I bet I know what you're all expecting. You read the title of this rant, and think, "Oh, right, Arpy's gonna flame the hell out of Ariel's crappy world. It was a huge disappointment." Because, hey, if anyone's gonna hate a minigame world, it's gonna be me--and everyone else does, too. Ornery old Arp is gonna yell and scream and holler about it and give you all some good hearty laughs.
Well, you're all WRONG!
Now, don't misunderstand. I'm NOT a fan KH2's Atlantica. It's not much fun. You listen to a bunch of songs, most of which are grating and stupid, and play semi-DDR as you mash buttons in time with the music--well, sometimes in time, other times it's just there and you mash the X button for no real rhythmic reason.
While this is happening, a scene plays out, for reasons I can't quite figure out--it's not like you can take the time to watch and enjoy it when you're waiting for each little "PUSH X NOW BEFORE IT'S TOO LATE" icon to pop up. My theory is that SquareEnix actually spent a fortune on each song's visual sequence out of spite alone--FF10-2 has made it abundantly clear that they secretly loathe and detest the people who buy their games. Seeking to frustrate KH2 players, SquareEnix made these elaborate, cheerful sequences during a minigame where watching them means total failure. To add to the distraction value of these things, they decided to set this minigame in Atlantica, where players will continue to have their eyes stray from their objectives, lured away by Ariel and/or a shirtless Sora. No way can this just be a case of poor design; they're LAUGHING at you as you miss the cues because your fangirl instincts to drool at shirtless 14-year-olds cannot be denied.
"Wait a second," you're saying. "If you're saying that the minigame is stupid and annoying, along with badly-designed, then why was I wrong before?"
The reason is this: I don't hate KH2's Atlantica, even given its exceptionally annoying nature. Why not? Because it is so, so, so much better than it was in the original Kingdom Hearts. Look, as stupid and simplistic as the singing minigame might be, it's a helluva lot better than trying to navigate that stupid underwater battle system in KH1. You couldn't just move with the direction stick, no, you had to use that to steer while you held down a button to actually get there--it was annoying enough just to move regularly, let alone while trying to fight enemies that were above and below and all around you. You're trying to swim up and down to get at something and meanwhile there are Heartless smacking your face and electrocuting you with poorly-named Thunder spells and Donald and Goofy are floundering around doing just about nothing except absorbing damage as usual while Ariel's trying to make up for your incompetence at swimming and their incompetence at life and you start swearing because the Little Mermaid is more badass than you...
I'm supposed to be upset that a stupid but harmless little minigame replaced that nightmare of bad gameplay design? Not having to dick around with Heartless jellyfish and whales and whatnot was the greatest improvement they could have possibly made to the sequel. And hell, KH2's take on the world isn't too terrible at times--I mean, they actually made ERIC cool, rather than just the same kind of "Looks nice but has a mind as empty as Quina Quen's (Final Fantasy 9) refrigerator the day after Thanksgiving" character type that I so often criticize RPG heroes for being. KH2 shows HIM being willing to work to be with HER, rather than Ariel having to do and give up everything. I mean, the line:
Eric: "And to think...all this time..."
Ariel: ~LE SAD~
Eric: "...I could've practicing my swimming." ~Splash~
Adds a TON of depth to his character, and makes him pretty damn cool. Sure, it took several rounds of agonizingly dumb musical button-mashing to get to it, but it IS something good about the whole thing, at least, and more rewarding than any of the plot that you're given after the hours of underwater battle torment in KH1. All in all, KH2's Atlantica was a huge improvement, in my opinion.
Monday, November 27, 2006
Tuesday, November 21, 2006
General RPGs' Minigames 3: Hauler Beasts
I don't have many serious complaints about Star Ocean 3. While still badly imbalanced in its battle system like SO2 was, taking a little too long to stop dicking around in fantasy land and get back to the plot, and also having Albel in it, overall it's a pretty good and enjoyable game. The characters are pretty good, the pacing's not bad most of the time, and the plot is really nifty once it gets going. But dear God, I loathe the Hauler Beast minigame.
