Monday, October 2, 2006

The Fallout Series's Soundtracks

Anyone who's moderately familiar with me will likely have noticed that I extoll the virtues of the Fallout RPGs to anyone who will listen at any time it is relevant to do so, and many times when it really isn't. So while I'm going to try not to get too carried away with heaping praise on the games today, marvelling at their excellent and incredibly well-written and detailed non-linear plot (how often do you get a NON-linear plot that's been created with as much care for every last detail as a Suikoden game) or its great side characters or...well, everything, I can't promise I won't. In fact I think I just did anyway.

Okay. On topic here. I love the Fallout series for a great many reasons, not the least of which is the innovation in so many aspects of Fallout 1 and 2. One of the most original aspects of the series, however, is its music. Or rather, its lack thereof. By and large, each area of Fallout has no background tune being repeated perpetually, which I don't need to mention (but will anyways) is a marked difference from just about every other RPG in existence. At certain times, a difference that seems very preferable, because I dunno about you, but I don't think I've EVER met an RPG with a minigame theme that didn't drive me out of my mind.

This isn't to say that Fallout doesn't have any background theme, though. It definitely does. Its background, however, is usually a collection of far-off sounds put together with an occasional few seconds of musical notes (I wouldn't call it a "song" any more than I would those little Ocarina tunes in The Legend of Zelda: Ocarina of Time). It's almost always unobtrusive, and it really helps to quietly emphasize the general mood and post-apocalyptic setting of each little town, technological ruin, and radscorpian-infested cave you crawl through. The effect that the simple background notes and noises of each location you visit is incredibly effective in pulling you into the setting somehow, far moreso than almost any regular game music I've encountered.

Trying to describe sound and music in words, of course, is more often than not a futile gesture. You have to experience it to understand it. Which is just another reason of many for why you should all go find copies of Fallout 1 and 2 to check it out--it's refreshing, skillful, and excellently effective.

Monday, September 25, 2006

Xenogears's Characters

Fei: Cloud of Final Fantasy 7 is arguably the most popular RPG protagonist of all time. At the time of Xenogears's creation, Squaresoft, looking at its recent spiky-haired money-maker, must have mistakenly assumed that Cloud's success comes from his being immensely fucked up in the head, and set out to create the most screwed up, issue-laden protagonist of all time. Fei is the successful result of their endeavors.

Early on, Fei seems relatively normally psychologically impaired for a hero (does anyone else find it disturbing that such a significant percentage of our main RPG characters are at least a little unbalanced?). He's just a kinda pansy little whiner, really. "Waaaaah I dun WANNA pilot the big robot!" "Okay, pretty lady, go ahead and shoot me in the head. Nah, it's cool. I'm way too temporarily emo to care." "Citan, stop trying to get me involved in global affairs of extreme importance. I just wanna sit in the room at the inn and listen to the Cure, okay?"

However, as time goes on, we find out that he's actually got 3 people in his head who are all fucked up losers--one's him, one's Id (a thumb-sucking sissypants who thinks that being able to pilot a robot is the same thing as being powerful), and one's an addict to memory TiVo. Also, his father wants to kill him, while also helping him, because his father has been possessed by the ghost of the evil side of Fei in a previous life. Also also, he watched his mom erupt into a puddle of blood when he was 5. Also x3, he's the latest in a series of reincarnations of the same guy, one reincarnation of which was a deadbeat scientist pseudo-dad who went and died and left his creation-daughter fatherless, and now Fei has to deal with this problem that his former worthless self left to his current worthless self. Yet, in spite of all this, he seems to take most of this insanity in stride in comparison to his earlier angsting over the fact that people might want him to help them out so they don't all die in combat.

However, without Fei, there could be no scene in which Fei tries to catch that one fish, so in the end, he's still worth it.


Citan: "Hi, Fei. I know absolutely everything you want to know, but I am not going to tell you until at least 40-60 hours from now. In the meantime, have some Soylent Green."


Elly: Elly is a pretty pilot who is the 646th reincarnation of the mother of the world. However, no matter how many times she lives, no matter how many people throughout history she meets and influences, her taste in men never, ever improves. Also, she has parent issues, with her mother, and father.


Bart: Bart is a prince with one eye who is fairly happily engaged to a 12-year-old (and the worst part of this is that it's a way more believable and likeable relationship than that of Fei and Elly). Oddly enough, in direct contrast to the many potentially interesting but woefully wasted cast members succeeding him, Bart gets a ton of screen time to develop in, but in the end seems more like a vehicle for moving along the plot than an entity of any noticeable personality.


