Sunday, June 28, 2015

Anodyne's Surrealism

As you may have noticed, in the last few years I’ve started playing a lot of Indie RPGs. It’s been an overall positive experience, the titles often being as good as they’re touted to be (such as Bastion or Dust: An Elysian Tail), along with a few pleasant surprises (who could have known that a sexually explicit RPG that makes no pretense about its level of fanservice would actually turn out to be so damn excellent?). That’s not to say it’s all positive--Lords of Xulima was a distinct let-down in the story and characters department, and Legend of Grimrock has more or less nothing of interest to me. But as a general rule, I’m finding Indie RPGs to be good more often than those published by established companies, and when they’re not good, they at least don’t stink as bad as the regular publishers’ titles do. I’ve yet to encounter an Indie RPG anywhere near as wretched as Shadow Hearts 3, or your average Dragon Quest.

Still, even though Indie RPGs have, for me, had a very high rate of success, not every Indie RPG hits the mark perfectly, even if it’s good overall. And this is the case with Anodyne. Anodyne is a quiet, occasionally amusing, occasionally disturbing RPG that functions primarily as a work of surrealism. The problem is...surreal is really all that it is, and ironically, this single-minded dedication to surrealism actually makes it less effective than other RPGs that have tempered their surreal tone with some structure.

What I mean is...well, take another famously surreal RPG, Earthbound. It’s a game filled with irrational imagery and ideas of a subconscious style that permeate its every locale and character. Very surreal. Quirky and fun in that surrealism, too. Well, that interesting and generally amusing strangeness stays with you from the beginning of the game to its very end, and you enjoy it the whole time. There’s never a time where the abnormal aspects of Earthbound’s story and characters don’t engage your interest.

You know why I think that is? Because Earthbound provides juxtaposition to the surrealism. Even though the strange nature of Earthbound is what we remember of it, that strangeness is only able to stand out so strikingly because it’s repeatedly put against familiar, mundane, and logical backdrops. We identify with the small towns and cities that Ness visits. The culture and lifestyles of the people in these places are similar to our own. And we’re familiar with the general concept of the plot of Earthbound, which is to find plot-important locations in a quest to save the world. That’s conventional, it’s logical...it’s the integral basis of the game’s story, the foundation on which all the surreal events and people play out. And that’s why the rampant surrealism stands out--because it’s contrasted against the normalcy of much of its setting, and more importantly, the familiarity of its basic plot.

Anodyne? I don’t know where I am in Anodyne. I don’t know what the deal is. I don’t know why the protagonist must do what he does, nor the intentions and consequences of his actions. I don’t know anything about anything, and because everything in the game is strange and out there, including its plot, storytelling pace, style, and characters, I have nothing to anchor me in this sea of of strange. Without a familiar point of reference in some regard to the story, some regular logic to serve as my handhold, the surrealism is just an ongoing wave of nearly indistinguishable oddities that I can extrapolate no intellectual or emotional truth from.

Earthbound’s surrealism is kooky and fun and adds a layer of depth to the narrative because it stays tied to a core plot and setting that are familiar and upon which the surrealism actually stands out. Mother 3 takes that a step further, using a (better, more creative) plot and cast as its contrast against its surrealism, and then using its quirky, fun surrealism again as a contrast against its hard-hitting, deeply affecting emotional content. Hell, even The Legend of Zelda: Link’s Awakening has a good method about it, seeming in most ways to be a straightforward, easily followed adventure, normal enough that the bits and pieces that are strange and out of place which pop up as you go along bring a new light to the whole adventure by contrast.

That’s how you do it. That’s how you make effective use of surrealism in your RPG. You give it the contrast to stand out. Contrast is a major part of how we understand and interpret many things, things that are primal and linked to our emotion and subconscious--in other words, linked to the parts of us that surrealism most seeks to touch and connect with. Much of your understanding of cold comes from your recognition that it is different from heat. Much of your ability to appreciate something sweet comes from knowing that food can taste bitter or sour. You only really know what darkness is because you know of the light that banishes it. Surrealism is by its very nature a primordial, irrational escape from the mundane confines of reality--and by that definition of itself, it must have those restraints to break out of for it to truly exist. The strange, sensational freedom of surrealism means nothing if we do not have the hard, bland ground against which it coils and away from which it launches into the abnormal, artistic air. With the contrast of a consistent and present plot, and/or a world with recognizable rules, surrealism can shine as it is meant to. But if all is surreal, and nothing normal, then it is lost within itself, and we are left confused and unable to glean much understanding from it.

