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06-24-2007 Update #39
Too many video games

Recently, I've been playing more video games than I have since I first had a television moved to my bedroom as a preteen. It's summer vacation, I have a pretty lax work schedule at only 20 hours per week, and I have quite a lot of spare cash. I have a part time gig where I'm supposed to be working on freelance music production (this sounds way more impressive than it really is, so don't give me too much credit), but until yesterday, my apartment wasn't configured for productivity; I had no reliable access to my desk or my keyboard or anything. The place was a giant fucking mess, and there was no way anything worthwhile was going to happen in there! Now that things are sorted out a bit, maybe I'll get cracking. This means is that I'm not likely to write any more music soon. No big deal, because I've lost contact with Kazukeri anyway, nor have I been writing much music anyway. I might work on a contribution to www.cheapassgamer.com's embarrassing karaoke contest, though.

So, I had planned on playing a lot of 360 games right now, but most of its awesome summer games have been delayed until 2012 or whatever, so I haven't really fired up my 360 in awhile. Furthermore, the only PS2 game I have been much interested in is Odin Sphere, but only because of the graphics, because I have known that it will be boring (more on that next article). Because the money isn't really an object, and I have been pretty depressed and have needed some pick-me-up, I decided to buy a new video game console. Even crappy games are a blast when you have an unfamiliar, shiny new controller in your hands, so it was exactly what I needed.

I was pretty set on a PS3; I was going to buy one anyway, so whatever! Might as well get it right away! But, when I got to the store, and looked around, and debated, I came to the conclusion that 100% of the good PS3 games out are Oblivion, and the Tom Clancy games. Tom Clancy games are pretty good, but I had played or had owned all of them on 360. This means that I was at the store, and I was pretty desperate to offload $600, and even under those conditions the PS3 library was simply too weak to convince me to purchase. This is seriously bad news, and in all honesty, I can't believe that anyone would actually buy a Playstation 3 unless they were getting a free 72" Sony Bravia TV and breakfast sandwich or whatever it was that those Brits got at launch. I'll probably pick one up with Ninja Gaiden Sigma, but it's a sad state of affairs when the game that makes me buy a PS3 is an Xbox port that I've already played.

In any case, there I was, with Kyrsten, and a bank account full of disposable income, and I wanted to buy an expensive electronic. Then, something caught Kyrsten's eye -- it was in a white case, and it was called Mario Party 8. Needless to say, Kyrsten exploded with joy. One hour and $500 worth of console and accessories later, I was unwrapping a Nintendo Wii and struggling to figure out how to get it to not look like ass on my LCD TV (no success). Kyrsten was really psyched to play a 50-round game of Mario Party 8, but I'm like, let's fucking go to bed, but I think I ended up playing some minigames for awhile anyway.


My impressions on the Nintendo Wii:


I don't know why people like to set up their Wii units like this. I much prefer to put it in horizontal position, without the ugly base. It looks so small and elegant that way.

As a console, the Nintendo Wii is an incredibly attractive piece of kit. It absolutely changes the vibes in your living room. As the press has covered pretty thoroughly, it's barely bigger than three DVD cases. However, it does come with a pretty massive power brick. It's nowhere near the size of the 360's (which doubles as a yacht anchor, or, you can hollow it out and convert it into a bomb shelter), but it's still large enough to be inconvenient. Had they house the power brick inside of the Wii, it probably would have increased the size by at least one third!

The Nintendo Wii visuals are terrible. I bought a component cable to run in 480p, which ended up making the low-res signal look even more grainy. The Nintendo Wii is a standard definition console, and has no HD option. If you're like me, and have an LCD HD set, it's probably not going to look very good! I played it on a plasma at Kyrsten's parents' house, and it looked a little better, but it was still jaggy and ugly. The plasma set would wash out and bloom the colors, which generally improved the graphics, but you'd lose a lot of visual detail in textures and text. The Nintendo Wii is literally two Gamecubes duct-taped together, so you shouldn't expect graphics even remotely comparable to the 360 or PS3. Even still, I'm pretty disappointed with in-game graphics thus far, because none of them would have really pushed the limits of the Gamecube (except RE4, which I know for a fact did); I'm certain that down the road, games will utilize the full power of two Gamecubes, and push out something a little more detailed. I'm not looking forward to years and of 480i gaming, though.

I'm also disappointed with the Wiimote, because it's not nearly as responsive as Nintendo forumtards have led me to think. When I swing my sword in Zelda, Link is starting his action just as I am completing mine. This lag makes it really hard to coordinate my swings, and I really wish that I could just press a fucking button or, better yet, plug in a controller -- buy maybe they wanted me to double-dip for the Gamecube release, which came months after the Wii launch. The IR pointing is a little better than the gyroscopic control, but is still not adequate, and takes a lot of adjustment to get functioning. It lags behind your actions, and while you eventually learn to compensate, it doesn't feel very natural. Furthermore, it's hardly a pointer at all, because if you sight the Wiimote like a rifle, you'll notice that the cursor is never anywhere near where the remote is pointing. Drawbacks like these are a running theme with Nintendo's controller, no matter how you hold or which game you are playing: it isn't very responsive and it doesn't feel natural to use a laggy pointing device and sluggish gyroscope in place of conventional control. Maybe this will improve as the software or the game code improves, but right now, it's not where it needs to be. I can only imagine how awful those 1:1 control sword fighting games that everyone is clamoring for will control!

As far as games go, all I've played are party games and the headlining Gamecube ports/timed-exclusive games that ended up on Gamecube anyway: specifically, Zelda: Twilight Princess and Resident Evil: Wii.


Review: Resident Evil: Wii Edition


Chainsaws are devastating in this game. With the slow and deliberate control scheme, you'll find yourself completely terrified by enemies that have them -- especially this young lady, because, unlike you, she can run really fast! Your only hope is to gun her down before she decapitates you, and if she has the element of surprise on her side, you're toast.

Resident Evil: Wii Edition is the same game that you've already played, but it now controls differently, or maybe the same, if you plug in the classic controller. I have no idea why you'd want to play this game with a gamepad, though. I never played it on Gamecube, but I did play through the PS2 version, and while I liked it, it wasn't the life-changing experience that IGN's 9.8 score -- I could be a little higher or lower, I forget -- told me it would be. I believe a large part of this is that the PS2 version had conspicuous visual downgrades, such as a complete lack of a lighting engine, muddier textures, and gimped-out particle effects. These probably ruined the atmosphere. My response was also probably colored by the horrible Rambo sequence at the end. Regardless, I wanted a shooter for Wii that didn't suck as much as Farcry, because Farcry on Wii really sucks, and Resident Evil 4: Wii Edition is pretty cheap.

The major change to the control scheme is that you now use the Wiimote to point and shoot. You still stand still, ready your gun, and move your field of vision as normal, and if you hold the Wiimote motionless, you can still aim by swinging your view with the analog stick. However, you can point the Wiimote to move the reticule within your current field of vision. This actually works pretty brilliantly, and doesn't change the gameplay balance as many feared (more in the next paragraph). It feels much more natural and loose than the old controls, but you're not about to become a better marksman. It's very engaging, and you'll find that it's much less work to shoot a motionless target, which you frequently do to uncover rare treasure, than it was with a control pad.


Notice that the crosshair isn't in the middle of the screen. Being able to aim without panning your field of view is really useful, and also helps to keep spectators from getting sick (Kyrsten likes to watch me play games).

A long-running theme with Resident Evil is that the controls are stiff and cumbersome, and Resident Evil 4 is no exception. The key difference is that where previous games had bad controls, Resident Evil 4 has good controls that are intentionally stiff. The best term to describe the control is "methodical" -- Leon Kennedy, our prettyboy Avril Lavign-wannabe of a main character, is simply not very agile. He can't perform backflips off of walls like Rye Hyubasa (Ninja Gaiden) and he can't outrun a cheetah like Ameratsu (Okami). He can't even jump, except in rare cases, where it is done by following an on-screen prompt and watching a little cutscene. Leon's lack of acrobatics are hardly a problem, however. The controls in Resident Evil 4 aren't about delivering automatic joy through the responsive and deft movements of its avatar, such as games like Ninja Gaiden and Okami, but are about making you feel desperate and vulnerable during encounters with enemies.