Okay. Here's the basic idea. You get in a mine cart to go through a mine area. Never mind that you could just walk through it like you walk miles and miles through nearly identical other caves throughout the rest of the game--THIS one you need a mine cart for, and that's final! A Hauler Beast, which seems to sorta be some giant turtle thing of some kind which is so big that the mine tunnels only barely accomodate it, thus giving rise once again to the question of why regular people such as your characters can't walk through the tunnels when they're obviously more accomodating for humans, tugs your mine cart through the tunnels, and you give orders on what speed to go, when to stop to explore a little room in the mines, and which direction to take at forks in the path. You have to adjust your speed accordingly for traps and breaks in the track, and if your Hauler gets upset enough by the traps and bonking into walls and such, the minigame is over and you have to start from the beginning.
Now, in order to get all the treasures in the mines, you need to do a crapload of stop-and-go speed increases and decreases with the stupid Haulers, which is annoying. You also have to pretty much start memorizing what turns and twists you have and haven't taken so far, because the map the game gives you is utterly useless for any purpose of navigation. It would probably take you longer to properly figure out how to determine what turns to make based on the map than it would just to randomly fumble your way to the exit--which, trust me, would be a matter of solid hours. You also would have to memorize where each jump and trap is, so you can adjust your speed accordingly, because you'll never get the prizes very far in otherwise, since your turtletard will call it quits after being frightened at having to open gates (no, really).
This by itself is a huge pain in the ass, MORE than enough to guarantee it a spot on my list of Things To Kill People Over. But there's also one treasure deep in the mines that, according to an FAQ for the minigame (and my experiences back this up), you have to take out a Whimsical Hauler to reach. Now, there are 5 different kinds of Haulers. The one most likely to piss its shell and run screaming back to the beginning is also the one most likely to actually do what you tell it to. The other Haulers have different ranges of bravery against traps and willingness to not completely ignore you, but the only one who can last long enough to get this one treasure is the Whimsical Hauler, which does whatever the hell it wants without listening to any input from you. But of course, since the treasure is so far in, the Hauler has about 20 forks in the track to decide to go the wrong way on, so you can be waiting for a LONG time for the stupid thing to finally manage to accidentally bring you where you want it to go. I gave it about 10 tries before I just gave up.
Now, here comes the very best part. You may THINK that this is going to be the only time you waste hours of your life directing an uncooperative and idiotic turtle of burden through SO3's caves. And yes, it could be...but you'll miss out on a bunch of treasures if you don't come back later. Because, you see, nearly half of the treasures you find in the mines when you're forced to play this hellish minigame the first time will be out of your reach--you'll need a tool you get about 2/5 of the way through the game to get them. So if you want to actually get anything GOOD from this torture, you have to spend hours meticulously riding through the caverns AGAIN.
Well fuck you too, SquareEnix.
Okay. Here's the basic idea. You get in a mine cart to go through a mine area. Never mind that you could just walk through it like you walk miles and miles through nearly identical other caves throughout the rest of the game--THIS one you need a mine cart for, and that's final! A Hauler Beast, which seems to sorta be some giant turtle thing of some kind which is so big that the mine tunnels only barely accomodate it, thus giving rise once again to the question of why regular people such as your characters can't walk through the tunnels when they're obviously more accomodating for humans, tugs your mine cart through the tunnels, and you give orders on what speed to go, when to stop to explore a little room in the mines, and which direction to take at forks in the path. You have to adjust your speed accordingly for traps and breaks in the track, and if your Hauler gets upset enough by the traps and bonking into walls and such, the minigame is over and you have to start from the beginning.
Now, in order to get all the treasures in the mines, you need to do a crapload of stop-and-go speed increases and decreases with the stupid Haulers, which is annoying. You also have to pretty much start memorizing what turns and twists you have and haven't taken so far, because the map the game gives you is utterly useless for any purpose of navigation. It would probably take you longer to properly figure out how to determine what turns to make based on the map than it would just to randomly fumble your way to the exit--which, trust me, would be a matter of solid hours. You also would have to memorize where each jump and trap is, so you can adjust your speed accordingly, because you'll never get the prizes very far in otherwise, since your turtletard will call it quits after being frightened at having to open gates (no, really).