Rico: Rico is a monumentally important character with a significant past (involving his father) who is a valuable part of the plot.

Until you're done with his city, that is. Then he turns into a mostly-mute meat shield.


Chu Chu: Chu Chu is a talking cute fuzzy whatsit that can grow big. It tries to commandeer the plot for a few minutes in order to sneak in some development, but then a big robot beats it up for trying to be a real character.


Billy: Billy is a monumentally important character with significant issues involving his father who is a valuable part of the plot.

Until you're done with his 20 minutes of plot-forwarding, that is. Then he turns into a mostly-mute handgun.


Maria: Maria is a monumentally important character with a plot-significant heritage (involving her father) who is a valuable part of the plot.

Until you're done with her city, that is. Then she turns into a mostly-mute pilot.

Naw, just foolin'! She actually turns into a mostly-mute pilot even BEFORE you're done with her city.


Emeralda: Emeralda is part of the 2/3rds of the game's playable cast whose characterization is largely made up of what her relationship with her father was like. Her father being a scientist who is one of Fei's previous lives.


Deus: Deus is a big monster thing made to wage warfare on a planetary scale. The only specific power it possesses that the player ever sees is to create an insanely over-complex and ludicrous sequence of events over the process of millenia, including the actual creation of a human race, that will ultimately end with it repairing itself because it is so monumentally inefficiently designed that it can only be repaired by eating a shitload of zombies. I guess maybe somewhere in the future, gasoline becomes so scarce a resource that we start manufacturing devices that run on zombies instead because they're more plentiful than petroleum.

...maybe somewhere in the NEAR future, even.


Chair: Fuck Deus. THIS wooden horror is the true nemesis of every Xenogears player.

Monday, September 11, 2006

Final Fantasy Crystal Chronicles's Plot

Apologies in advance--I'm kinda sick right now, and my head's not so good at holding onto ideas for long and stuff. So...this might seem to have even less direction than usual. Or something. Of course, this could also ironically end up being the one instance where I actually DO go somewhere with a rant not outright insulting a game/a game's maker. I guess we'll see how it pans out.

Late last winter, I obtained, played, and beat like a naughty puppy Final Fantasy Crystal Chronicles. Not because I particularly wanted it in any great fashion, but more just because it was there, on sale, and I was waiting for Suikoden 5 but not wanting Phantasy Star 3 and Grandia 3 to be my only diversions during that wait (my feelings on both games have been well-documented here). Given that it is a painfully transparant marketing ploy on the part of Nintendo and SquareEnix to suck your money from your wallet faster than Rogue can drain your mutant power, using its title of Final Fantasy not only to boost what otherwise would be a random RPG's sales, but also to encourage you and your friends to purchase Game Boy Advances so you can play it the way it's meant to be played (and don't forget the link cables! Cha-ching, cha-ching!), I was not expecting a whole lot. It's not a wise emotional investment to expect anything great from Square's recent blatant cash-ins. But hey, it didn't seem possible that it could be WORSE than PS3 and G3, so why not give it a whirl?

Well, long story short, I've ended up actually liking the game a fair deal. I don't think it's terrific or anything, but certainly a nice, light little RPG. Certainly a helluva lot more than I'd have expected.

In general, though, FFCC gets a really bad reputation as being a pointless and repetitive game with no plot. Well, repetitive I can't debate--even if you manage to somehow get through the game inside the first half a dozen years or so, the general flow of the levels and fighting enemies is generally boringly similar from one level and foe to the next. It's certainly not any more boring than most RPGs battle-wise, of course--I've mentioned RPGs generally having the most boring systems of battle that I can imagine--but just crawling through dungeons repeatedly can get old fast.

But pointless? No plot? No sir. The plot's there the whole time, though it may be only a few rumors and stories you hear on the road sometimes, or part of the tale your elder tells you at the beginning of each year. Yeah, it's not thick and heavy all the time, like in a regular Final Fantasy, or most other games, but it's not nonexistant--it just all really comes together at the end, that's all.