This all works because Leon Kennedy is an excellent shot. During an encounter with an enemy, your job is to find a safe place from which to shoot, and to aim carefully. You cannot move while aiming, and conventional techniques like circle-strafing are nowhere to be found. Encounters are extremely tense, because enemies are running straight at you, and since ammunition is a very finite resource, you have to be conservative with your shots. You'll want to aim at the head, or the knees, or their hands, if they are armed, to slow your assailants down. If you can, you'll want to finish them with your knife while they nurse a bullet-addled kneecap. The catch is that the enemies aren't normal humans, and can be pretty accurately compared to zombies. In previous Resident Evil games, you were literally killing zombies, so it's a natural progression for the series. A bullet to the head won't kill them right away, but it'll stun them, and give you a chance to kick them to the ground and run away. They'll go down if you shoot them in the legs, but they'll eventually get back and limp towards you. It's absolutely brutal. Since you're rooted in place while aiming, it's incredibly intense; they're throwing axes or sticks of dynamite, or simply sprinting straight at you with a pitchfork or something, and since you know you'll never outrun them, your only evasive option is to disarm the assailant by shooting him in the hand, then shooting him in the knee, and then running away, but since the camera is fixed over your shoulder, you can't see what's behind you, and who knows -- when you turn around to aim and shoot again, you might find that the zombies have been keeping pace with you and are now biting you in the face. Awesome. To top it all off, enemies have a variable amount of stamina; you'll never know until you've finally killed a "zombie" how any bullets he can take. It might be fifteen, or you might get lucky and take him down with one. If he does go down, you won't know for several seconds whether or not he'll get back up, so you are constantly on guard. And even when you've cleared an area of enemies, you never know if more will show up before you can advance.

The Wiimote works phenomenally in this setting. Curiously, everything that is wrong with the Wiimote -- its lack of precision, its excessive sensitivity that causes the reticule to jerk around the screen, the way it lags behind your movements -- all of these things make the game much more impressive. You're supposed to feel desperate when the zombie-people are rushing at you, and if you had a truly responsive means of aiming your shots (like mouselook), you'd feel much more in control. Even worse, if the Wiimote had given the player mouselook-like control, as many people had thought it would, the entire game design would have fallen apart. It feels much more natural to aim your weapon at enemies with a laser pointer as opposed to an analog stick, but somehow, you won't be a better shot. Furthermore, you can position the reticule on-screen before you start aiming, which gives you the ability to think out your next shot ahead of time without having to change your field of view. As I mentioned before, this makes all the difference when you're trying to shoot a bird's nest out of a tree or or hit some other small object (such as a fish -- it was so hard to do in the PS2 version that I never even realized that I could shoot fish and collect them for use as healing items). It's pretty magical.

It's hard to explain exactly how much fun it is to aim and shoot with the Wiimote, but it feels like the perfect balance between precision (as you get with a control pad) and responsiveness (as you get with a mouse). It's a completely new way to play a game, and while I realize there have been other shooters on Wii, this is the first one I've really enjoyed. The Wiimote isn't sharp enough for a run-and-gun action shooter, but because this is a game that uses clunkiness as a feature instead of suffering it as a shortcoming, it gels perfectly.

According to the picture on the back of the box, you can use the classic controller for play, if you don't like the Wiimote controls. This is a brilliant decision, because sometimes, you want to use a gamepad! You won't, in this game, but it's nice to see a developer admitting that mistakes can be made when implementing the Wiimote.

Otherwise, Resident Evil 4 is the same thing that you played on either Gamecube or PS2. It has the PS2's not-so-amazing-but-pretty-good bonus content, and the Gamecube's graphics, which makes it the best version of Resident Evil 4 available. It's a budget title at $30, which is good; while the moody atmosphere and definite sense of style are intact from previous versions, it definitely looks like a two or three year-old game, because that's exactly what it is. The graphics aren't disappointing, because Resident Evil 4 really is a work of art, but the textures, lighting, and other various technical details lag conspicuously behind other new titles. It's not fair to charge us full price for an old game! Most of the good games on Wii are Gamecube ports (or PSP ports, but that's a different discussion!), and of those ports, this is in my opinion the very best available. Resident Evil 4 is an absolute masterpiece of game design for every reason that you can read anywhere else. It's the sort of thing everyone should play, even if the action sequence at the end sucks and the writing is pretty embarrassing and the final boss leaves you feeling like there should be another final boss after him.


This screenshot is my idea of a segue. One thing you'll notice is that this game isn't completely widescreen -- there are a few pixels on the left and right of the screen. What makes this weird is that the original version forced letterboxed widescreen and was pretty revolutionary because of it. I suspect this happened because the original letterboxed widescreen was not actually the correct 16:9 aspect ratio.

I give Resident Evil 4: Wii Edition my enthusiastic recommendation. It's the best version of an already awesome game, it's cheap, and it's the best shooter available for Wii!


I've also been playing a lot of Playstation Portable, because I recently received a title that I'm certain not many Americans are playing right now! As most people know, Square-Enix and secret partner TOSE have been developing half-assed ports and complete remakes of various popular Final Fantasy titles for several years. Most recently, the two titles receiving the royal treatment are Final Fantasy I and Final Fantasy II for Playstation Portable. These two games are receiving full remakes with hi-resolution, Korean freeware MMORPG-styled graphics. There's some new content in each, but not much, and also a little bit of under-the-hood rebalancing. Overall, they're still pretty much the same games they were in 1989 or whatever.

What is not new is the script. The updated English translations for both games were done sometime in the late nineties, and every version of the game has used this same script update (more or less). In an unprecedented and extremely awesome move, Square-Enix decided to include three scripts in both Final Fantasy I and II for PSP: Japanese with Kanji, Japanese without Kanji (this is for Japanese readers with low reading ability, such as an American student), and English. I'm pretty certain this drove down production costs or something, but in any case, this means that my version of Final Fantasy II from Singapore can be played completely in English, even though the box text and instruction book are in Chinese and Japanese. I imported the game about a month and a half before the US release, and I've been playing quite a bit of it.


Review: Final Fantasy II: 20th Anniversary


This screenshot contains spoilers. You can see that the graphics are updated and look pretty nice.

Nobody likes Final Fantasy II, because it is a terrible game. Because of this, in its many remakes, it has been bundled with a matching remake of Final Fantasy I. In all remakes, Final Fantasy I and Final Fantasy II share the same art assets (as they did on the NES), and it's always been obvious that the various Final Fantasy II remakes have been filler pack-ins, and that even the original was a half-assed mish-mash of a game that didn't even have any unique art. What customers have really been interested in is Final Fantasy I, which is a better game, and Final Fantasy II has always been an added-value offer. I don't think anyone has actually really bothered to play it.

Considering this, it's pretty unusual, and certainly very gutsy, for Square Enix to try and market Final Fantasy II as a stand-alone product. Everybody knows that this game sucks! Final Fantasy II: 20th Anniversary is a game for Playstation Portable and retails for a few dollars less than a new game. It's not quite a budget title. I think my import copy was $38, and that it will be about $30 when it retails in the US.

Like every other remake of FFII, this version comes complete with all-new graphics. They aren't bad, but they're pretty uninspired. This game really reminds me, as I mentioned earlier, of a freeware 2D Korean MMORPG like Maple Story. The sprites are hi-resolution, very colorful, and very detailed. In battle, they animate pretty fluidly. The spell effects, in particular, are really flashy and have about a million frames each. They probably wouldn't be out of place in a game like Final Fantasy XII! The enemies aren't animated, which is pretty typical of older RPGs (and pretty lame, if you ask me!), though they're detailed and the designs are creative. Outside of battle, the game practically seems to run the same engine as the NES version, because every sprite has a classic two-frame walking animation and there's no environment interaction. Still, though, the high level of detail and color carries through to the map screens, so they're pretty nice to look at. They don't look cheap, but they definitely look like a throwback, whereas the battles look like a new handheld RPG. In general, FFII: 20th Anniversary has a pretty plain sense of visual design, but it is well-drawn.


The tiles are really well-drawn and most of the maps have shifting overlays like this one. It might remind you of RPGMaker games or something, if you've played them. The difference is that this one isn't full of ripped-off tiles and actually has it's own art resources!

Final Fantasy II was full of game-breaking innovations, and they've all made it into this version. In FFII, you don't gain levels as a character (a character doesn't even have an "overall" level of experience), but rather you gain levels with each individual task through repeated execution of that task. If a character uses swords a lot, his swords level will go up. If he casts a lot of magic, his MP will go up, and his favorite spells will increase in levels faster than his least favorite spells, and his magic or intelligence stats will increase. This is all tiered, so a character will move from level 1 to level 2 with an ability much faster than he will move from level 5 to level 6. Enemies seem to have invisible experience rewards, too, because fighting enemies much stronger than the party will make their abilities grow much more quickly than weaker enemies. It seems to plateau, so you'll never get past level 2 or 3 in any ability against the earliest enemies in the game, and you won't reach level 50 (or whatever the highest level is) with your skills until you're in the last area.