Anodyne isn’t a bad RPG. It’s still fairly interesting, you can still piece a little something together about its deeper levels of meaning, and it still can lay a shaky claim on your emotional state. But I don’t think it will ever be the rallying point for RPG fans who appreciate surrealism the way Earthbound, Mother 3, and even The Legend of Zelda: Link’s Awakening are. Those other, seemingly less surreal games succeed and capture our memories with their bizarre but enjoyable irrationality, but Anodyne defeats itself to some degree with its saturation of surrealism.

Thursday, June 18, 2015

Shin Megami Tensei 4-1's Party Members' Strange Immunity

You know, the protagonist and his party in Shin Megami Tensei 4 have a rather inexplicable immunity to various plot-related obstacles.

Okay, remember early in the game, while you’re still samurai-ing it up in the Eastern Kingdom of Mikado? The party’s first encounter with Yuriko ends with her having a horde of Lilims attack them, and use their charm magic to incapacitate all the males of the party (because God forbid we ever include a gay man in our main cast!) as Yuriko escapes. Okay, fine. Standard plot-necessitated hero restraint. At least the party didn’t just stand around and watch like a bunch of ninnyhammers.

But then, later in the game, Flynn and his samurai buddies come face to face with the same bunch of Lilims guarding Yuriko. The Lilims use the same technique, and...this time it doesn’t work. Why? The game has Jonathan or Walter (or both, can't recall exactly) proclaim that the mind control spell won’t work this time, and we’re expected to content ourselves with this not-explanation and keep going. But seriously, why are all the guys suddenly completely immune to this charm spell that seriously wrecked their shit last time? No story-related reason is apparent; they didn’t get some sort of spell of protection against it or a magical "Cold Shower To Go" plot item. Is it just that they’ve gained a few levels, or something? Are we expected to believe that knowing the attack is coming is all it takes for them to be able to completely ignore it? If just some basic willpower not to give in is all that’s needed to resist the spell, you’d think that their dedication to their duty (Jonathan in particular) would have at least slowed the spell down a little the first time, but they all fell under it quite immediately then. Doesn’t really add up.

But hey, that slight oddity isn’t worth any real thought, right? Just one of those little narrative hiccups that happen in practically every story, a one-time thing that we happily ignore for the sake of immersion. Except...this sort of thing happens several times.

You take Yaso Magatsuhi’s gas. The first time the party enters the underground tower that Yaso Magatsuhi guards, they immediately notice a strange, sweet smell in the air, and eventually succumb to the delirium it induces. They are told later that Yaso Magatsuhi’s gas does that to everyone and that’s why all the workers in the place were wearing gas masks. But, later on in the game, you can return to this dungeon, find Yaso Magatsuhi, and beat the crap out of it, and now the gas seems to have no effect on Flynn whatsoever. Charm magic is one thing, that’s based in your mind to begin with so I guess it’s okay, if not ideal, to explain it away as just being resisted through mental preparation, but why is it that the hallucinatory gas doesn’t work this second time? You can say that the second time through the tower, Flynn isn’t exploring the place and finding keys to proceed, so there’s less time for the gas to affect him, but on the other hand, actually facing Yaso Magatsuhi in combat means an extended period of time right at the very source of that gas. The first time around, close proximity to Yaso Magatsuhi immediately induced the delirium, so even if Flynn hasn’t been exposed for very long this second time around to the gas from afar, you’d think that being up close and personal with it for an entire battle would still do the trick. But nope, he’s just perfectly fine, no explanation offered for why.

Why can’t Medusa turn the party to stone early in the game? Her lair’s filled with stone statues that she readily identifies as people who crossed her, so obviously the traditional lore about her petrifying gaze is still relevant. Yet the most that can happen against Medusa is that Flynn might be tricked into looking at her eyes in battle and being paralyzed--paralyzed, not petrified. The legendary instant-kill of Greek mythos has been reduced to a mildly inconvenient status effect. It doesn’t really seem to be a case of nerfing Medusa, because the evidence is all throughout the area that she can turn people to stone with her gaze. It just...doesn’t happen with Flynn and company.