This by itself is a huge pain in the ass, MORE than enough to guarantee it a spot on my list of Things To Kill People Over. But there's also one treasure deep in the mines that, according to an FAQ for the minigame (and my experiences back this up), you have to take out a Whimsical Hauler to reach. Now, there are 5 different kinds of Haulers. The one most likely to piss its shell and run screaming back to the beginning is also the one most likely to actually do what you tell it to. The other Haulers have different ranges of bravery against traps and willingness to not completely ignore you, but the only one who can last long enough to get this one treasure is the Whimsical Hauler, which does whatever the hell it wants without listening to any input from you. But of course, since the treasure is so far in, the Hauler has about 20 forks in the track to decide to go the wrong way on, so you can be waiting for a LONG time for the stupid thing to finally manage to accidentally bring you where you want it to go. I gave it about 10 tries before I just gave up.
Now, here comes the very best part. You may THINK that this is going to be the only time you waste hours of your life directing an uncooperative and idiotic turtle of burden through SO3's caves. And yes, it could be...but you'll miss out on a bunch of treasures if you don't come back later. Because, you see, nearly half of the treasures you find in the mines when you're forced to play this hellish minigame the first time will be out of your reach--you'll need a tool you get about 2/5 of the way through the game to get them. So if you want to actually get anything GOOD from this torture, you have to spend hours meticulously riding through the caverns AGAIN.
Well fuck you too, SquareEnix.
Tuesday, November 14, 2006
Knights of the Old Republic 2's Kreia
Alright, folks, if you haven't played KotOR2 and ever intend to (and you really, really should), don't read this. Too many spoilers.
I am a big fan of the Knights of the Old Republic games. They manage to flawlessly combine fan-made Star Wars (fuck Lucas--anyone who has ever read Timothy Zahn's books knows this is the best, most carefully detailed version of the SW galaxy) with the RPG genre. They've got an awesome setting (naturally), great plots, and better characters. They've got more realistic and gripping backstories and personalities than most other RPGs, and it can be hard not to like even the ones with a heart as black as Darth Vader.
Case in point for me would be Kreia. Now, I do not personally LIKE Kreia. If you've played the game, you'll know that she's not exactly the nicest or most moral person you'll ever come across. She's vicious, manipulative, and she bullies poor Atton all the time (I love Atton). She's Machiavellian to an extreme, just a bit crazy, and at least as much a servant to the Dark Side as she isn't.
But man, as a villain, Kreia is the best I've ever seen in an RPG, plain and simple.
Point One: She's tough. She's genuinely powerful. She's a master of the Force like few others, knowing its ways and using them to her advantage. She can use a lightsaber, which automatically makes her more of a force to be reckoned with than any villain using a regular weapon. She can take a hit (and by a hit, I mean have her hand cut off) and keep on truckin'. She doesn't NEED to do some quest for magic objects to give her the powers of a god. She's smart enough to set the fall for anyone who opposes her without resorting to one-winged angel crap like that. When you deal with Kreia, you deal with someone who's not going to futz around with that nonsense--she'll just either kill you, or, more likely, let you live to unwittingly do her bidding. If Kreia decides to let you live, it's not because she's being a stupid FF villain who doesn't have the good sense to kill protagonists after whupping them early in the game while their levels are low. It's because she knows she WILL make use of you, and can probably do so while making you mentally suffer.
Point Two: The game gives you ample opportunity to know Kreia. Like, KNOW Kreia. This isn't like knowing, say, Seymour of FF10. With Seymour, you know the very, very broad and general (not to mention really dumb) reasons for his villainous actions. This is true of most villains in RPGs, even the good ones--you just don't get too really involved in understanding them. A few, however, like Fou-Lu of Breath of Fire 4 or Orsted of Live-A-Live, are evil characters that you're given a really good amount of insight about, both in their personalities and the reason they do the evil things they do. Kreia, however, blows these two away. She hangs with your party for most of the game, and in that time she tells you all about herself. Her past, her ideals, the qualities she admires and the qualities she despises, her understandings of people and the ways of the universe, and eventually how and why she set everything up. Kreia is a realistic human being in a way that few characters (and of those few, just about no villains) in games are, complex in dozens of different ways that intertwine with each other. Even in a game series with such strongly defined personalities as KotOR2, she really stands out as a character whose creation and development are extraordinarily solid and deep. Folks, a great many of the classic works of literature I've read in my time at college as an English major don't have characters of this high a quality.