Anyone who has played FFII in any other version knows how quickly this falls apart. Sure, it's a neat idea, and a lot of American RPGs, specifically MMOs, use this framework. Why wouldn't a warrior only improve in the areas they practice with? A wizard shouldn't be a burly manly-man, because he doesn't use his muscles! In FFII, however, this system would never seem to work. Magic was always completely useless, because attacks would level up a lot faster, and were an infinite resource, whereas MP are fairly scarce. And, as your spells got stronger and stronger, you'd just eat up your very limited MP even faster. There was no reason to buy weapons, because bare hands would always do a load more damage than any weapon available. If you *had* chosen to invest in spells, you would never want to use anything other than the first spell you bought, because it would otherwise lag behind in levels -- this defeats the rock-paper-scissors mechanic of enemies being strong or weak against certain spells. Since this mechanic is what makes magic interesting and potentially useful, it was pretty disappointing to be discouraged from playing strategically. Perhaps the biggest problem was that the surest way to advance in skill would be to attack your own party members in battle, because HP would raise only if party members took damage. By attacking your own party, you could make your weapon levels and HP levels skyrocket. After reaching a ridiculously high level of power in the first area, you could plow through the game, and not have any fun at all. It was pretty hard to figure out how stats like agility and evasion would increase, too, because it was hard to control the events that would make these things occur. On top of all of that, there was a bug where you could input a command and then cancel it, but still get credit for the action, and it's easy to see how this is easy to abuse.

I can safely say that every problem Final Fantasy II has had in previous versions is smoothed out in this one. Most importantly, the game establishes a smooth difficulty curve. The game is too easy for the first few dungeons, but it ramps up to a comfortable level for the rest; I'm halfway through, so that could change, but it doesn't seem to be headed that way. You no longer benefit from attacking your own party members, which was the biggest problem with the game previously, because it was the only good way to get stronger. Other game-breaking bugs and bad designs are gone. Enemies give "invisible experience points", which makes it impossible to grind high levels against weak enemies and gives you a sense of reward for beating strong ones; after beating a boss, it seems like every stat for every character gets a significant boost! This finally makes attack magic useful, because spells you don't use very often will lag only slightly behind your favorite spells. So, while your favorite Fire spell is still your strongest spell, as you would assume your most-used spell to be, your less-used Thunder spell is only one or two levels behind it. If an enemy is weak to Thunder and not Fire, you'll do more damage with Thunder. Most enemies are weak to some spell or another, and it's pretty great to not be discouraged from using an enemy's vulnerability against it. Due to this, you'll also be casting all of your spells pretty often. I wish that there were more elements, because so far I only have four good attack magic spells, but at least they all work!

This all also applies to the weapon system -- you'll reach the plateau level of each weapon against each rank of enemies very quickly. Thus, you're encouraged to use a variety of weapons available, and bring each weapon to the maximum level before you proceed. This also makes it less pointless if you find a super-strong dagger, which outclasses all of your current weapons, that none of your warriors have specialized in; you can equip that dagger, and your warrior will raise in dagger levels very quickly, and it will quickly become the best weapon available to him. It only makes sense that the strongest weapon you have should be the most effective after a bit of practice, and it also makes it seem fruitful to explore thoroughly -- you want to find those new weapons! It's balanced pretty well. Plain fist attacks are still overpowered in my opinion, but they are pretty quickly outclassed by weapons as they become stronger. This is good game design: you can do pretty well with fists, as long as you practice with them, but since you invest time and money into acquiring weapons, they should always have the edge when kept current. It also seems like enemies are weak to individual classes of weapons, but I might be imagining this. If that were true, it would be very cool!

Magic is a little bit stronger than weapons in most situations, as it should be, because magic takes up consumable resources. If you hit an enemy with its weakness, you do about three times as much damage as a good attacker would, which again, is a good balance. Some enemies are weak to magic and some are weak to attacks, which keeps the game interesting; basically, the game follows all RPG conventions but pays attention to balance and overall design.

Your most-used stats will level up more quickly than others (someone who dodges attacks a lot by using a shield will be more agile than a tank character, but the tank, who absorbs a lot of hits, will have higher HP), as before. On the other hand, characters seem to gain invisible levels of experience with their invisible experience points, so their core stats will gradually climb up even if you don't specialize in them. This is important; in the original game, your back-row wizard could go the entire game without ever gaining an HP bonus, and he'd always die in one hit. Since he would never survive a hit, his HP would never increase. This time around, your back-row wizard will still gain HP; he won't have as much HP as your front-row warrior, but he'll be able to take a hit or two late-game just like he could in the early-game.

In general, Final Fantasy II: Anniversary is polished and playable, which can't be said about any prior version. This particular version of Final Fantasy II is actually pretty fun!


This is what I call a "treasure closet". It's similar to a "monster closet", but differs in that it has treasure in it. A monster closet would have no treasure, but you'd be teleported to the far end of the room and fight random battles every step.

This doesn't mean that FF2: Anniversary doesn't feel like an extremely basic and old Final Fantasy game, because it does. You can organically customize your characters, which few Japanese RPGs would do until year 2000 or later, but the gameplay is decidedly classic. You will fight literally thousands of monsters in random encounters, and you'll wander through dungeons that are little more than mazes. This version sticks to the basic floor layouts of previous games, so you'll still hit those infamous "monster closet" rooms.

These are rooms which, after you enter, you are teleported to the middle of, and will hit a random battle nearly every step (this is usually two or three battles). Monster closet rooms look the same as "treasure closet" rooms, which work the same way, but instead of random battles will have two or three treasure chests. I think the designers wanted to make it feel thrilling whenever you enter a door; Will this have treasure or monsters I don't know!!! However, the actual effect is that you dread entering a room, because if it's the monster-closet type, you'll end up really bored for the next five minutes. You can't skip them, because you want the loot inside, so you buck up and deal with it.

Dungeons don't have any puzzles or doors with switches or anything, and the monster closet mechanic is really the only unusual thing that the game does with its dungeons, and it's a pretty lame mechanic. The dungeons aren't really exactly boring, because they aren't ridiculously long or cheaply designed or anything, but they spartan and only functional.

The hotkey-conversation system of other releases is also here. Basically, you can spam important characters with important terms that you have learned from other characters; if someone mentions Dragoons, for example, you can now ask important characters about Dragoons, which will usually be the impetus that spawns a new quest. The coolest use of this system is the term Wild Rose, which is the rebel army's secret passphrase; some NPCs will be stubborn until you use the secret passphrase to identify yourself as a secret agent working on their side. However, some NPCs will be agents of the evil empire, and will attack or arrest you in the use the passphrase! Pretty awesome. Too bad that I've encountered hidden imperial agents only twice and I don't think it will ever happen again. This system would never find its way into any other Final Fantasy game, which I don't really understand, because dialog trees are really fun. This isn't exactly on the level of Fallout's brilliant conversation strings, but it's a little more involved than being sent on seemingly random fetch-quests all the time. In this game, you are the one that mentions the fetch-quest!

As is par for the course, this new edition has never-before-seen content. This, predictably, comes in the form of a new series of dungeons. These aren't regular dungeons, however! Remember the keyword system described earlier? In these new dungeons, you'll use a keyword before each new floor, and depending on your keyword, you'll get a different dungeon filled with different enemies and loot. These aren't random dungeons, which is good, because random dungeons are always terrible unless the game is Diablo II or Lost Labyrinth. Depending on which words you use before and after which other words, you can get different results, but it seems pretty mysterious to me. According to NPC information, you want to use words that fall into similar categories like "magic" and "life", or something, to get favorable results. The NPCs also tell me that there is an uber-boss at the very end.

The floors themselves remind of me Final Fantasy IV Advance's bonus dungeon, because many floors have some sort of bizarre scenario. In one, I was running around a castle defeating enemy generals and saving the troops, who rewarded me for my heroism with some gold or something. The floor before this was a cave-like dungeon crawl where an NPC had asked me to bring him a specific stone hidden somewhere in a well (not only was this weird to begin with, but a cave that is full of wells) -- which I did, and again he rewarded me with some gold or something. It's pretty psychedelic, because all of these events are completely unrelated and unprecipitated, and take place in completely different environments. It's pretty weird when you go down some stairs in a cave and suddenly find yourself in a castle during a war, and after going down the castle stairs, finding yourself at the base of a mountain that you have to climb up! I really like weird surrealism in games, as long as its an accessory and not the primary feature (Killer 7 was really boring). It's successful in this game.

Final Fantasy II: Anniversary is basically the same as every other version of the game, except it looks better and the music is higher fidelity. It's also, significantly, the only version of the game that is actually playable. The broken systems of previous versions are all polished over now, and while it isn't perfect, it's more engaging than simply gaining levels. Because of the revisions, you can create hybrid characters or specialized ones as you please, and it actually works! It's not a great RPG, with it's 1980s video game writing and average dungeon design and all of that, but it's not bad. If you're a Final Fantasy nut, like I am, you'll have a bit of fun with it. The new bonus content is pretty cool the way that Final Fantasy IV Advance's bonus content was. It isn't worth replaying the game for, but is worth investigating if it's your first or second time through.


