ sites and a Let’s Play. I also want to note that the Kickstarter for “Frog Fractions 2” is currently going on and that you should pitch in, if you haven’t already. That’s all for now, so let’s get to it…

Twilight Zone – Sonic Chronicles: The Dark Brotherhood

After beating Sticker Star, it would seem odd that my next “secondary” RPG would be another one based around platformer mascot characters, but that’s what it was. Sonic Chronicles, which is perhaps most famous for being made by BioWare, is the first and only RPG in the Sonic franchise. Given the rocky history of Sonic games and the unusual choice of developer, I both wasn’t quite sure what to expect and didn’t keep my hopes up. This proved to be a wise tactic.

Sonic Chronicles follows the title hedgehog and his friends on a quest to rescue a kidnapped Knuckles from a group called the Nocturnus, and eventually, save a whole lot more. It uses some prominent bits of Sonic lore in telling its tale, and many series regulars make appearances, including Amy, Shadow, Big, and Cream. There are dialogue trees sprinkled throughout, though they don’t really affect what direction the story takes, as well as a sprinkling of humor and pop culture references (the Soundgarden one was the most out-of-left-field of the latter). Aside from some bits of dialogue that could’ve done with much tighter editing, and every single human NPC being a white male of some sort, the story works well enough, both for the Sonic universe and in general.

Amy starts to do the "Tantrum" POW move.However, the game controls in exactly the way one would expect from a big-name developer who had never made a DS title before: every action requires touchscreen input, including starting the game. There are only two actions that have button-based alternatives (the field abilities and opening the menu), but if one has to use a stylus for everything else anyway, there’s no point in using anything else. This touchscreen gameplay is fine for the most part, but gets tricky when using the special POW abilities during battle, all of which require precise timing. Most POW moves will thankfully let you do at least some damage if you mess up the inputs, but healing and other support actions will fail outright in such cases. This being the case, the support characters are pretty much useless until one obtains a certain very rare Chao which lets you bypass the timed inputs—and even then, it’s not guaranteed that you’ll ever be able to get this Chao, as which ones hatch from what eggs is apparently random.

The rest of the game is a mix of polished and clunky. For example, while some of the music sounds fine, albeit generic, other pieces are dinky and an embarrassment to the franchise; one of these happens to be the only piece that I recognized as being from a previous Sonic game, a bare-bones cover of “Diamond Dust Zone, Act 1”, originally from the Genesis version of Sonic 3D Blast (what’s odd is that Richard Jacques is in the credits, presumably for this piece, when, to the best of my knowledge, it was actually written by Jun Senoue). The graphics fare better, though the 3D character models are kind of ugly when seen head-on, and the POW move icons are a bit more pixelated and jaggy than they could be. Taken as a whole, it’s an odd, quirky entry in a franchise that’s no stranger to the occasional odd, quirky entry. It might be worth a look if you’re a Sonic fan and/or into such curiosities (I fit both criteria), but it’s hard to recommend as a good RPG.

Sunny, Funny Days – Cherry Tree High Comedy Club

Speaking of playing similar games so close to each other, my next secondary title was a high school-based life simulator, much like the non-dungeony parts of Persona 4, but such was my mood when I started up this doujin game. Published by Capcom, localized by Nyu Media, and developed by 773, Cherry Tree High Comedy Club puts the player in the shoes of Miley, a high school student who dreams of becoming a professional comedian. To help achieve this dream, she has set out to recreate a school club that two alumni, now famous comics, were originally members of. Unfortunately, she needs a minimum of five club members in order to make it official, and she only has herself and her roommate. Thus, the goal of the game is to recruit those last three members before the deadline for new clubs closes.

The format should be familiar to anyone who has pursued Social Links in Persona 3 and/or 4: when not cultivating her knowledge of conversational topics (ranging from pets to politics) through reading or other activities, Miley talks to people around town and nurtures friendships with a specific subset of them. If she becomes close enough friends with any one of the six available candidates, they will join the club. Carrying out your search for club members day to day in this way can be repetitive after awhile, but given the format, it’s to be expected. It’s not a very long or difficult game, though some strategizing is required. I should also note that recruiting all six candidates seems to be impossible for a first playthrough; fortunately, there is a New Game Plus mode.

One of the more strangely written bits of dialogue.The music and story are bright and cheery, as are the graphics—save for some issues with text on characters’ clothing when their portraits are flipped—and the UI is very well designed. However, the one part of the game that stands out in a negative way is the localization. Although the writing itself is fine, typographical errors frequently appear throughout the dialogue, and I even caught a misspelled word in the user interface. It’s clear that this game would’ve greatly benefitted from a thorough round of copy editing/proofreading. Aside from that, there’s a quirk to this localization that is peculiar to Capcom-published visual novels: it’s rewritten to be set in the United States. Aside from the Westernized names, two noteworthy changes are that a certain pair of foreigners are now from Sweden instead of Canada, and the town’s shrine is explained as being a gift from Japan. Granted, this is not usually a major issue with me, but things like the shrine, not to mention the castle visible from the town’s park, are so obviously Japanese that one wonders why they even bothered with Americanization in the first place. These changes have also led me to wonder if the game itself (and by extension, worryingly, the gameplay) was altered so that there’s no school on Saturday in the English-language version, but I couldn’t find anything on 773’s site that seems to indicate this. Either way, the technically inept localization is a disappointment compared to the rest of the game, which is an enjoyable, lively diversion.

Secretive Dungeons – Hammerwatch

Not long after starting Miley’s adventures in club recruitment, I got The Itch and started up Hammerwatch, one of the few light-on-plot hardcore dungeon games left in my Steam backlog. It was one of the first things I had ever voted for on Greenlight, but I didn’t get around to actually picking it up until the last Steam Holiday Sale. After playing it, I’m kind of glad I didn’t pay full price.