Point Three: The voice acting for Kreia is pretty much perfect. Not a big deal, I know, but still, when most of the game's more insightful and thought-provoking content comes from her, it really helps that it's delivered by a voice actress who can get just the right inflections of aged, dark wisdom to match Kreia's personality and words.
Point Four: Kreia wins. Everything. She's the most successful villain of any RPG ever, because she accomplishes every single goal she has. Kill off the remaining survivors of the old Jedi order? Check. Revenge on the Sith Lords who betrayed her? Check (no easy task, either--one regenerates all wounds done him, and the other one is such an unnatural horror that he could very likely defeat every single normal Jedi who ever lived--Yoda, Palpatine, Vader, Luke, EVERYONE). Set the stage for several new Jedi, who know what it is to be human first and foremost and Jedi after that, to create a new order which has a chance not to make all the mistakes the old one did? Check. Bring some balance to the force? All of the above work towards this one. Help prepare the galaxy for the inevitable and fast-approaching day when the Sith finally strike? Check. Send Revan a powerful ally to aid him in fighting the Sith on their own turf? Check. Just about no major move of the Light Side or Dark Side in this game is made without Kreia's making sure it works to further her goals. I mean, even when you kill her at the end of the game, you're STILL doing exactly what she wants--one of her goals is to train her greatest apprentice of all, and that apprentice having the strength of body, Force, and will to kill her will be the way to prove that she has succeeded, her final triumph. How many villains can you think of for whom their final defeat (not just I'm-Dying-But-Not-Really, like Seymour) is an essential part of their plan? Not many.
Point Five: You identify with Kreia. Understanding her isn't just a case of knowing where she's coming from, it's also a case of empathizing with her at times, acknowledging that there's wisdom in her ways regardless of whether they're good or evil. Villains aren't characters you can very often really connect with, and if they are, then you probably have a few issues. Kreia, though, you could argue the merits and weaknesses of her philosophies and insights on humanity, society, karma, and life for hours on end.
In the end, there's really no villain crafted with quite as much care and expertise as Kreia is. Buggy and unfinished as KotOR2 may be, the presence of a villain of Kreia's caliber alone makes it a great RPG.
I am a big fan of the Knights of the Old Republic games. They manage to flawlessly combine fan-made Star Wars (fuck Lucas--anyone who has ever read Timothy Zahn's books knows this is the best, most carefully detailed version of the SW galaxy) with the RPG genre. They've got an awesome setting (naturally), great plots, and better characters. They've got more realistic and gripping backstories and personalities than most other RPGs, and it can be hard not to like even the ones with a heart as black as Darth Vader.
Case in point for me would be Kreia. Now, I do not personally LIKE Kreia. If you've played the game, you'll know that she's not exactly the nicest or most moral person you'll ever come across. She's vicious, manipulative, and she bullies poor Atton all the time (I love Atton). She's Machiavellian to an extreme, just a bit crazy, and at least as much a servant to the Dark Side as she isn't.
But man, as a villain, Kreia is the best I've ever seen in an RPG, plain and simple.
Point One: She's tough. She's genuinely powerful. She's a master of the Force like few others, knowing its ways and using them to her advantage. She can use a lightsaber, which automatically makes her more of a force to be reckoned with than any villain using a regular weapon. She can take a hit (and by a hit, I mean have her hand cut off) and keep on truckin'. She doesn't NEED to do some quest for magic objects to give her the powers of a god. She's smart enough to set the fall for anyone who opposes her without resorting to one-winged angel crap like that. When you deal with Kreia, you deal with someone who's not going to futz around with that nonsense--she'll just either kill you, or, more likely, let you live to unwittingly do her bidding. If Kreia decides to let you live, it's not because she's being a stupid FF villain who doesn't have the good sense to kill protagonists after whupping them early in the game while their levels are low. It's because she knows she WILL make use of you, and can probably do so while making you mentally suffer.