Because the gameplay systems are ironed out in this version, it's much easier to kill monsters like these flans, who are immune to normal attacks and vulnerable only to a specific element of magic spell.

I give Final Fantasy: 20th Anniversary my reserved recommendation. For general players, it's probably not going to be very compelling, but for Final Fantasy nuts or big fans of Japanese RPGs, it's worth buying at its slightly reduced price. I certainly wouldn't recommend it to everyone the way I would Resident Evil 4, though!


Other random games I have played that I won't write a whole boatload about:

New! Super Mario Bros. for Nintendo DS is a game that I would recommend. It's closer to Super Marios Bros. than Super Mario World in terms of design. The levels are very well-designed, and filled with secrets. Usually, these secrets end up giving you powerups or an alternate path through the game or whatever. You collect star coins that are similar to Yoshi coins in Super Mario World, except use them as currency to buy secrets or powerups. It's not a great game for a hardcore player, but it's pretty good. Kyrsten likes it a lot more than I do, for what it's worth.

The Legend of Zelda: Twilight Princess for Wii is a game that I would hesitantly recommend. I'm having a blast with it, but I think that's because I never extensively played Zelda games on Nintendo 64 or Gamecube. Unfortunately, I always end up playing RE4 instead of this whenever I start up my Wii. From what I understand, it's an uninventive rehash of all of the features of previous Zelda games and does nothing new. If you haven't played a lot of Zelda games since A Link to the Past and Link's Awakening, I would definitely recommend this. However, it feels way too close to my brief experience with Ocarina of Time and Majora's Mask (a few hours with each) for me to recommend to someone who hasn't either missed a few installments or is a devoted Zelda fan. The Wii swordplay controls are sluggish, unresponsive, and not fun, but the tools control really well. One of my friends on the internet says that the game controls badly because I am a "flaming retard," and not because of bad game design. I wish I had bought the Gamecube version, because it uses a controller.

Farcry: Random Subtitle for Wii is a game that you should actively avoid. It's really bad. As IGN said in a review, you'll question whether or not it could legitimately run on Nintendo 64 (I think this is a direct quote). The graphics are absolutely terrible. It's level design will also remind you of Nintendo 64, and specifically, Goldeneye. It's pretty primitive and feels like an uninventive 10-year-old game. It's a corridor shooter full of monster closets, except the monster closets are full of islander rebels with guns and no ability to shoot accurately with them. That's okay, though, because it puts you on a level playing field: the wiimote shooting is floaty and bad. The only redeeming feature is that you can swing the Wiimote to deploy a quick machete attack if an enemy gets too near, or if you can close in the distance in a firefight. In a better game, such as Resident Evil 4, which has the exact same feature, this would be awesome. Even at the budget price of $20, this game isn't worth it because it sucks. I would not recommend this even if it were a free gift, because it is a waste of your time.

Odin Sphere for Playstation 2 is a game that I think I would recommend. I've only had the chance to play it for about an hour. It seems promising, but I don't have much to say yet -- I think I'll write a full article next time. The graphics are wonderful and the controls are tight and fun. Also, if you use the glide command and turn around in mid-air, you can get a ridiculous shot of cartoon valkyrie butt. These are the things that sells video games in Japan. So far, I'd recommend it.

Lunar: Dragon Song for Nintendo DS is a game that I would not recommend. It's a bad game. I got it for 10 bucks, and I got what I paid for. The used copy had the original owner's savegame on it, which had only two hours on it, so he must not have liked it! I have played it while writing this article -- the battles are very easy but very long, so I put my party on auto-battle and write a paragraph. So, maybe it's good for that. I wouldn't say this is the worst RPG I've ever played, because it's fairly competent, but it gets bogged down by some awful design decisions. For example, running on the map soaks up your HP for no real reason, but the walk speed is like the slowest walk speed EVER, so you will always want to run and thus you'll always lose HP -- even in safe areas. Mercifully, you get frequent full health restores for free. Also, once you gain some levels, this slow HP loss is completely insignificant, and you stop noticing -- so why is this feature even in the game? The menus are terrible and hard to navigate. You run by shouting into the microphone, which means, if you are like me, and generally play your DS in public, you will never run away from battles (this has caused three needless game overs for me, but this is mostly because I don't pay attention to battles and write articles instead). It has a few cool systems, though. One is special enemy cards that deploy interesting special effects that you collect from beating the same enemy a few times. These cards can be used about 10 times each, and are all useful, and overall it's an awesome system. Another is that you can set your exploration to two different modes by tapping the R button: one is gain experience points mode, and one is gain loot drops mode. This seems lame, but enemies give you a lot of experience in gain experience points mode, and enemies drop a lot of loot in gain loot drops mode. It works and is actually cool. This is important, because your primary source of money is in collecting loot packages for people -- for example, to collect 10 bits of clay and 5 bits of rope and 8 bits of grass to make a doll. These loot packages have huge payouts. Because the game gives you big rewards in periodic chunks, instead of gradually giving you small rewards (like most RPGs), it's strangely addictive! Still, though, it isn't a good game and you shouldn't play it unless you have a four-hour car drive ahead and you are desperate (like I was). Get FF2 for PSP or FF3 for DS instead! If you have absolutely nothing else to play, and you're like me, and prefer even a bad handheld RPG over a good handheld action game, I guess it's passable. It's still a bad game.

Tenchu Z for XBox 360 is a game that I would not recommend. I love the Tenchu series, but they are bad games no matter how you measure it. This is the same as Tenchu when it debuted on Playstation One, except the graphics are a little better. They are sub-average by 360 standards, but hi-res and clean. They definitely look "next-gen", for the five of you that are still using that term to describe the Xbox 360. It's been over a year, guys! You can customize your ninja with different outfits and techniques and buy different items, but all of the techniques and items are useless. The outfits are pretty fun, though, and I'm pretty attached to my female ninja with an absurdly huge pink ponytail and sexy chainmail shirt. These outfits have no gameplay benefit, though, and the money to buy them comes from the same pool of money that purchases the items and techniques that are intended to impact gameplay. So basically, every feature that this game as added to the stealth genre is useless. It's fun to sneak in the shadows and brutally murder unsuspecting samurai, but the game is plagued with bad design, and not many will have the patience for it. Specifically, enemy AI is incredibly terrible, and dispels every pretense that you are a real ninja in feudal Japan. The game is sort of fun if you, as 1Up put it, think of it as a giant game of ninja-themed Pac-Man and not as a legitimate stealth game. I'd recommend that you give it a shot when you can find it used for $15 or something, but as of right now, $60 is too much for a game that sucks this much. Good for a cheap, quick thrill, but not any more than an XBox Live Arcade game.

Mario Party 8 is a game I would hesitantly recommend. It's Mario Party, yet again! The wiimote minigames are surprisingly not terrible; every minigame uses the wiimote in some unique way, sans the small number of NES pad-style games, which unsurprisingly control the very best. The boards are brilliantly designed. I haven't played all of them, and I think there are five or six, but each is very different and you will adjust your strategies accordingly. Since you won't play this game alone, and a board will take between an hour and five hours (if you go for the super-long 50 round game) to clear, it might be a few weeks before you've tried every board even once! The game has a fun atmosphere, and Kyrsten and I like to play a game every few days. I wouldn't recommend this if you don't have a girlfriend or kids that love Mario Party, nor would I recommend that you buy it for full price unless you have money to burn (in my case it was new console fever that always makes you buy bad games like Farcry for Wii). I suppose you MIGHT find some fellow college guys to play this with you, but it's not likely. Weirdly, this game doesn't play in widescreen -- it has screen borders like a lot of XBox Live Arcade games do. Not a big deal, but it makes it more obvious that this is a sloppy Gamecube port and not a devoted Wii project. At least the borders aren't brightly colored and vividly animated like they are in a lot of XBox360 arcade games. There's a game or two where the borders will draw my eyes more than the actual gameplay! Regardless, this is Mario Party, and you probably know exactly what it is and whether you want to buy it or not without reading reviews. A word of caution: the mainstream press gave this game horrible reviews, and I'd recommend that you ignore the low scores and judge the game for what it is and not for what some lonely critic thought it should have been. You can't measure games like this the same way you measure games like Rainbow 6 and Final Fantasy!


Hype: Dungeons and Dragons Tactics for Playstation Portable


The game interface looks pretty confusing and unpromising. I remain stubbornly optimistic!