Now granted, I typically favor RPGs which contain heavy plots that dominate their events. Give me an extremely linear RPG following a set story and I'm a happy moogle. Or a happy box, depending on which site you're reading this from. But sometimes, a little bit of a light, non-linear plot can be remarkably refreshing from watching almost-anime heroes and villains spout hours of dialogue that I've heard half of in previous games/shows and often doesn't even make a whole lotta sense. As you go through FFCC's world, you learn little bits and pieces about it, as events unfold almost on the sidelines that don't all add up completely until the very end of the game. How long you spend beating up monsters on a yearly schedule is up to you, as is what locales you visit--technically, I don't think you have to visit even half the places in the game to beat it. So it's pretty open-ended on what you do when.

Still and all, right at the ending, you get at least half of the whole plot all at once before the final battle, and it really is pretty neat. It manages to incorporate all the little bits and pieces you've encountered of what the game's about so far, then explain'em all and just then charge you with the epic task of saving the world--and the explanation for the world as it is, and how to save it, is actually pretty darned neat if you take the time to really think about it and enjoy it. It's an original idea for an original world, and in the space of 10 minutes it manages to transport you from a dungeon-crawling experience into a rather epic finale to an adventure you barely realized you were having. And at the end of the game, even though you spent 49 hours out of 50 without much direction, the salvation of this world can still seem an epic accomplishment that was worth your time to achieve and witness.

Is it up to the level of other FFs like 9 and Tactics? Not really. Is it a really fantastic RPG? Nah. But it's at least a good one, and undeserving of most of the smack people talk about it.

Monday, September 4, 2006

General RPGs' Floating Locations

Ah, floating landmarks. Chances are, if you're playing an RPG, you're probably gonna run into at least one of these oddities--some castle, temple, town, or entire island which just hovers miles above the rest of the planet, sometimes for an explained reason (usually involving magic or technology so crazy it might as well be magic), and sometimes just because it apparently can. Not only is it a convenient setting for bad guys' HQs, highly advanced cultures, and mystical descendants whose ancient ancestors have passed down the secret arts of creating important plot points and twists, but it also provides more game-lengthening material in the form of quests to obtain the means to actually get up to these floating landmasses in the first place.

It's not like this is just a modern aspect of RPGs, either. Floating landmarks are one of the oldest consistently-used traditions RPGs have. Zeal in Chrono Trigger, the Sinistrals' island in the Lufia series, Golbez's tower in Final Fantasy 4, the Mana Fortress in Secret of Mana...I mean, Crystalis for the NES had a floating tower filled with ancient and forbidden technology. Crystalis. I remember having a question I asked about Crystalis's ice mountains published in an issue of GamePlayers back when I was in 3rd grade. I'm 23 now. And the game had been out for a long while by the that time, too. That's how far back you can find magical floating places in RPGs.

Hell, there's a floating castle in Phantasy Star 1. Back on the Sega Master System. 1987. It's seen more years than probably about half of the people on this forum have.

Since you see it a lot in anime, I'm guessing that it must just be a Japanese thing (though Secret of Evermore, a US-made title, had a futuristic city in the sky, too). It's a really strange cliche, though, when you think about it. I mean, it's not like we have anything remotely like it here on Earth to use as a reference. The closest we really have are large airplanes which can carry several dozen people for extended periods of time, but those still have to land and refuel, not to mention get maintenance, pretty frequently when compared to some RPG's mystical floating castle that's been hanging out in the sky for the last 1000 years.

What's even stranger is that it's a cliche that RPG fans by now seem to generally accept unquestioningly. I mean, here we are, being told that somehow, somebody on this technologically backwards little planet where the idea of a steam engine is cutting-edge technology had the knowledge and ability millenia before the game begins to construct a massive floating building that's more than likely equipped with more laser beams of doom and robot guards than the Technodrome, and we just take it in stride, not once considering the possibility that this is absolutely ludicrous even by the standards of a game where you can do more damage with a pointed stick than a bomb blast can if you just have a high enough number next to the section of your Status screen that says Strength.

The concept's given way to some really neat and innovative ideas in a few games, though. Not so much in its usual form of one large amount of land floating around for no good reason, but rather, in the form of a world comprised of nothing BUT floating islands. It's an exceptionally strange and interesting world idea that's surprisingly been found several times in RPGs--Bahamut Lagoon, Skies of Arcadia, and Baten Kaitos are all RPGs taking place on worlds made up of giant sky islands (or lagoons, as the first calls them) inhabited by people who use various forms of transportation to travel between the islands, be they sky-faring animals like dragons (Baten Kaitos), ships resembling Earth pirate vessels and military battleships (Skies of Arcadia), or even smaller floating islands which are fitted with engines and have a ship's interior constructed within them (Bahamut Lagoon--it's a seriously neat idea, in my opinion). The result of this exceptionally bizarre setting is almost always a very interesting and innovative story.