And what about Blasted Tokyo? It’s a major plot point that Blasted Tokyo, particularly its outdoor environs, has poison in its air, pumped out by Pluto, which is basically God’s version of a can of Raid. The people of Blasted Tokyo cover themselves completely and wear air filters at all times in order to stay alive...yet Flynn, Walter, and Jonathan go traipsing around Blasted Tokyo in their regular clothes, noses and mouths completely exposed. Does the poison that the game assures us over and over again is in the air ever affect them? Nope. Not a one of them even so much as coughs the whole time they’re in Blasted Tokyo. You can assume, I guess, that the poison is a more slow-acting thing and only deadly if you’re breathing it over a certain period of time, but the party is walking from one end of Tokyo to the other and back again. That does take a certain amount of time to do, especially if you’re stopping every few minutes to fight a random encounter and doing a bunch of side quests. And they enter Pluto’s HQ and confront the thing face to face--I can only assume that the poison in the air would be much higher that close to the source. You’d think there should be some reaction to the poisoned air after all that, but again, nothing.

It’s not really a huge deal, or anything. Shin Megami Tensei 4 certainly has bigger problems weighing it down than this. Still, after a certain number of times, the oddity of the party’s inexplicable immunities starts to grow noticeable, and the fact that the main characters are only ever affected by this stuff when it’s most convenient for the writing, instead of consistently or at least with some explanation for the inconsistency, is still detrimental in its small way.

Monday, June 8, 2015

Chrono Trigger Theory: Lavos's Emergence in 1999 A.D.

Note: I refer to Lavos as a “he” in this rant. I do this out of habit, and the fact that it’s a lot clearer when writing about “him” than speaking of Lavos as an “it” would be. Also, Lavos is automatically referred to as a “he” by a lot of people and even official sources, including the game itself, to my recollection. Still, I recognize that Lavos is much more accurately an “it” unless actually proven otherwise,* so cut me a break on the nomenclature, alright?



I’ve discussed more than once my love for Chrono Trigger and the many reasons why it’s an excellent specimen of the RPG genre: its story, its creativity, its quirks, its characters, its themes, and so on. 1 thing I’ve never mentioned before, though, is that it’s also a game that allows for its fans to theorize quite a bit, striking that difficult balance of being open and subtle enough for theory, yet never seeming vague or lacking appropriate detail and background in its storytelling. I daresay, in fact, that it was perhaps the first RPG which garnered a significant amount of fan theory attention. Nowadays, it’s nothing unusual to see a lot of fans debate the possibilities and lore of an RPG in forums dedicated to, say, Dragon Age, Fallout, Kingdom Hearts, Pillars of Eternity, Shin Megami Tensei, or even something as light as Borderlands...but back in the day, that sort of heavy intellectual response in the fan community didn’t really happen to a great degree, at least not that I saw. It was Chrono Trigger, in my observations, that got players to really think about an RPG’s lore potential for the first time in such a way as is commonplace now. I remember Icy Brian’s RPG page, which you might say was my internet place of birth, as a hub for all kinds of theories and ideas on Chrono Trigger (and other games, but CT was the sun around which the other games seemed to orbit), pursued in forum discussions, fanart, and, of course, especially fanfiction. Icy’s has sadly been defunct for quite some time now, but The Chrono Compendium is still a pretty fun place for Chrono Trigger nerds like myself to occasionally waste a couple hours reading up on theories, so the old game’s still got a community out there posing questions to itself and coming up with answers, and that’s kind of fun.

One of the many questions apparently still somewhat debated at the Chrono Compendium is just why Lavos was so damn ornery when he busted out of the ground in 1999 A.D.** Well, they have their theories, and I’ve got mine, and theirs and mine don’t reconcile too well, so hell, why not make a rant about my thoughts on the matter, right?

Oh, stop complaining. At least it’s not another DLC rant that’s over 10 years past its expiration date.

So, the answer given at Chrono Compendium about why Lavos destroyed the world in 1999 A.D. is, primarily, that the level of technology was probably approaching the point where it could be a threat to him, and he sensed this and decided to eliminate the problem of humanity before it could become dangerous to him.