What can I say? I like tactical RPGs, I like Dungeons and Dragons, and I like Playstation Portable. The ingredients are all there! The graphics look pretty good, and the game seems like it will play more like Dungeons and Dragons is intended to than something like Neverwinter Nights. The project's been delayed a few times, which usually suggests quality. I have watched a video or two, and the gameplay seems both tactical as well as fast and streamlined -- but man, does that interface suck. The "tactics" subtitle tells me that it will probably play like the number Japanese tactical RPGs that follow the same naming convention (Lord of the Rings Tactics is an example of an American developer following this formula, so it wouldn't be unprecedented!). Games like Final Fantasy Tactics and Tactics Ogre are some of my absolute favorites, and that's mostly why this one caught my eye. I think it comes out in two weeks, so I'll let you know what I think!


I almost always like games that have blue grids on the ground like this. No kidding!


I'll be buying a Playstation 3 when Ninja Gaiden: Sigma comes out, because I happen to have that sort of money set aside for buying a Playstation 3. It's been there for months, but you know, the Playstation 3 has just simply been that unattractive as a console! Hopefully, with Ken Kutaragi not only demoted but completely retired, Sony Computer Entertainment can get back to its focus on getting awesome software out on the market instead of threatening to decapitate those who use their PSPs only to play games. This will update my console selection to include all current major platforms, which isn't something I have ever been able to say! While my spending has resultedly been pretty reckless as of late, I don't think I'll be making any more big purchases for a long time, because video games are really the only expensive thing I am interested in (other than prostitutes, and, you know, prostitutes aren't cool). What this means is that my half-dozen regular readers can look forward to my unsolicited advice coming from all angles!

Since there are only six days left in the month, we'll have to see if I update again before July, as promised, as this is the only update so far for June. Maybe I'll write a short one about Odin Sphere!

Regards,
Brandon Abley
brandonabley@hotmail.com

HOT ITEMS

March 2007
Dragoon Legends Soundtrack
(preview):
Prelude(mp3)

A Mysterious Place (mp3)

August 2006
Wilfred: Violent Savior REDUX (mp3)

June 2006
Grave Spirit Official Soundtrack (zip)

December 2005
Wilfred, the Hero Official Soundtrack
(zip)

November 2005
Wilfred the Hero, Part One (zip)

 

 

Update History

 

05-29-2007 Update #38
Summer is Officially Underway

Now that Memorial Day weekend is over, my summer schedule is starting to hit its stride. I dropped out of summer school, because the tuition markups were extortionate (I'm still going in the fall, of course), and since I am salaried at 40 hours per pay period, I have a lot of free time. That's only 20 hours of work per week! I really needed a break and I'm loving it like hell. I really need to become a teacher and have summers off for the rest of my life!

I've been spending more time at the piano, and with my next update, I should have more music ready. That's good news for all of you that pay attention to it. The soundtrack for Dragoon Legends is turning out fairly nicely, with a lot of simple, atmospheric piano-playing and a good positive vibe to it. I'm really going to crack down on it in the following weeks, and I hope to be finished before July. I have a lot of projects on my plate for the summer, and who knows if I'll get finished with all of them, but it's pretty encouraging to be so much in demand!

GOODIES:

I received a few emails about my music asking that I post some new material, so here you are:

Dragoon Legends Official Soundtrack preview:
Prelude(mp3) - title screen

A Mysterious Place (mp3) - outdoor theme

Neither track is finished, so I won't be putting them in the music section of my website yet. They are a little rough around the edges, but worth listening to. They are about 3:00 minutes in length each. I'll put up more tracks for preview as I finish them, and hopefully, I'll have the entire finished soundtrack in two months. The tracks will also be available on the pane to the right if you want to download them again in the future. As always, if you want to add these pieces to your music collection, right-click (or alternate click if you're using a one-button), choose "Save Target As . . .", and navigate to your music folder. One of the coolest feelings in the world is the thought that there are people that regularly listen to my music on their mp3 players, so I really do encourage you to add them to your collection. Let me know if you do!

I've been looking for some new soundfonts and generator plugins (I prefer VST) for this new project, and if anyone reading my site has recommendations, be sure to let me know. I'd like to get my hands on some ethnic percussion samples for a potential comission on an indie game (though I think the director hired Harmonic instead), and otherwise I just want to fill out my available canvas. I'm willing to actually spend money and -- surprise -- BUY software. If any of you are composers and have a recommendation for something I should try out, please send me an email.

WHAT I HAVE BEEN UP TO:

For the last two weeks I've been trying to catch up on sleep and video games, and have been celebrating over the long Memorial Day weekend. I've played a bit of Disgaea 2 and Etrian Odyssey over the weeks, which I wrote about with my last update. I picked up Hitman: Blood Money, and I bought Megaman ZX for the many road trips I was on between Friday and Monday. I haven't played Disgaea 2 much because Kyrsten hates the music, and I have been playing a lot of Hitman because Kyrsten likes to watch and tell me why I'm a horrible assassin. I am well into Etrian Odyssey, but I haven't been in the mood for something so hardcore, have put it off until later. Since Megaman ZX is probably pretty short, I'm sure I'll migrate back to Etrian Odyssey after finishing ZX.

I had entirely too much alcohol last night, and right now I feel like I am about to collapse. It's the third time that I've been drunk, and I can't say that I want to make a habit of it; hangovers are the worst feeling in the world! I find it pretty stunning that there are people out there who do this multiple times every weekend. I think that my body would give up and die after a few weeks of a lifestyle like this. The worst part of it is that it's pretty much impossible to play Megaman while drunk and in a car. When you've just bought the game hours prior, it's maddening to sit there bored with an awesome and useless game experience in your lap.

I've been practicing piano here and there, and starting this week it'll be much more frequent. I'm working on a Schumann and a Debussy piece, and plan to have them ready before I start lessons again in the fall. They're way beyond anything I've ever played before (pretty embarassing that I can barely play Schumann!), and I think my instructor will be very pleased to hear them. I've thought about picking up Bartok's Mikrokosmos, but his music is so strange that I can't decide whether I absolutely must study his music or if I don't want anything to with it at all. I've played a little bit of volume 2, and while I don't think the first two books would be of much use to me, the last four in the series might do a lot to whip my piano-playing into shape.

I installed a new stereo in Kyrsten's car, but because of issues with the Geo Metro having nonstandard speaker sizes (headphones), I was only able to put in the back speakers. They're improperly mounted and sound awful. I hope I can get my hands on a saws-all tonight and modify her car to accept the speakers. I've invested way more time in this project than I probably should have, and at this point it's a matter of pride to get it done correctly. In other news, the speaker cover of a Geo Metro is not supposed to be pried off with a screwdriver, so you probably shouldn't do it. =[

WHAT I HAVE BEEN PLAYING:


There really is no way at all to tell this apart from every other Megaman game ever.

I have been playing a bit of Megaman ZX for the past couple of days. For the unfamiliar, Megaman ZX is a new series that's part of the ubiquitous Megaman series. If you've ever played videogames with any consistency, you have almost assuredly played a Megaman game at some point. As far as side-scrolling shoot-em-up platformers, you really can't get much better than Megaman.

The key innovation in ZX is that the game world is a continuous one. Rather than being broken up into stages, ZX is modelled after recent Castlevania games or, more directly, Metroid. For various reasons that I'll explain later, it plays almost identically the cult SNES hit, Demon's Crest. This is an important change to the Megaman franchise. Starting with Megaman X, the series started to focus more heavily on exploration and on acquiring abilities to let you get to new areas. While this had a lot of potential, because Megaman was a level-based platformer at its core, the designers were pretty limited in how much exploration they could make possible. Because ZX has a continuous world, there is a great deal more area to explore, and since the continuous world model forces you to backtrack from time to time, you're more likely to find power-ups. In classic Megaman games, you'd have to repeat the stage to even have the opportunity to find powerups, and there was very little incentive to do this. This game compares more to Metroid and not Castlevania for a very important reasons: for better or for worse, the game is much less of an RPG. While there is a continuous world, the number of powerups that you collect is fairly low compared to the arsenal of medieval weaponry in Castlevania, and you do not gain experience levels or anything like that. You do collect money crystals, which you can use to increase the "Skill points" of each form and use your power attacks a larger number of times, but that doesn't affect your overall power the way that experience levels in Castlevania do. While this makes the game seem smaller and have less depth, it also greatly tightens gameplay design. If you cannot beat a boss in Castlevania, you level up or buy a new weapon. If you cannot beat a boss in Metroid or Megaman ZX, your only option is to either get better at the game or explore for a health powerup. Whether you prefer more or fewer RPG elements in your Metroidvania is up to you, but ZX is definitely in the "fewer" category.