But yeah, anyways, just really hit me today exactly how frequent and traditional the whole idea is in the genre, and I thought I'd make note of it.

Monday, August 21, 2006

General RPGs' Villains' Laughs

If you've ever watched a cartoon, sat through a movie, read a comic book, played a game, or experienced any other dozens of forms of entertainment, you're quite familiar with the Villain Laugh. Although obviously not an RPG-only cliche, I have noticed that RPG villains seem to be especially prone to it, just bursting out in raucous bellows of amusement at any given time of day.

Frankly, I think it's fucking stupid.

I do my best to understand villains. You know, get why it is that they're being dicks, and see where they're coming from. This doesn't mean that they're not still dopes for being evil assholes, or anything. But I can at least figure out exactly how and why they're stupid jerks. But that damn laugh I can't get.

I mean, okay, let's think like someone evil who is out to destroy at LEAST the world. Probably more--you know how these villain types are just never satisfied. And it's going well! You're collecting whatever mystical relics of an ancient civilization you need at a good pace, your henchmen have not yet started failing in every single task you assign them (they will soon enough, though, don't doubt it), you've killed some innocents, you've destroyed some property, and you've just finished explaining your ingenius plan to/using mind games to torment the leader of a group of heroes who stupidly tried to stop you while at Level 12. Morons. They'd need at LEAST 40 more levels to stand a chance.

In other words, you've got a good, evil buzz going on. You're walkin' on whatever the evil equivalent of sunshine is, baby. And so, you choose...to laugh like a ninnyhammer.

You've got evil plots to follow through, henchmen and accomplices to praise, berate, and/or kill, and each passing moment you spend here heightens the chance that some random person will show up to rescue the heroes you just pummelled in a way that is oh so convenient to the plot. But do you choose to just leave, maintaining your evil dignity and position as superior to these weaklings? No. No, you just throw your head back and scream with laughter as though someone just told you that they enjoy Final Fantasy 10-2 for its exquisite plot and thoughtful characters.

I mean, I can accept this when the game's villain is as loopy as a 4-year-old's self-portrait. Final Fantasy 6's Kefka giggling at mayhem and destruction that he's caused? It helps reinforce the idea that he's off his nut (not that you needed the reinforcement). Luca Blight from Suikoden 2 laughing happily as he personally murders civilians he's taken prisoner? It really works for him, because you just believe that he honestly does feel a sick mirth at such a hateful act.

But in general, the laughter thing just comes off as pointless. Regular, non-demented people, even evil ones, just don't do it every single time something good happens. Think how dull and monotonous (not to mention hoarse) you would be every day if you laughed on cue whenever good things happened.

"I passed my test! BWAHAHAHAHAHAHA!"
"Muhahahahahaha, they have a 2-for-1 special going for AA batteries today! Excellent, hehehehe!"
"My toast...it is...GOLDEN BROWN! PERFECT! All is going according to my plan...TO MAKE MYSELF A BLT! YAHAHAHAHAHAHAHAHAHA!"

What part of this is supposed to be cool? Do game writers really think that this is a fear-inspiring behavior? If some evil twerp tried that routine with me, I'd just watch them guffaw for a minute and then punch their stupid teeth down their throat.

Monday, August 14, 2006

Star Ocean 3's Treasure Chests

Okay, folks, it's been a while since I ranted at you, so you might think I have something semi-important to complain about or praise. Something solid and significant, like a character or plot point of particular note, or something of a more general RPG sense to speak on. Well, if that's the case, then prepare to be disappointed. Because today I'm just going to talk about the treasures in Star Ocean: Till the End of Time (henceforth known as Star Ocean 3).

I've been playing through this game for the last few days, having found it used at GameStop for $5. While SO2 had left me dubious of spending even that much money on a game from that series (I certainly wouldn't recommend anyone acquiring SO2 for $5--hell, I'd say the only fair trade is for a person to be PAID 5 bucks to take it), it's hard for me to resist cheap RPGs regardless of their pedigree. I mean, I spend about 3x as much cash on my lunch every day I'm at work. And Eagles had bugged me a couple times in the past to get it.