Point Two: The game gives you ample opportunity to know Kreia. Like, KNOW Kreia. This isn't like knowing, say, Seymour of FF10. With Seymour, you know the very, very broad and general (not to mention really dumb) reasons for his villainous actions. This is true of most villains in RPGs, even the good ones--you just don't get too really involved in understanding them. A few, however, like Fou-Lu of Breath of Fire 4 or Orsted of Live-A-Live, are evil characters that you're given a really good amount of insight about, both in their personalities and the reason they do the evil things they do. Kreia, however, blows these two away. She hangs with your party for most of the game, and in that time she tells you all about herself. Her past, her ideals, the qualities she admires and the qualities she despises, her understandings of people and the ways of the universe, and eventually how and why she set everything up. Kreia is a realistic human being in a way that few characters (and of those few, just about no villains) in games are, complex in dozens of different ways that intertwine with each other. Even in a game series with such strongly defined personalities as KotOR2, she really stands out as a character whose creation and development are extraordinarily solid and deep. Folks, a great many of the classic works of literature I've read in my time at college as an English major don't have characters of this high a quality.
Point Three: The voice acting for Kreia is pretty much perfect. Not a big deal, I know, but still, when most of the game's more insightful and thought-provoking content comes from her, it really helps that it's delivered by a voice actress who can get just the right inflections of aged, dark wisdom to match Kreia's personality and words.
Point Four: Kreia wins. Everything. She's the most successful villain of any RPG ever, because she accomplishes every single goal she has. Kill off the remaining survivors of the old Jedi order? Check. Revenge on the Sith Lords who betrayed her? Check (no easy task, either--one regenerates all wounds done him, and the other one is such an unnatural horror that he could very likely defeat every single normal Jedi who ever lived--Yoda, Palpatine, Vader, Luke, EVERYONE). Set the stage for several new Jedi, who know what it is to be human first and foremost and Jedi after that, to create a new order which has a chance not to make all the mistakes the old one did? Check. Bring some balance to the force? All of the above work towards this one. Help prepare the galaxy for the inevitable and fast-approaching day when the Sith finally strike? Check. Send Revan a powerful ally to aid him in fighting the Sith on their own turf? Check. Just about no major move of the Light Side or Dark Side in this game is made without Kreia's making sure it works to further her goals. I mean, even when you kill her at the end of the game, you're STILL doing exactly what she wants--one of her goals is to train her greatest apprentice of all, and that apprentice having the strength of body, Force, and will to kill her will be the way to prove that she has succeeded, her final triumph. How many villains can you think of for whom their final defeat (not just I'm-Dying-But-Not-Really, like Seymour) is an essential part of their plan? Not many.
Point Five: You identify with Kreia. Understanding her isn't just a case of knowing where she's coming from, it's also a case of empathizing with her at times, acknowledging that there's wisdom in her ways regardless of whether they're good or evil. Villains aren't characters you can very often really connect with, and if they are, then you probably have a few issues. Kreia, though, you could argue the merits and weaknesses of her philosophies and insights on humanity, society, karma, and life for hours on end.
In the end, there's really no villain crafted with quite as much care and expertise as Kreia is. Buggy and unfinished as KotOR2 may be, the presence of a villain of Kreia's caliber alone makes it a great RPG.
Monday, November 6, 2006
Seiken Densetsu 3's Characters
After over a month-long absence, I give you...a lame post. Awesome.
I'll admit right now: doing a cast list for Seiken Desnsetsu 3 is a daunting task. Not because I don't think this game's cast deserves to be ridiculed for being shoddy and poorly-conceived characters there to be personality-less drones who forward the plot. Rather, because this cast is so incredibly boring that it's really hard to find a decent characteristic in any one of them that significantly sets them apart from the others.
Duran: You know, I know I harp on the fact that RPG hero dudes are very often boring, featureless blocks of wood that you could randomly switch around between games, and no one could tell the difference. I really wish I could think of new and funny ways to express just how blandly heroic these sword-wielding idiots like Duran are, but I just don't have the imagination. Suffice to say, there's really nothing about Duran that sets him apart from Claude (Star Ocean 2), or Cless (Tales of Phantasia), or Dart (Legend of Dragoon), or Lufia 1's hero, or Ratix (Star Ocean 1), or dozens upon dozens of other such faceless do-gooders.
Angela: Angela suffers a tortured existence as one small and limited sprite shouldered with the heavy destiny of being her game's entire share of T and A.
Kevin: Okay, now, I'm not saying that the loss of a pet isn't a sad thing, folks. I understand it hurts. I've kept some wonderful little creatures of my own in my time, and they've all passed on when it's their time, and it always makes me tear up at least a little to part with them.
But when you have a character whose entire motive for his heroic actions in the game is to avenge the death of his dog, you have done something wrong as a writer.