Also changed in ZX is the way that different Megaman powers are handled. In every other Megaman game, the only real difference between different powers is that you would shoot a different type of projectile. There was rarely any reason to use these abilities expect during boss fights, because bosses had elemental weaknesses. In ZX, you character actually changes form entirely, and controls much differently. Certain forms will change your navigational abilities by making you faster, letting you jump higher, or giving you the ability to glide. Every form has a completely different type of attack; in one form you will have the classic X-buster, and in another form you will have dual laser swords, and in another form you will rapidly throw hundreds of daggers at the enemy. Since your attacks do not have an elemental affinity like in RPGs, the focus is on how differently each form feels, rather than which attack a boss is weak against. The way that form system plays out is exactly like Demon's Crest on SNES, except with robots.

The form system plays into the gameplay balance. Most Megaman games have a backwards difficulty curve. In them, it is very difficult to beat a boss without the special weapon to which he is vulnerable, and the levels are much harder to get through before you have collected health and navigational power-ups. Since new forms will actually unlock entirely new areas of game, ZX has a very slightly more linear progression, and as a result is much more balanced. It certainly isn't on-rails, but it's greatly more structured. Furthermore, since bosses are not weak to a specific form like they were in old Megaman games, the boss fights are a test of your ability and not your ability to run a FameFAQs query. In prior titles, you would win a boss fight if you had the power he was weak against, and you would lose if you did not. As you got closer to the end, you would almost assuredly have the requisite power for any boss you would face, and would destroy them effortlessly. Even the final bosses would be beaten this way, which is pretty disappointing if you think about it.


In my playthrough, I don't have this robot form yet, but it seems pretty rad!

Speaking of the bosses, they are much more creative in this title than in the many prequels that have preceded it. In prior games, every boss was exactly the same -- a robot much like yourself, that shot a different type of projectile that you were trying to steal. ZX has many more sub-bosses than other titles, ranging from large attack aircraft to giant robot snakes. One of the coolest things about platformers are the larger-than-life bosses that are several screens large, and the Megaman series has finally caught onto this with ZX. Though there are occassional robot lords that are like classic Megaman bosses (these are the ones from which you steal different robot forms from), they tend to have more sophisticated attack patterns than previous ones and are much more fun to fight. They might seem better for no reason other than that there is more variety, but that isn't exactly saying anything negative.

I've made it sound like this is much different from other Megaman titles -- it absolutely isn't. It controls, looks, and feels like every other Megaman game you have played. Except to jump over pits, charge up your X-cannon, find sub-tanks, and collect the same little health pellets you have been collection for 20 years (20 years!). Specifically, it plays like the Megaman X series on SNES. The character is extremely agile, and moves very quickly. Every Megaman X game has played very well specifically because of how agile your character is, and this game follows suit. The graphics aren't technologically advanced, but they are colorful and well-animated. This is one of the better-looking 2D Megaman games. One thing that I appreciate is that some areas don't use very many tiles, but rather have the entire board drawn as a single continuous piece of art. So while it looks like an SNES game at first glace, once you get into it, you realize that there's a lot of detail and variety in the environments.


Creative use of the bottom screen. Also, this capture looks horrible, and I am pretty certain it's from an alpha or something, because every point in the entire game looks much nicer than this.

Megaman ZX is an excellent game, but it has some serious problems. The game has a completely fucking useless map system, and you're actually more likely to get lost if you use it than if you pretend it does not exist at all (I'm not kidding). This can cause you to get hopelessly lost for long periods of time. I couldn't find a screenshot of it, but basically, the game splits the world into zones (of differing sizes), and the map connects them with an alphanumeric label by 45 degree angles. There's really no consistency as to which zones lead to which other zones, because sometimes I will skip zones and move to a zone several spaces away. Making it worse is that the world is not completely flat; while most doors are entered sideways, you enter some doors by pressing up in front of them. This makes it even more confusing to try and draw a map in your head -- not to mention that these doors often blend into the background and are easy to miss. Also, while I could care less and do not really consider the following a flaw (like many did with Final Fantasy III DS), the bottom screen is rarely used for anything at all. I have read that one of the robot forms can utilize a custom flight path, drawn by the stylus, for the projectiles it fires, but that's about it. The bottom screen either shows M.E.G.A. SYSTEM (see above), or some interpretation of what you already are looking at on the top screen. I'm not even kidding. One form shows the hit points of the enemy you are fighting, which is useless (1)because the form with this ability is the sword-wielding form that kills everything in one hit and (2)because bosses have life meters on-screen, anyway. It would have been nice to have a map system that wasn't completely useless, and to be able to see the map on the bottom screen. Many games do this. While it's not exactly innovative, it's probably the single best use of the second screen for nearly every genre of game; this is doubly true when it is a large, open adventure game. Capcom has said that they will do this with the sequel, which is good news! Also, the game is pretty chatty, and if you've ever played a recent Megaman X game, you know that this is a bad thing. The story in ZX is cheesy, badly written, and poorly told, and it's made worse because some scenes have dozens of text boxes to click through. This hardly impacts the quality of the overall product and is what you expect from the genre, but it's worth saying.

The Megaman franchise is an interesting one, because it's been running for so long, and has so many different series of games in it. It started with Mega Man on NES, and there have also been Megaman X, Megaman Legends, Megaman Soccer, Megaman Battle Network, Megaman X Command Mission, and various other spinoffs. They range the gamut from platformers to racers and sports games, Zelda clones and a pure RPGs. But every series in the Megaman franchise shares one thing in common: The first game is not as good as the ones immediately following it. It's almost like the first game in a Megaman series is a proof-of-concept demo, and the second game is the first real game. This is true of Mega Man, Megaman X, Megaman Battle Network, and doubly true of Megaman Legends; Megaman Legends 1 was garbage, and Megaman Legends 2 was very widely critcally acclaimed. Since Megaman ZX is so good, I am excited for what Megaman ZX 2 will play like. Hopefully, it will have a map system like Castlevania's.


At the end of this level, Megaman rips open his chestplate with his bare hands, drops to his knees, and screams into the pouring night sky, "STELLAAAAAAAAA . . . !"

I give Megaman ZX my enthusiastic recommendation. It has replaced Etrian Odyssey as my portable game of choice. It is an excellent platformer in classic Megaman fashion, but with a number of key gameplay innovations that take everything to the next level. This is possibly the best Megaman game yet, and despite its very conspicuous flaws, you can't get much better for portable platforming action. Even better, it has much better longevity than most Megaman titles; I'm over six hours in, and I'm not certain I'm halfway through the game yet! With multiple difficulty levels ("Hard" will kick your ass the way that Ninja Gaiden and Devil may Cry kick your ass), a variety of forms that significantly change your gameplay style, and a lot of real estate to explore, you'll get a good time vs. investment ratio. And, since it's published by Capcom, who overprints everything, it's a few months old, and it's for DS, it isn't very expensive. I paid only $20 for it, and I suspect that you'd find it at a game shop for even less.

HYPEWAGON:

The excellent Cheap Ass Gamer podcast used to have a weekly feature called "hypewagon," which is exactly what it sounds like. Because they have abandoned the tradition and because it's an excellent idea, I will use their model. Basically, I choose a game I am excited for, and explain why.

This week, I am excited about Half Life 2: Orange Box on XBox 360.

Since I am a laptop sort of guy, my computer does not even have a graphics card. It has graphics technology linked with the processor and sharing the system's primary RAM, so while my laptop can do things like music very well, I can't run computer games that require hardware transform and lighting (nearly all of them do as of about 2004). I do, however, keep up with the latest consoles. Half-Life 2 is one of those excellent games that I was never able to play, and I'm really excited to have the opportunity to try it on XBox360. On top of that, the Orange Box has a ridiculous amount of value; for the price of one video game, I get Half-Life 2, several expansion packs to the single-player game, the much-anticipated Portal, Team Fortress 2, and probably a few other things that I can't recall. Basically, it's a gigantic amount of gaming that would have cost much more than $100 were I to buy each component individually. It's like Sega Genesis Collection on PSP, except it's an awesome, brand-new game packed-in with a bunch of awesome, brand-new games -- and not 23 awful games + the hardly-compelling-anymore Phantasy Star IV. I'd buy Half-Life 2 on 360, by itself, for full price, on release date. It's just way too awesome that I get a bunch of extra things on top of it.

 

 

That's all I've got for this update. Hopefully, I'll have some new music next time. I'm definitely going to be working on it tonight, at the very least, so if you guys are really lucky, I might even sneak a new track up here before the next article! There are some awesome games coming out in the following weeks, specifically Dungeons and Dragons: Tactics, so you can look forward to a release-date impression on something or another. If you have any questions, comments, criticisms or praise, please send me an email. I don't always reply, because I am kind of an ass (no kidding), but I love reading them.