The story is very simple: while escaping from a castle with your fellow adventurers, you alone get trapped and have to find your way out. The game is divided into four areas of three floors each. Each area has a boss, as well as minibosses, regular enemies, enemy spawn points, loot, treasure chests, traps, upgrade and potion shops, and secrets—lots of secrets. Most of these secrets take the form of hidden areas that can be found by attacking the right wall, pushing the right buttons, or solving puzzles, and lead to money, “vendor coins” (special items that lower the prices at shops), extra lives, and strange planks. Unlike most other games with such secrets, finding these goodies in Hammerwatch is practically required if one wants to make decent progress through the game. While I appreciate the focus on discovery, it seems a bit misguided to me to have so much of the game’s accessibility be dependent on what should be optional.

Trying to take this screenshot without getting killed was kind of tricky...Aside from that, the castle floors are massive and very well designed, though having to go through them again and again after failed playthroughs leads to a sort of boredom settling in. As for the enemies, although some interesting things are done with them from time to time, for the most part, they’re pretty brainless, and will just swarm straight to you once you’re in their line of sight.

There are four character classes to choose from (all male, which is a bit weird), which are all well-balanced with their own distinct strengths and weaknesses. Although I tend to gravitate toward melee classes for these types of games, after trying out all the classes on the Medium difficulty, I ended up beating Hammerwatch with the wizard, whose basic fireball attack struck the right chord with me. Playing any one of the classes is an exercise in repetition, though; no matter which class I was, I found myself using very similar strategies on most of the regular enemy types throughout the game.

As far as aesthetics go, I have no major complaints aside from an iffy loop point in the background music. The options for graphics, controls, etc. are very good, although controller support is limited. Hammerwatch also has a co-op multiplayer component and modding tools, which sound promising for anyone who’s into those sorts of things. However, if you’re like me and want a solid single-player dungeon crawler first and foremost, this isn’t bad, but you could do better.

Quick Update

Sorry I haven’t posted lately, especially given that I’ve only just relaunched this blog recently; you can thank a big fanart project and the usual autumn sickness/sluggishness for much of that.

Anyway, I updated the Links page this evening. Amongst other links, I included all of my favorite screenshot Let’s Plays. Most of my top recs are fairly short, so if you have the time, check them out. Also, if you have a link you think I should add, let me know.

Finally, I’ve changed one or two things with the site itself on the technical end of things, but it’s nothing you all need to worry about 😛

Welcome Back to Brainscraps

I’d been neglecting this place, and I’m still not completely sure why.

Perhaps it was disinterest, or some medical problems I was having (I won’t get into that), or that I was fine just talking about what I was playing on Twitter or various forums. I also suspect that my approach to this blog was part of the problem, and that’s why I’ve decided to refresh the site’s look, rewrite most of the “About” page, and start posting here regularly again.

So, welcome back. It’s been too long, hasn’t it—well over a year! I’ll do my best not to let this project fall by the wayside again, and part of how I intend to accomplish that is by writing about more than just games. In other words, now that I’m no longer active on LiveJournal, this is my main blog. It’s been awhile since I’ve had one of those, too. Figure reviews and most other collecting-related posts will remain on Tsuki-board, but everything else? Here.

Opoona stands in front of one of many artworks. Source image from Giant Bomb (giantbomb.com).The new theme I’ve come up with, or rather, frankenstein’d together from other WordPress templates, is something I call Tizia, after the homeworld of Opoona, the main character of the Wii game of the same name. I played Opoona this summer; it had problems (most notably a very-bad-by-modern-standards localization), but was unique and charming. It is also probably the only game I’ve ever played where art appreciation is a core part of the world. Hell, art in general is; one of Landroll’s towns is entirely devoted to the arts, and art-related careers are among the many jobs Opoona can pursue while on this planet.

Opoona has lingered in my mind ever since I beat it, in a good way; this is particularly true of the soundtrack, which is composed by Hitoshi Sakimoto and others at Basiscape, and which I have recently finally ordered a copy of. It’s not the best game I’ve beaten this year (that would probably be 10000000), but it’s certainly among the most memorable. I’m not going to ramble on at length about it, since it’s been months since I’ve beaten it, and as such, it’s no longer all that fresh in my mind. However, it’s a curiosity worth checking out if you like charming games as much as I do.

When a game leaves that strong an impression on me, I usually do a piece of fanart. In this instance, it’s a crossover with another memorable game, Ghost Trick, which was one of my favorites from last year’s stack of playthroughs. I’ve also (and this is a first for me) posted some of my process in creating this piece at my new Redirectorium at Tumblr. Yeah, I finally broke down and created a Tumblr like everyone else. I predict that a few years from now, everyone will have moved on to the New Internet Hotness and I, once again, will drag my feet in getting there, but for the time being, yep, I’m on Tumblr.

Another Quick Site Update

Today I migrated the okamiblog Archive to Brain Scrap House from the Blue Shinra Project. For future reference, these posts can be found in the “Old Stuff” section.

The first two Gaming Roundups, from 2007 and 2008 respectively, have also been transferred to Brainscraps; they can now be found, as well as the others, under Games.

Aside from possibly fixing a small problem with the site’s layout, that’s all I have for site business for awhile. The usual lengthy posts about games, games, and more games will resume shortly.

Quick Site Update

I’ve just installed and enabled the Disqus WordPress plugin here at Brainscraps, which will hopefully make commenting more convenient. It’s been tested (thanks, bitprophet) and it works, but please let me know if you run into any problems nevertheless.

There will be some other changes coming, mostly involving moving and collating old content I have written and stored on other sites to this one. This is something I’ve been wanting to do for some time now, so hopefully I can get the ball rolling on this soon.