The problem I have with this theory is that it assumes a few things that don’t stand up so well, at least not in my eyes. The first is that the level of technology really was getting anywhere near the point where it was dangerous to Lavos. It’s not impossible that this is true, but one has to look objectively at just how unimaginably advanced that technology would have to be to become a clear threat to him. Lavos is a creature that survived a global-extinction-level event, who in fact was at its ground zero: namely, his own arrival on the planet. He lands on the CT world with enough force to create an impact explosion of such magnitude that it leads to an ice age, much like the theoretical extinction event of our own world that wiped out the dinosaurs. The majority of Lavos’s outer shell is, therefore, able to tank an explosion that makes nuclear warheads look like those little toy bang pouches that kids throw on the ground to make a loud snap. Offensively, Lavos is capable of raining nuclear-level devastation across the globe in a matter of seconds with his spines, and the force and structural integrity of those spines is such that they can actually tear through...how thick was the landmass of Zeal? It certainly looks like the kingdom’s floating foundation is several miles deep. Lavos’s spines sliced straight through that solid rock. To say nothing of the sheer magical and dimensional power Lavos wields--his very presence is so powerful that it warps space and time. So tell me, exactly what insane level of technological sophistication would human society have to be close to reaching in order to threaten a creature with this level of invulnerability and widespread lethality, who exists in a form of radiating power so beyond comprehension that it disrupts the fabric of reality itself?

Yes, you can argue that the head of Lavos seems to be a weak spot, which Crono and company exploit, but even that weak spot is certainly insanely dangerous, and Crono and his gang are only able to actually reach Lavos to exploit this weakness because they have a time portal that leads to the exact place and moment in time in which Lavos emerges. The window of time to reach Lavos before he can fire off his world-ending spine salvo is less than a minute--without instantaneous time and space travel, how could the people of the world possibly create an offense that would reach Lavos’s head in time? It’s not even like Lavos’s movements can be anticipated if you could somehow track him in the earth--from all evidence, he moves fast enough when he’s emerging that it only takes a minute or so for him to surface. You could have an army stationed exactly where he’s coming out and still not have enough time for them to react to stop him once he’s ready to do his thing.

You can also argue that the Epoch is able to penetrate Lavos’s shell somehow (probably through the head area, but we can’t say for sure), so clearly it IS possible to construct something that can do so. Well, I would point out that the Epoch is an implement fashioned from more than just 1999 A.D.’s technology. Belthasaur, its creator, is one of the former gurus of Zeal. He doesn’t just have access to all the records of science left from 1999 A.D. He also possesses the incredibly vast knowledge of magic and reality-altering powers of the Kingdom of Zeal, and the Epoch is a combination of these two heights of knowledge, plus his own considerable intellect (he’s the Guru of Reason, after all). The knowledge of Zeal is completely lost to the world after its fall, to the point that by 600 A.D. (and probably considerably earlier than that), it’s not even known to the world that it ever existed. And by 1000 A.D., magic itself seems practically unknown, certainly not possessed by humans. The Epoch may be able to penetrate Lavos’s shell, but it is an amalgamation of technology with arcane arts that the people of the future would never be able to duplicate. Whatever technology the future people of the world were going to create, it wasn’t going to be the Epoch, so we’re left once again with a daunting question of what level of technology they could have been headed for which would threaten Lavos.

Another problem with this idea is that it depends on Lavos even caring whether human technology is powerful enough to threaten him, assuming that it ever could be. Even if the world could pose a threat, Lavos is a secret buried within the planet. How would the people of the world even known to focus their aggression on him to start with? By 1999 A.D., Lavos hasn’t done anything for almost 1,400 years. The last time he did anything was in 600 A.D., when Magus summoned him in a failed attempt to destroy him. And even then, pretty much no one in the world even knew about that, just Ozzie and maybe his cohorts. I suppose somehow there must be SOME record of Lavos’s existence in 1999 A.D., since that director guy speaks his name during the game over sequence, but that doesn’t tell us enough to safely extrapolate anything. Is Lavos a known entity by the governments of the world? Does the director just have some ancient knowledge passed down to him from his ancestors? Is he naming his destroyer and coincidentally giving it the same title that Ayla did billions of years before? Who knows? Whatever the case, even assuming that the people of the world do somehow know about Lavos’s existence, they hadn’t attacked him and we’re given no indication that they meant to, and frankly I don’t know exactly what kind of attack they could have mounted anyway, had he stayed buried where he was.