Regards,
Brandon Abley
brandonabley@hotmail.com

05-18-2007 Update #37
From the deeeeeeeeead . . . !

I can't believe that the last time I updated my site was when I was playing Final Fantasy XII. Man. What memories. Is anyone else looking forward to importing the upgraded version as long as it has English text?

Anyway, School's out and it is summer time! I have been thinking about my website a lot, lately, and I think it's time to start updating it again regularly.

If you were wondering why I haven't updated in months, here's a brief list of reasons why:

1) School, school, school. I had my eighth semester of college, and it was brutal. It wasn't so much that the semester was too tough, but my living situation was. I was driving up to four hours every day, and that seriously ate up a lot of my free time. I've recently moved to the city in which I go to school (during finals week . . . blegh), and from now on I'll have more time. I now drive about 8 hours per week, which is a big step down from up to 20.

2) I've been phenomenally depressed, and thus have had no motivation to do anything. What else is new? I suffered a number of losses, broke up with my girlfriend several times, failed composition classes at college (I am not even kidding), et cetera. Also, I'd been driving way too much. I had to fill up my 14 gallon tank of gasoline every two days, if that is any indication. Do to my busy schedule, I had been sleeping an average of 4-5 hours per night, and had no desire whatsoever to do anything. To make myself happier, I spent thousands of dollars on electronics, and you know what? It worked.

3) I haven't had regular or reliable access to the internet. There are a number of factors relating to this, but now everything is sorted out. Not having access to the internet was actually pretty awesome in many ways, because I found myself wasting a lot less time, but it also meant that I couldn't update my website whenever I wanted to.

4) I briefly (for a few months) did some work on the side at Kyrsten's dad's recording studio, and was putting in up to 30 hours per week in addition to the rest of my schedule. That's all over now, and I'm not sure if it's because I'm not needed any more or if I was just incompetent (our work styles were very different and we butted heads constantly, and on top of that, I have no experience whatsoever recording folk music). I earned some cash and scored a few microphones from the deal, anyway.

So, welcome back to my site.

Here is what I am up to:

1) Several soundtracks. One or two commissions are paid and will probably dry up like every other prospect -- I really need to get in touch with people who are serious about making games and paying staff, rather than working with young guys with big dreams who don't have the time or commitment to finish a project. The other soundtracks are purely for my intellectual satisfaction. Lots of music on the way if everything works out!

2) I am still making a game -- the same game that I announced around Christmas. I have partnered up with WIP, who is by all respects a genius, and we have an awesome game in the works. Nobody knows how far we'll get, but since he actually has most of the game engine code laying around finished from an old project, we might get pretty far! It will be put together in a custom game engine built in the ika development environment. I think that he is using Python to program, but since I don't have a copy of the engine in my hands yet, I am not certain. I am considering hiring others for resources, but that's probably not going to happen for a few years, when I drop out of school, quit my job, and go indie. As for the style of game, it will be a Dragon Quest clone with a lot of heavy influences from adventure games like Zelda. I suspect it will turn out like Final Fantasy: Mystic Quest, but with substantially more awesome core RPG qualities. Either way, it's exciting and very promising.

3) I am writing for the localization for someone else's game. He and I are not in regular contact, really, but if he is reading this I promise I haven't forgotten about you. He understands how busy I am, so maybe he doesn't mind. He's Polish, and his game is smashing as hell, but his English is regrettably not as good as a native speaker's. It's way better than my Polish, though. :) I am also working on the soundtrack for that game, and have three tracks so far. If anyone wants a preview, send me an email so that I know there is interest, and I'll publish them on my site. I'll give you guys more information on the game when it's closer to release. I will tell you that it's an RPG, that it's made in a unique engine in Macromedia Game Studio something or other, and that the art is very very competent. Also, the dialoge kicks ass.

4) I have been playing video games. No matter how busy I am, there is always time for video games. More on that later.

5) I have been secretly working on the site. I wanted to delay the new content for the new layout and everything, but whatever. That will come later!

From now on, I'll be following a new format. Whenever I update, which at least until next September I promise will be more than once per month, I'll tell you guys what I've been playing and what I am looking forward to. This is a format that is inspired primarily from the podcasts that I listen to, chiefly the awesome Cheap Ass Gamer CAGcast and also the Player One Podcast. I really love both podcasts, and recommend them enthusiastically. The Cheap Ass Gamer podcast is so awesome, actually, that my girlfriend loves it -- and while she plays a fair amount of video games, she's hardly interested in industry gossip beyond release dates for the next Guitar Hero or Sims title. She also loves Romancing Saga for PS2, but I have no idea why (she played for over 50 hours and go all the way through, for those of you that were wondering). In any case, I'll be writing about video games quite a bit, because everyone knows that the internet needs yet another video game blog. Also, since I love video games, and love writing, it only makes sense that I should write about video games.

PLAYING:

Etrian Odyssey


Draw your own maps and fight in decidedly old-fashioned turn-based encounters. In all reality, it's way more awesome than it sounds.

- What it is -

This is the game that, once and for all, got me to consistently spell "Odyssey" correctly. Etrian Odyssey is a throwback dungeon crawler for Nintendo DS and is often compared to games like Wizardry or A Bard's Tale (Apple PC edition -- not the awful 2005 remake). Don't be fooled, though -- it's not half as unforgiving or difficult as those older games. It's actually fun!

- How it Plays -

It plays like the old first-person 2D dungeon crawlers, but it runs in a 3D engine. It doesn't control like a later Ultima game like Ultima Underworld, but more like Eye of the Beholder or Wizardry (short aside -- when I played Eye of the Beholder as a kid, I was sick home from school, and eating a back of those greasy plain potato chips that come three bags to a box; I ate so many of that I became extremely ill, and now every time the game is mentioned I get naseous!). That means that the environments are tile-based, and everything is built in right angles. This is essential for how the game is designed, particularly the map making feature-more on that below.

Interfacing with the game is much faster than you'd think with it being compared to something like Wizardry. The 3D engine runs smoothly on the Nintendo DS, and you zoom through the dungeons at something like a simulated 20 miles per hour. The menus are flashy and full of easy to read fonts, and there is a lot of information packed onto the screen. Battles go at about the pace of a Dragon Quest game set to its fastest setting, which is actually pretty fast. It's certainly not as slow as a game like Pokemon.


The graphics look pretty sharp on the small DS screen. They're extremely colorful (that is, only if you absolutely love the color green) and detailed.


The same screenshot at something closer to actual size.

One of the primary features of the game is that you draw your own maps. This is actually much more awesome than it sounds, because the interface for it is excellent, and it's actually a lot of fun. The bottom screen of the Nintendo DS is used to draw maps with the stylus, and the map is visible at all times. Because the game draws the floor tiles for you, it's not tedious at all, and actually all you are called on to do is put notes on the map. If you insist, you can also tell the game to not draw the floor tiles. My strategy is to draw in walls wherever there is an intersection, and insert notes whenever I find something -- like, Boss here, or Nectar in treasure chest (collected), or locked door with crystal emblem, or stairs down, or dead end. You get the idea. In that regard, drawing your maps is actually much more functional and useful in a game like this than it is in a game like Final Fantasy XII or Valhalla Knights or any other modern game, which draws maps for you, but since you can't put information on them, they aren't actually that useful.

The battle system is identical to Dragon Quest, or for a more popular comparison, a faster and strategically more complex version of Pokemon's battle system. For the two of you that don't know, Pokemon is actually a Dragon Quest clone. If anyone reading this knows me personally, they probably know that Dragon Quest is my favorite series of games, so you know how I feel about how this game plays. If you haven't played Pokemon or Dragon Quest, the battle system is pretty simple. You select attack options for all of your characters each round, and then all enemies and all characters attack in an order determined by their agility. Otherwise, all RPG conventions like hit points, experience levels, et cetera are in place.

The character customization in Etrian Odyssey is awesome. In short, it's the same as Diablo's system, except instead of one character, you have five characters to customize. You can choose from a number of character classes, and I won't bother detailing them all because they are exactly what you expect. Two notable exceptions are that there are three different warrior classes: offensive, defensive, and balanced, and that the rogue class' abilities are focused not on giving you an advantage in combat but in giving you an advantage in the dungeon crawl. You also have a healer, a supporter, a spellcast, and there are two secret classes. I presume that these secret classes are best warrior ever and best wizard ever.