Lise: "My little brother's been kidnapped! Am I a bad enough Amazon dudette to slowly meander my way through the plot to rescue him?"
Fairy: This little semi-mascot for the team has the unenviable task of constantly having to remind these idiots that they actually have a job to do and should cut their aimless wanderings short to get it done.
Hawk: Being a thief using daggers motivated out of a need to save the chick he's into, Hawk reminds me suspiciously of Locke (Final Fantasy 6) at times, particularly given the name similarity and the fact that they're both Square characters. Aside from the aspects of his personality where this comparison can be drawn, though, there's not much of interest about Hawk.
Carlie: Carlie is a half-elf with the mind of a child who has the hots for a priest dude who stands about 5 feet taller than her. This jonesing for some hot priest-on-midget-half-elf-child action is what keeps her going for at least most of the quest.
Seriously, people. What is with these half-elf kids in RPGs?
You know, this game is just screaming to be made into a porno. Duran's the big muscular guy, Angela's the woman with the enormous boobs who wears scanty clothing regardless of setting (I mean, she IS wearing an over-glorified bathing suit while living in an arctic queendom), Hawk is there as an extra just because there needs to be another guy, Lise is there for the lesbian scene (she's in an all-girl amazon army, and all), Kevin the werewolf's there to please furries, and Carlie is the half-human nymphomaniac midget. Tell me this isn't the perfect cast for a porn flick.
I'll admit right now: doing a cast list for Seiken Desnsetsu 3 is a daunting task. Not because I don't think this game's cast deserves to be ridiculed for being shoddy and poorly-conceived characters there to be personality-less drones who forward the plot. Rather, because this cast is so incredibly boring that it's really hard to find a decent characteristic in any one of them that significantly sets them apart from the others.
Duran: You know, I know I harp on the fact that RPG hero dudes are very often boring, featureless blocks of wood that you could randomly switch around between games, and no one could tell the difference. I really wish I could think of new and funny ways to express just how blandly heroic these sword-wielding idiots like Duran are, but I just don't have the imagination. Suffice to say, there's really nothing about Duran that sets him apart from Claude (Star Ocean 2), or Cless (Tales of Phantasia), or Dart (Legend of Dragoon), or Lufia 1's hero, or Ratix (Star Ocean 1), or dozens upon dozens of other such faceless do-gooders.
Angela: Angela suffers a tortured existence as one small and limited sprite shouldered with the heavy destiny of being her game's entire share of T and A.
Kevin: Okay, now, I'm not saying that the loss of a pet isn't a sad thing, folks. I understand it hurts. I've kept some wonderful little creatures of my own in my time, and they've all passed on when it's their time, and it always makes me tear up at least a little to part with them.
But when you have a character whose entire motive for his heroic actions in the game is to avenge the death of his dog, you have done something wrong as a writer.
Lise: "My little brother's been kidnapped! Am I a bad enough Amazon dudette to slowly meander my way through the plot to rescue him?"
Fairy: This little semi-mascot for the team has the unenviable task of constantly having to remind these idiots that they actually have a job to do and should cut their aimless wanderings short to get it done.
Hawk: Being a thief using daggers motivated out of a need to save the chick he's into, Hawk reminds me suspiciously of Locke (Final Fantasy 6) at times, particularly given the name similarity and the fact that they're both Square characters. Aside from the aspects of his personality where this comparison can be drawn, though, there's not much of interest about Hawk.
Carlie: Carlie is a half-elf with the mind of a child who has the hots for a priest dude who stands about 5 feet taller than her. This jonesing for some hot priest-on-midget-half-elf-child action is what keeps her going for at least most of the quest.
Seriously, people. What is with these half-elf kids in RPGs?
You know, this game is just screaming to be made into a porno. Duran's the big muscular guy, Angela's the woman with the enormous boobs who wears scanty clothing regardless of setting (I mean, she IS wearing an over-glorified bathing suit while living in an arctic queendom), Hawk is there as an extra just because there needs to be another guy, Lise is there for the lesbian scene (she's in an all-girl amazon army, and all), Kevin the werewolf's there to please furries, and Carlie is the half-human nymphomaniac midget. Tell me this isn't the perfect cast for a porn flick.
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.
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.
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.
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.
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.
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.
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.
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