One more thing about this theory I don’t like is Lavos’s being able to determine an upcoming threat to begin with. Now, I actually don’t have a problem with Lavos’s being able to monitor technology. We see in the battle between his head and Crono’s team that Lavos can incorporate technology into himself just as much as he can organic creatures: of the many bosses he mimics, the Dragon Tank and the robotic guardians of the future are actually the first. Lavos seems as able to adopt technological blueprints as he is biological ones, so he must be able to somehow sense technology. But being able to sense it and incorporate it is different from being able to make judgment calls on when it’s too close to being dangerous to him. That requires a level of intelligence that we just don’t have any reason to think Lavos possesses. From all the clues that Chrono Trigger gives us, even including the lore from the remake and from that shitty sequel, Lavos could be sentient, but he could also be acting on nothing more than animal instinct. The most we have to go on is the newer game’s information that indicates that Lavos has felt rage and a desire for revenge...but animals are quite capable of feeling the emotion of anger, and frankly, we think of revenge as a concept born of intelligent understanding of emotion, but when you get right down to it, it can and often is just an instinct born of anger, so that’s really no proof, either. So in order for the theory that Lavos can anticipate levels of technology dangerous to himself to be true, you have to assume that an entirely different theory that is equally debatable is also true.

Last problem with this theory: it’s saying that Lavos was judging a potential threat from human technology in the future, and attacking in advance...yet the Kingdom of Zeal was actively using his power for their own purposes, AND were able to directly interact with him in the Ocean Palace, with the intent of controlling him. Yet Lavos only punished them for this once they had actually made their move on him! Where was this foresight then? He can anticipate a problem from a populace that’s doing absolutely nothing to him, yet a populace that’s actively feeding off him decides it wants to control him and he doesn’t lift a spiny finger until they actually go and do it? Assuming Lavos even was the one calling the shots at that point--for all we know, Queen Zeal the power-hungry psychopath was controlling Lavos at that point, and it was her idea to blast her kingdom to rubble, and he didn’t even make that decision. She clearly didn’t care for it whatsoever, so it’s not at all unlikely.

...This rant is becoming a lot longer than I thought it was going to be. Oh well, on we go.

The Chrono Compendium has one more theory to share on Lavos’s actions in 1999 A.D. under this first one that I’ve been attacking. The gist of this one is that Lavos emerges in 1999 A.D. as per a standard part of its life cycle: he’s ready to create his spawn, and he’s had 65 billion years’ worth of eating evolution so he’s probably full and doesn’t need the creatures on the surface any more, so he bursts forth to clear the planet of any potential threats to his kids (who are far less invulnerable and deadly than he is), and competitors for resources they might need.

This is a much better theory. First of all, it bases itself in known facts instead of “probably” and other unproven theories. It’s a fact that Lavos eats evolution (how he does this is, of course, considerably less clear). It’s a fact that Lavos did create spawn, as they are seen at Death Mountain in 2300 A.D., and the only reasonable recourse is to assume that he spawned after his emergence in 1999 A.D., since we don’t see Lavos Spawn any time prior to the future*** and it doesn’t seem feasible that they’d be kicking around on the surface without humanity wigging the fuck out about it. This theory does not require Lavos to be sentient, nor does it require him not to be, so it does not have to stand on top of another unproven theory. The theory is also considerably more sensible as a whole: it’s a lot more believable that Lavos would eliminate humanity because it was a threat to his children than because it was a threat to him.

In fact, I don’t really have any argument to make against this theory. It’s solid. I will, however, provide an alternate idea that I think is roughly as reasonable.

Part A: My theory begins with a question: what is the defining knowledge we have about the being known as Lavos? We know several things about what he does--the fact that he comes from space, the fact that he is so powerful that he tears holes in space-time, the fact that he can and does destroy continents and even the entire world, the fact that he creates spawn, and so on. But there is only a single, vital knowledge we have of Lavos that strikes at the core of what he is. The whats, we have lots of those, but the why, that is what matters most in understanding everything else. And that knowledge is this: we know that Lavos devours evolution. How, we do not know. What specific aspect of evolution, we do not know. All we know for sure is that Lavos’s overall behavior is significantly tied to a thirst for the mutation of life. All beyond that is a mystery. That is all we have on Lavos’s motivations, and so that is what I work with.

The theory of a natural life cycle including worldwide devastation to create a suitable playpen is a good one, as I say. It’s sensible and it fits with physical evidence. But it does still suppose a motivation that we do not have official confirmation of: an instinct (or conscious choice) of parental obligation. That theory makes the (reasonable) request that we suppose a theoretical motivation.

But mine does not. Here is my theory: Lavos erupts in 1999 A.D. and destroys the world because the world no longer provides him enough evolution for his purposes.