Every character class is awesome, and you'll want to have two of every one of them in your group. You can't, and this makes you want to hurry and finish the game and start over with a new party. Each level up, you get one skill point to invest in a skill area for the levelling character. Each character has about 15-30 skills to put their points into. To add to the game's interest, not only is every character class useful, but so is nearly every ability -- there are at least three different obvious ideal configurations for each character class. Mercifully, the game lets you respec your characters at higher levels. Abilities range from the mundane but necessary (such as extra attack power bonuses, weapon specializations, and stat bonuses) to the creative (the Dark Hunter has a set of three "binding" skills to lock out enemy actions, and a forth skill that does ridiculous amounts of damage to an enemy that has all three "bindings" placed on it; all four of these skills have a corny bondage sex theme and the character appearance is the whip-wielding dominatrix shown below).


IGN didn't have any English screens of the menus to leech of off. Anyway, the menus are nice-looking and easy to read. The English text is definitely not as big as the Japanese text is, but the font is very legible.

- What I think -

So far, I love Etrian Odyssey. I have had it for a day and a half, and have played it for several hours, which is pretty impressive considering that I bought Disgaea 2 the day before and have played Disgaea 2, which I also love, for at least 10 hours. I recommend the game!

 

Disgaea 2

I think this game has some silly subtitle, but I can't remember what it is. Disgaea 2 is a tactical RPG for PS2. I won't talk about it much, because it's a pretty old game, but here's why I love it:

I love the zany Japaneseness of the game. Notably, it doesn't seem to celebrate zany Japaneseness, but rather parody it. It's an incredibly irreverent game and is constantly hillarious.

The gameplay is much more refined than the first Disgaea, which I really hated. The boards are better designed and everything is better overall. The best change for the better is that characters get experience for any successful action -- in the first game, characters only got experience for killing enemies. This made support characters useless. In this sequel, healers get experience for successfully healing or buffing, thieves get experience for stealing (and they can now steal the enemy's statistics, which is my favorite way to level up <3), and magic knights get experience for augmenting their weapons. It changes the focus of battles from simply killing enemies and setting up kills for your weak healers, towards actually being strategic and using all of the game's wide array of abilities to your advantage. In my opinion, the first game's useless support characters were a game-breaking flaw.

The art is great and a lot better than in the first game. I like the way the characters look, where in the first game I did not like the way the characters look at all. It sounds trivial, or whatever, but it's pretty important to me that I find my party members nice to look at.

Aside from small improvements, it's very similar to its prequel.

I very much recommend Disgaea 2. This means a lot, because I haven't liked any of the Nippon Ichi titles in the past. Disgaea 2 is just a much better-designed game overall.

Splinter Cell: Double Agent


Expect to spend most of the game strangling bad guys. Is that such a bad thing, though?

I'd be surprised if anyone who played video games hadn't heard of Splinter Cell, because it's a pretty popular series and one of the top three best-selling XBox games (right after Halo and Fable, I believe). There are very few XBoxes out there that haven't run a copy of the original Splinter Cell or its sequels, and for good reason: they are generally awesome games, and the first one introduced the revolutionary idea of using a video game's lighting engine as a gameplay feature. But on the rare chance that you haven't heard of it, Splinter Cell: Double Agent is a stealth espionage game simulation available for most platforms. It is the fourth game in the Splinter Cell series. I played it on XBox360.

First, let me be clear: My only experience with Splinter Cell is the training mission of the original and the first few levels of the terrible PS2 port of the second title. Because I have not played its prequels, I am probably giving Double Agent too much credit, and experienced Splinter Cell fans might want to take my praise with a hint of reservation.

The graphics for Double Agent are really amazing on the 360 -- most of the time. It's really inconsistent, and I think that's because the 360 version is a port of a game designed for technologically inferior current-generation consoles like the original XBox and its contemporaries. I think, actually, it's available on literally every platform -- I even saw a spinoff for the Nintendo DS at Gamestop the other day. Anyway, Double Agent uses the powerful light-sourcing resources of the XBox 360 to great extent to make for a visual powerhouse of a game. You can see the shiny sweat collecting on Sam Fisher's body (gross!), which is of a different shininess than whichever new latex sneaking suit he happens to be wearing on that particular mission (he changes outfits between most missions). This game doesn't suffer from as much of the everything-is-covered-with-slime design that many recent games do. If you keep the brightness of contrast of your televeision at the correct levels, there's an enormous depth of lighting between light areas and dark areas, and it's really striking. It's a little exagerated and unrealistic, as the game world of Splinter Cell seems to completely disregard the phenomenon of ambient light, but it looks gorgeous and makes it easier to discern which parts of the level are dark enough to hide in. However, certain levels, particularly those that take place outside and during the day, as well the horrible-looking snowy stage, look embarassing. Generally, I think the game suffers when it takes place in environments without a lot of dynamic light. This is probably because the designers relied on it to make their environments look good. Overall you will probably be impressed by this game's graphics.

The game design is where Double Agent really shines. The theme of the game is that you are a secret agent that has been implanted into a terrorist cell. This makes for some really interesting situations where you have to perform terrorist acts while simultaneously ensuring that no civilians get killed in the process. There is also an amount of freedom where you can decide whether to be more or less evil, which is a common theme in many games, but works particularly well here. There's more impact to a game that responds to your acts by changing a cutscene, rather than in Hitman where it will slightly alter the canned text in a post-mission newspaper screen. Here are a few examples of the fascinating decisions early in the game; I will mark them as spoilers for those of you that really care:

SPOILERS

During several points of the game, you are called by the terrorists to execute various people -- in some cases, the victim is tied and beaten in a blood-soaked interrogation room with a bag over his head. At this point, the screen switches to first person, aiming down the iron sights of the handgun. The screen gets shaky and blurry, and with the victim screaming for mercy, the whole experience is extremely disturbing. Whether or not you shoot the victim is up to you; someone else will kill him if you don't, but it will seriously decrease the terrorist's trust in you.

In one mission, you are ordered by the terrorists to plant a bomb on a cruise ship. Depending on your success in earlier missions, you may or may not have a disarm code for the bomb, and may or may not have to collect a disarm code for that bomb after planting it. Before placing the bomb, you have the option of staging a fire on the ship in order to make sure everyone is evacuated before the explosion. During the next mission, you are in the terrorist headquarters, and you have the option of either remotely disarming the bomb or letting it explode. Because the terrorists are all gathered and watching the even on television, you will be very publically humiliated if you disable it. If you DO decide disarm the bomb, you have the option of either making it look like mechanical failure (which will be blamed on you), or using someone else's disarm code and blaming it on the other person. I won't spoil what happens if it turns out to be someone else's fault, but needless to say, I was pretty startled.

END SPOILERS

In general, the game's very serious ethical decisions are one of its primary features. Unfortunately, the game suffers from being far too short, which really cripples its possibilities. I guess that's what you expect from serialized Ubisoft games, because they rarely have more than a year of development time.

The core Splinter Cell game style is in place here. It compares best to Metal Gear Solid, but it has a much smaller emphasis on action and a much larger emphasis on espionage. In Splinter Cell, you have a large variety really interesting gadgets; several different types of vision goggles, a device that shoots a sound-emitting beacon far away (this is used to trick guards into thinking they hear somebody from some empty far-off location so that you can sneak by), a rifle that shoots cameras that can either remotely release gas or detonate, motion-sensing gas and incindiary and concussion mines, a camera that slides under doors to let you see inside, and many others. You get the idea. Significantly, you have only a few tools actually used to kill enemies, and if you play carefully, it's very possible to never use a gun -- I rarely killed an enemy with anything other than my knife. Also, the aiming system is simply not set up to shoot quickly, which emphasizes the stealth aspect. You can aim very carefully, but the reticule moves slowly, and you are nearly immobile while aiming. It's definitely designed to be used only for carefully aimed stealth kill shots. You can only take one or two bullets before dying, and you cannot shoot from the hip, so it is impossible to play this as an action game.

As in all Splinter Cell games, lighting is a crucial aspect of gameplay. This was really revolutionary in the first game, which not only had amazing lighting, but because the gameplay revolved around it, you really noticed. In Splinter Cell, you have an indicator that basically says whether or not you are visible -- yellow means visible, green means that it is dark enough that you cannot be seen. Much of the game revolves hiding in the shadows or tricking the enemy into walking into a dark corner and subsequently being stabbed in the heart. In dark areas, enemies carry flashlights, and it's exciting to try and sneak up on an enemy from directly in front of him just outside the beam of his flashlight. It's also helpful for knowing where the enemy is looking. Patrols in Splinter Cell are pretty smart, and will call by nearby guards to investigate suspicious sounds with them, making it much more challenging to trick and subdue them. They can see and hear very well also. Furthermore, if you mess with a patrol's head too much, he'll realize what is going on and sound an alarm. This is a stark contrast to Metal Gear Solid, which the game cannot help but be compared to, where the enemies are extremely stupid and easy to trick. In Metal Gear Solid, no matter how many times you knock on a corner, the guard will always circle around and investigate the