So far, it's actually not all that bad. I mean, granted, the improved battle system is only a little better than the piece of shit that is the regular Star Ocean battle system. The characters, though, are certainly pretty okay so far--not very memorable, but not outright dull like SO1's cast, or dull AND dumb as shit like SO2's cast. And the plot seems this time to almost make some sense and have direction. Honestly, the latter 2 facts above make me question whether this even really is a Star Ocean game I'm playing.

There is, however, one small recurring aspect of the game that is pretty dumb.

In Star Ocean 3, there're 3 basic sizes of treasure chests that you encounter: Regular, Biggish, and Fucking Enormous And Overly Ornate. This last type is bright aqua-green, covered in gold, and about 75% the size of your character. This thing looks like the kind of treasure chest you'd expect a king to keep half his own ransom in gold, a legendary sword, and a still-sealed copy of Suikoden 2 inside of--with room to spare. If your typical RPG party were to just lug this around on their adventures, there would be no question of how they could hold an inventory of 99 copies of all varieties of potions and herbs and whatnot. This thing is so huge that if I ever opened one and it turned out to be one of those Mimic-type enemies, I'd just reset my game--there'd be no point in trying to take on something that huge.

Now, the first time I really took notice of one of these enormous chests was in one city's old, abandoned church. As if it didn't grab enough attention by itself, the chest was sitting right in the middle of this holy-looking circle of flowers and greenery, bathed in bright light. If Schala had been hovering above it with angel wings while Aeris picked some flowers growing at a unicorn's hooves nearby, they wouldn't have seemed out of place.

This, my friends, was the ultimate treasure chest. Even if it were early in the game, this was surely the king daddy to end all treasures. Nothing less than the power of God Himself could possibly reside in this treasure chest.

Throwing aside the questions of the morality of stealing valuables from a church even if for the sake of their contributing to galactic peace, I eagerly ran up to the chest, ran against it for a minute or so, pressing X and fumbling with SO3's poorly-conceived need to stand exactly facing treasure chests to open them even though precise directioning is difficult because of slightly clumsy movement control, and finally opened it, and found...

Ripe Berries.

Not money. Not treasures. Not legendary equipment or jewelry or whatever. Nothing. But. Berries. Ripe ones, though.

Try to wrap your mind around this. Try to imagine the circumstances that lead up to this moment. Imagine the generous faithful church-goers pitching in money each service for months and months, so that their trusted priest could make a truly worthy purchase to benefit their little congregation. Then, finally, when the priest finally had months and months' worth of collections, representing a part of so many trusting members' living wages, he went out, and purchased the biggest, craziest, most expensive treasure box he could find. No, he couldn't have even found this. He probably had to specially order it. He probably had to commission several architects to design this thing. Then finally, after weeks of directing them in designing it to be properly beautiful and awe-inspiring, the time had come. The priest brought it before his followers with pride to let them see what all their faithful giving had brought about, set it down in the most heavenly, serene place he could, opened it up, dropped a few raspberries inside it, closed it, and enthusiastically declared their money well-spent.

No wonder that church was abandoned. They probably lynched that crazy bastard.

It's not like this is really an isolated incident, either. People in this game have an obsession with hoarding treasure chests containing berries in their home that borders on lunacy. In any given residence, you can expect to open up a random treasure chest shoved against the wall, thinking that you're looting pricy family heirlooms, and discover that this house's residents apparently value individual Blueberries enough to keep them under lock and key (well, not literally, since no treasure chest is ever actually locked, but you know what I mean). Ruins holding ancient wisdoms and artifacts and such are littered with treasure chests of all sizes which hold all varieties of berries.

I admit that berries ARE good healing items. So it might not SEEM any different than finding random potions and herbs and such in treasure chests in other RPGs. But other RPGs don't stuff them in countless immense, shining treasure boxes that your entire party could fit into. I mean, when you open the big ones, you get trumpet fanfare as the game announces that you've somehow managed to find a single Blackberry in the otherwise empty box. If the game's going to give me a quick blast of parade music, I want to be getting something just a little better than 1/60th of a pie's filling.

Anyway, I don't really have anywhere I'm going with this. It's just something that strikes me as amusingly crazy, and also somewhat annoying since I keep hoping for substantial treasure and just getting fruit-wannabes every time.

Monday, July 10, 2006

Kingdom Hearts 2's Jack Sparrow

Today's rant is brought to you largely by the recent, terribly disappointing Pirates of the Caribbean sequel. Let it never be said that outside factors don't influence my rant topics.