Part B: In 1999 A.D., human civilization is at the strongest it has ever been, save for the Kingdom of Zeal (and I’ll cover that in a second). Further, its strength lies in civilization and technology, as does our own. The Chrono Trigger world intentionally mirrors our own in several respects (dinosaurs in prehistoric times being wiped out by an extinction event, an ice age that followed, a medieval-styled era, etc), and so it’s reasonable to expect that their civilization advances in a roughly similar fashion as our own does. We conquer and expand in our own world using the power of community and knowledge, and from what we can see, this seems to occur with the civilization of CT.

Well, here’s the thing about our own world: our reckless expansion and complete disregard for nature has devastated the life diversity of the planet. It is a scientific fact that we are in the early stages of a major extinction event in our world, with entire species dying out on a daily basis. Our pollution, our wastefulness, they have doomed our civilization, and we’re pulling down every other species with us. While evolution still works to keep some species kicking--gotta love those super bacteria we’ve been creating with antibiotic overuse--there’s nonetheless an increasingly smaller pool of diverse organisms for evolution to work with.

Even assuming that the people of Chrono Trigger’s 1999 A.D. were not so incomprehensibly stupid as to send their own climate into utter chaos, an expanding, technological civilization that in any way resembles our own is still actively altering the life diversity of its planet. By changing more and more environments into ones suited for human beings, fewer and fewer creatures and plants can exist which do not have the physical and behavioral adaptations that can survive in human-manipulated environments. As human civilization in CT advances, it is reasonable to expect less species diversity as fewer diverse, non-human-manipulated environments exist, and with fewer species to play with and fewer diverse environments to be adapted to, there is less evolution.

We can even see this, sort of, in CT’s world. In 600 A.D., there are many areas through which Crono and his friends travel, and in these places there are often many monsters taking many different forms. 400 years later, however, with civilization having advanced considerably further, we see very few areas with monsters in them, and a more limited diversity of monsters within those areas. Already diversity is lessening.****

Now, you can say that the civilization of Zeal was as successful, if not more so, as the folks of 1999 A.D., and the planet had even less diversity going on at that point, being all covered in ice. Good point. The difference there, though, is that Zeal wasn’t messing with the surface of the planet to any great extent, so for the most part, what few opportunities for evolution were there wouldn’t be hindered by Zeal. Also, the ice age is, we can assume, beyond Lavos’s ability to influence. His arrival is what initiated it, but he's not Takeshi Kitano; it’s not like he can just torpedo the wind patterns of the world. It’s not a situation which he could change to suit his hunger, unlike the situation of 1999 A.D. which I have described.

You can also point out that this theory might need to imply a level of intelligence that I’ve mentioned we have no idea whether or not Lavos possesses. I would counter, however, that estimating the direction of technology is a much, much different thing for Lavos than estimating a current level of evolution. It takes much more intelligence to anticipate an impending situation than it does to assess a current one. We know for a fact that Lavos feeds on evolution, while his relationship with technology is nebulous--clearly he cannot be entirely unaware of it, as he incorporates it into his defensive behaviors, but beyond that we cannot say what his relationship to it is. It would be well within the behavior patterns of a non-self-aware creature to recognize a dwindling food source, and Lavos’s solution to this problem (blow everything the fuck up) is, for him at least, a pretty simple behavior algorithm: surface, shoot spines everywhere, dig back down. Ants have more complex instincts than that. Recognizing a current situation regarding its one food source and taking a simple action can be the act of a sentient or non sentient organism--anticipating the development of a form of intelligent culture is another story.

Alternate Part B: Lavos’s decision to emerge and rustle up some grub could tie back to that second theory on the Chrono Compendium page. Maybe the evolution of the world wasn’t slowing, as I’ve theorized, but Lavos was getting ready to spawn, and as such he needed to intake a lot more evolution than before, and/or needed to create an evolution-rich environment for his newborn children to feed well within. As I’ve stated, we know that Lavos has children in 2300 A.D., we can only reasonably assume they weren’t present before 1999 A.D., and an educated guess would say they eat evolution, too (it ain’t like it’s a solid food or something). What’s enough evolution for one Lavos throughout history may not be enough for a Lavos close to giving birth, and is even less likely to be enough for a Lavos AND its litter of hellspawn. And the side benefit, of course, is that raining spiky nukes on the world also makes for a lot fewer threats to his kids. In fact, in this possible scenario, my theory isn’t different from the better one on the Chrono Compendium so much as it is an expansion of it. Well, that works for me, so onward to the next part.

Part C: But why would he rain destruction on the world of 1999 A.D. over a case of the evolutionary munchies? Surely destroying the majority of the world’s life in a single go isn’t going to help the situation? Ahhh, but it does. Observe the evidence of 2300 A.D. What do you see? Destroyed cities, robots running amok, humans dying out, grotesque and bizarre mutants everywhere, debris everywhere, Artificial Intelligences seeking to--

Oh wait, hang on. Back up a couple of examples. Did somebody say mutants?

Yeah, 2300 A.D. is lousy with weird, freakish monstrosities. Even the occasional “normal” creatures, like rats and frog monsters, may have evolved the ability to speak and reason. And you know how mutants come about? Evolution. And by the looks of these freaks, evolution must’ve been going at it like there was no tomorrow (which there sort of wasn’t). Lavos’s purge may have wiped out a hell of a lot of life, but what was there was left with a twisted, dire, extreme environment that required a hell of a lot of changes to adapt to. As evidenced by the state of life forms in 2300 A.D., Lavos’s eruption in 1999 A.D. led directly to an enormous, not to mention extremely rapid, explosion of evolution. 300 years of evolution is usually, what, a slightly longer beak? A different fur pattern? A new toe, if you’re super lucky? Lavos’s armageddon gave him a BUFFET of evolution to devour.

So that’s my theory. You can decide which of the middle scenarios I’ve envisioned you like the better. Or maybe you can come up with one yourself. But you do have the beginning fact that Lavos eats evolution, and you do have the ending fact that 2300 A.D. is inhabited by grotesque mutants that evolved because of an environment Lavos created, and that their evolution happened in extremes of magnitude and speed. Fill in the middle how you like, but when a creature feeds on evolution, and creates a scenario resulting in a relatively immediate explosion of evolution, chances are pretty good that those 2 facts are related.

...Man, look at the size of this rant. You know, when I started this, I set out to make something simple in an efficient amount of time...you’d never guess I’m from Massachusetts, huh?














* This is not an invitation for Lavos Rule 34 links.


** And in 1200 B.C., too, but I should think that’s a lot simpler to answer: his awakening in 1200 B.C. was caused by a kingdom trying to directly control his power, and upon that awakening he was immediately attacked (remember, even in the pre-game timeline without Crono and company’s interference, it’s relatively safe to say that Magus was still present to make his own attack on Lavos). Seems pretty likely that Lavos’s attack on the Kingdom of Zeal was a retaliation against that aggression.


*** The Lavos Spawn seen in the Black Omen really can’t count. It’s clear that the Black Omen exists as an anomaly in time, and pretty much everything within it is separated from the regular dimension and time of CT’s reality.


**** I’m aware that it is highly unlikely that this was intentional by the creators of the game. From their perspective, there’s just fewer monsters because there aren’t many quest areas in 1000 A.D. Doesn’t change what’s there, though, intentional or not.

Wednesday, April 8, 2015

The Legend of Korra: A New Era Begins's Lack of Asami

Sigh. So, over my Christmas break between semesters, I went on a crazy Avatar binge, watching the entire series of Avatar: The Last Airbender and The Legend of Korra from start to finish. I had seen neither before, but always heard only great things about them,* and with Korra having just finished its run, it seemed like a good time to finally get around to checking them out. I was not disappointed with either show; they are both excellent and well deserving of the frequent praise given them.

What I WAS disappointed with, was the Legend of Korra RPG.

“Cheap, lazy cash-in” is basically how I would describe this game. The facile plot barely manages to string itself together in between-battle cutscenes lasting all of a few seconds before the next mindless combat begins, the whole game feels like unimportant filler, and the characters are barely more than mouthpieces for a plot which almost doesn’t even exist. RPGs are a genre thankfully free from the curse of movie adaptations, but this title is clearly no less of a halfhearted, manipulative franchise-milker than any given movie-based game. And while I’m sure she would have ended up just as pale an imitation of her true self as all the rest of the characters in the game do...where the hell is Asami?

It may be a small flaw in a title that’s little more than the video game equivalent of a cheap t-shirt found in a second-rate amusement park gift shop, but the fact that Asami isn’t even in the game at all is nonetheless greatly annoying to me. I don’t deny for a moment that a lot of that annoyance is subjective, of course. I like Asami, I make no pretense otherwise. She’s an enjoyable character with subtle but significant depth who contributes a positive dynamic to the show and connects well with virtually every character and benefits their character development. She’s sharp, active, and dependable, and she rounds out Team Avatar very well. I want to see her in any and all Legend of Korra-related ventures.