So, there are a few general complaints people have with Kingdom Hearts 2 that you hear repeated very often. These usually include the following criticisms:

1. Atlantica Sucked (Myself, I found it not so terrible--at least its dumb minigames gave you the idea that you were ACCOMPLISHING something, instead of just fucking around finding honey or pretending to be Tony Hawk).
2. Aeris's Voice Acting Sucked (No arguments here--man, I thought I'd been prepared for bad voice acting by other games, but this is in its own league of awful)
3. Sephiroth Is In It (Meh, big deal, it's still not like he's hard to beat, and Nomura has such a narcissistic infatuation with his own creations, both good and godawful, that you can't really expect anything else)
4. Nomura doesn't bother to even try to understand any FF character not his own (Oops, sorry, did I stick a personal complaint into this list? Silly me)
5. Jack Sparrow Wasn't Done Right

Number 5 there I was fully willing to believe before playing the game. I mean, the character of Jack Sparrow from the original Pirates of the Caribbean is a pretty unique fellow, with enough quirks and mannerisms that he's gotta be hard for anyone to reproduce (as further proven by the terrible job that Depp himself does at trying to recreate him in the afore-mentioned sequel). So I went into KH2 with a reasonably low expectation for the PotC world's central character. So I get to the PotC world, start busting up undead pirates with my trusty cartoon friends and fucktarded Keyblade, and hang out with Cap'n Jack for a while, and come to the following realization:

I have no idea what everyone's complaining about.

The general movements and gestures for him are all spot-on. He's got the same noticeable, but not glaringly obvious sway, the same smoothly flimsy hand motions, and even the same gracefully uncoordinated way of fighting. Even when he's doing the kind of wildly unrealistic stuff that hanging out with Sora allows you to do, particularly during joint Limit Breaks, he's still the same off-kilter pirate we all know and love.

Personality-wise, he's also just about a perfect fit. He still has his own best interests in mind, while still having that ambiguously friendly personality that can convince you that, just maybe, he's also just as motivated by the urge to be a decent guy. They even kept the line that I think really best describes him and the uniquely uncertain motivations for all he does: "Have I ever given you reason not to trust me?"

What seems to inspire people most to say that he's not right is the voice acting, I've found. Which confuses me as much as their criticism of any other part of him. To be sure, he's not voiced by Johnny Depp. But while you can tell this if you really, really listen for the difference, the voice is honestly so close that I doubt I could have told the difference without knowing beforehand that it wasn't Mr. Depp doing it. It's certainly closer than quite a few other Disney character voices get in the game, but you don't really hear any complaints for them, so I'm gonna have to say it's probably mostly the deranged Depp fangirls and fanboys who take any strong notice of this difference. Overall, I think SquareEnix did a damn good job with the character of Jack Sparrow, and anyone who has a problem with him is being too picky even for me.

Monday, July 3, 2006

General RPGs Minigames 2: Chinchirorin

Alright, folks. You know I love Suikoden. Like, just really love the series a helluva lot. So much so that I'll neglect ranting, and just about all other aspects of my internet life, for about 2 weeks to finish a new installment in the series.

But the series has its faults (besides the entire game of Suikoden 4). I mean little faults, annoying things that happen inside even the great games (which would be all the others). There's that frustrating problem in the endings of not giving you enough damn time to read the little bits for each character about what ends up happening to them post-game, the strange feeling of It's Here Because Plot Needed It that always springs up near or at the final boss, and the never-ending problem of not having enough money regardless of how long you've been whacking monsters.

The fault I'm really interested in today, though, is the minigame angle. Yes, Suikoden has minigames. Lots of them. Suikoden 5, in particular, seems to be littered with the damn things. And you know, sometimes, they're not all terrible. I mean, Suikoden 3's horse racing minigame was kinda sloppy and choppy in its controls, but nothing anyone who's handled Epona in Legend of Zelda: Ocarina of Time can't deal with, and you do get some kinda okay rewards from it, and it's not, to my memory, mandatory in any respect.

And of course, there's always the Suikoden 2 Iron Chef minigame. That was actually pretty damn awesome.

But man, most of the time, these minigames are boring and stupid in their best moments. You take this one from the earlier games, Chinchirorin (you can tell it's going to be a BLAST with a name like that). Now, this one you can count as mandatory, because you have to play it to get a couple of characters, and without them you can't get the good ending in either game. What it basically is, is you throwing some dice in a bowl and seeing what number they turn out to be. Then, if it's a good number, better than your opponent's, you win money. If it's not, you lose money. It seems to be at least 98% random as to what you're going to get regardless of where or when you throw the damn little things.

Yeah. Fun. Let's play a game where you press a button, and a random number is generated beyond your ability to influence it with any skill or reasoning, and, depending on what number comes up, you might win, or you might lose. They might as well just call it Random Number Generator Minigame, drop all the pretense and save themselves some time on animation and programming by just having a random number come up and tell you that you lose. Who knows, maybe it'll be so stupid that it'll really catch on and become a classic (worked for Rock Paper Scissors). I know casinos would LOVE it; so much easier to rig than slot machines.

How does a game that stupid even come to exist, anyway? Like, I mean in real life here. There are plenty of incredibly simplistic and frankly dumb pastimes people have invented, often involving dice or cards or hunting rifles. But what exactly inspired this one, I wonder? Why the bowl? Was randomly rolling dice to see if a certain number came up just not exciting enough? Did somebody think, while watching his comrades bet their livelihoods one day on a set of dots adorning a certain face of a tiny cube, "You know what would liven this game up a lot? A bowl. This game needs a bowl." And thus was invented the game of Chinchilla or whatever it is, dice tosses made special, somehow, by the presence of a salad bowl.

Tuesday, June 13, 2006

General RPGs' Odd Protagonists

When we turn on our machines made by Sony, Nintendo, Microsoft (if you're unlucky), Sega, or whoever and put in a new RPG, we have a pretty good idea about the character we're going to be controlling once the opening scenes, history lessons, and ear-agonizing beginning music videos are done with. We safely assume that the androgynous little freak in the bad clothes who walks around in circles to our grubby fingers' commands is going to be the main hero of whatever epic conflict and quest he finds himself in the middle of. This isn't ALWAYS the case, though.

For example, in Final Fantasy Tactics Advance, the protagonist of the game, Marche, is NOT the main hero. The game doesn't seem to really have one; Llednar is probably the closest to being one. Marche is actually the main VILLAIN. He's a classic FF bad guy--his goal is to destroy the world for strange, outlandish reasons that just about no one else in the world agrees with. The only real difference is that, for the first time in SquareEnix history, Marche's outlandish reasons for world-conquering are actually GOOD ones, not just stupid and misguided like most villains with a "lofty" goal to their actions ("THE WORLD IS SO DARK AND PAINFUL SO I'M GONNA KILL EVERYONE TO SAVE THEM FROM IT BECAUSE KIDS TEASED ME AT SCHOOL LOL"). The point, though, is that, even if he does the best thing for the best of intentions as a very decent and well-developed person, Marche is nonetheless the game's villain rather than hero.

That's a rare quality for an RPG main character, to be sure (Knights of the Old Republic games don't count, either, because you have the opportunity to CHOOSE whether you're hero or villain). And it's done VERY well, exploring Marche's perseverence for his ideals yet doubts about his right to do so in such a quiet and complete manner that most people won't even realize he's taking the position of main villain instead of hero until you mention the idea to them.

Another interesting oddity in protagonism (is that a word? I'm claiming it as my own if it isn't already) can be found in Dragon Quest 5. Now, my opinion on the Dragon Quest games is pretty much the same opinion that I hold on bacterial infections. However, that doesn't mean the games don't have a few good qualities hidden beneath the bad.

Now, in Dragon Quest 5, your nameless, personality-less protagonist is, indeed, a good guy. He has some adventures as a kid, gets captured for slavery, escapes as an adult, has some more adventures, gets married, has kids, gets turned to stone for like 15 years, and then gets saved by his kids. But as heroic as this guy's actions, if not any words from him, indicate that he is, it's his SON, not him, who is the legendary main hero person who wields the legendary main hero person's sword against the demon king bothering everyone. From a perspective, the game's protagonist is just the random father of the game's main hero. Most of the plot could just be seen as a long backstory for the true (somewhat short) quest of the son.

The idea's not taken very far or developed (nothing ever is in that series), but it's still there, and still a neat concept with interesting potential that your character's role in a game could be no more than an accomplice of some sort to the game's main hero.

Another uncommon trait in RPGs is the choice of selecting who YOU want to be the protagonist. Games like Star Ocean 2, Live A Live, and Seiken Densetsu 3 give you the option of who you want to be the protagonist and main hero of the game, which is neat. Though it's rare that any major changes to the plot occur depending on who you choose, it's still a nifty idea to be able to choose who you think is the real hero material of a game. In the same vein, an RPG which has more than one protagonist is also an original idea, such as Final Fantasy 6. I've never been able to see anyone successfully prove that Terra and Celes didn't share the roll in that game.

There's really a lot game developers can do with their games just by switching the role their protagonist plays. Sure, it's fine to play through a game as the main character, and there's still plenty of potential for interesting and gripping ways to develop a protagonist as a main hero (Virginia from Wild Arms 3 is a primary and reasonably recent example of this), but there's a virtually untapped wealth of creative freedom to build a unique tale out of a protagonist who's not a main hero, or not the only one, for whatever reason. Game companies really oughta try it more often, because you can get really great results with a little creativity.

Monday, June 5, 2006

Tales of Phantasia's Characters

Y'all know the drill by now.


Cless: Cless is our main character. He's pretty solidly uninteresting, though admittedly to a much lesser extent than most of the meathead heroes I've noted in the past. Rather than being motivated by the goodness of his heart to do acts of heroism, Cless is more guided through his quest by the desire for revenge against Dhaos, who had his parents killed. This doesn't really lead him to be any more interesting than your standard hero with a one-track mind, of course--he still relentlessly leads his friends along into danger for the lofty ideal of Plot Demands It in virtually the same ways, he just has a more personal and ever so slightly more believable reason for it.

He also seems to be the jealous type when it comes to other people getting characterization. Whenever the idea that his sworn enemy might have some motive for his actions beyond Evil For Evil's Sake, Cless gets all defensive. It goes something like this:

"Hey Cless, I wonder why Dhaos is doing all this. Maybe we should try to think of what he has to gain from all this so we could better know how to--"

"SHUT THE FUCK UP MINT YOU WHORE DHAOS IS EVIL AND THAT'S ALL THERE IS TO IT!"


Mint: Mint is the nice, shy healer of the party. As per RPG Law, she becomes interested in the main character, doubtless enamored by his incredible ability to be an even more boring person than she is. Probably the only scene she ever gets where she stands out is the part of the game when she has to meet up with the unicorn so she can usurp its healing abilities for her own use, and even then, it's more just the presence of a unicorn there that makes the scene good, not Mint. Luckily for her, the unicorn gets attacked by demons and dies, so she doesn't have to deal with any qualms about killing it for its horn. What exactly she would have done had said demons not shown up, of course, baffles me. Perhaps she was going to shyly ask permission to saw off that piece of the unicorn's head.


Klarth: Klarth is an older man (by RPG standards, this means an age range of 20-24) who mistakes literature for weaponry and fulfills the team's vital requirement for someone who actually has a goddamn brain. He both explains the various magical phenomena that they witness and hear about, and usually gives them some direction on what they should do next to keep Cless from just leading them around in circles all day, waiting for Dhaos to show up. Of course, this minor virtue of character is almost entirely forgotten about Klarth, because the only thing anyone is ever going to really remember about him is that he once theorized that Arche would "fuck like a tiger."


Arche: When this jailbait half-elf isn't busy propositioning middle-aged sailors (what is WITH these half-elf kids, anyway?), Arche manages to be a kinda okay character with some actual development here and there.


Chester: Chester is a guy who falls in love with a girl that he doesn't like and joins you later in the game about 40 levels behind everyone else.


Dhaos: Remember back when I made the list of Star Ocean 2's characters, I noted that the 10 Wisemen's creators invented the cheapest cop-out of bad villain characterization ever by including a hidden scene in which it is implied that they might at one point have had some form of reason for wanting to be evil? I take it back. Dhaos has the cheapest cop-out of all villainy. See, for just about the entire game, Dhaos is just your uninteresting, super-powerful evil dude out to destroy and provoke protagonists into killing him. Cless's party continually wonders whether there might be merit into investigating Dhaos's reasons for being such a dick, and Cless continually tells them to shut their yaps, but that's about all you get for Dhaos's development. When you FINALLY get to know what was up with him, it's a small note made, in the ENDING, after he's already dead. You don't even get to hear Dhaos say it--all you see is him dying and saying he wants Cless and co. to know his motives, and then suddenly there's a scene change and you get to hear the heroes sum it up in about 2 sentences or so, and then just move on to other things. I mean, hell, why didn't the game just be honest about it and have Fei or Elly come in, sit down in a chair, and tell me instead? I mean, if you're gonna do a lame post-plot wrap-up scene, you might as well go all-out for maximum cheapness.