But even from an objective standpoint, it doesn’t make any sense to have Asami absent from the game. There’s no plot-related reason that I can think of for her not to be present--the game takes place during a time in the show when she’s as available to be out and about with Korra as any of the rest of the gang is, and the game says and does nothing that would require her to be elsewhere. I suppose you can make the argument that just because Korra has an adventure, that doesn’t mean she always needs to have her friends present (there are plenty of times in the show where she’s going it alone, after all), but Korra’s pals Mako and Bolin are party members. What sense is there in having some members of Team Avatar on the adventure, but not all of them? It’d be like making a Teenage Mutant Ninja Turtles game where you could play as Leonardo, Raphael, and Michelangelo, but for some reason Donatello wasn’t available, or even present, and his absence was never explained or even brought up in passing. It’d be like if a My Little Pony: Friendship is Magic game was released where Twilight goes on an adventure with 4 out of 5 of her best friends, but leaves Applejack behind for no given reason. It’d be like if Kingdom Hearts 3 comes out and it stars Sora and Goofy, but Donald is just completely missing and no one seems to even notice.

It’s not even like party spots are being reserved only for the most essential show characters anyway. Yeah, you’d expect Mako and Bolin to be there, that’s a given, and of course Tenzin is an obvious choice, but while Lin is important in the show, she’s certainly not at the level of main character that Asami is, yet she’s a party member in this game. And Kya? The game throws freaking Kya into the party, but not Asami?

Now, I suppose you could try to make the point that Asami has no elemental bending powers, so she wouldn’t really be able to hold her own as a party member in combat alongside all the other characters who can throw elemental attacks around willy-nilly. And I could certainly understand how you would think that...if you were a blind, slobbering moron, because anyone with even the slightest shred of familiarity with the show knows that non-benders can still be fierce combatants. Lacking bending never stopped Sokka, Suki, Ty Lee, and Mai from being formidable opponents in the first Avatar series, and it sure as hell doesn’t stop Asami in The Legend of Korra. She regularly takes down trained benders and warriors on her own with ease. In fact, I’m relatively sure that if you took all the fights Asami has been in, and averaged out how many of them she won, and then took all the fights Korra the kickass Avatar has been in and averaged out her success rate, you’d find that Asami actually has a way higher win ratio!

And it’s not like the game’s elemental system wouldn’t support Asami as a team member. The game has an element for physical attacks. Plenty of enemies use it, and at one point in the game, Korra has her bending blocked temporarily and has to rely on physical attacks only. So it’s not like the developers couldn’t have just coded in a non-elemental party member if they’d cared to. Hell, it would have given the player a chance to take advantage of the strategies inherent in applying the physical elemental to combat, providing the game with a tiny bit more gameplay variety. Which it could certainly use, since the gameplay of TLoKANEB is only marginally better than its story elements.

Even if you want to take a stickler approach that the combat team has to be benders only, there’s no reason Asami couldn’t have been in the game as a team-helping NPC. There are plenty of times where she could have been driving/piloting an escape vehicle, or flying the team to their next destination, or something like that. Asami’s got mad driving and piloting skills, so she’d do great in the role of the party-helping NPC who ferries everyone around.

I know it’s not a big deal, particularly not when compared to the game’s other shortcomings, but it just strikes me as dumb to leave as major a character as Asami out of The Legend of Korra: A New Era Begins. It would have hurt nothing to include her, her absence is puzzling and conspicuous, and as a character she tends to enhance the depth and development of those around her in the show, so who knows, maybe she actually could have interacted with some of the other characters in the game and made them seem a little more like the cast of The Legend of Korra, and less like standing cardboard cut-outs of the characters that some 6-year-old crudely snipped from the back of a cereal box. Probably not, I suppose, careless writing is gonna be careless writing anyway, but still. And if nothing else, having Asami around would have allowed for at least a tiny extra bit of time she’s spent connecting with Korra (even in as limp a way as this game would no doubt portray), and maybe help make the ending of the series just a little better grounded as a result.** Ah, well. The Legend of Korra’s a pretty popular show, even if it has ended...maybe someone will make another RPG based on it, a much, much better one I hope, and Asami will be invited to the party then.



















* Well, almost nothing but great things. I had heard many people mention that Korra’s romance with Mako in Season 1 is stupid, spontaneous, has no chemistry, and, by far worst of all, takes attention and time away from the important parts of the plot and characters rather than naturally work within them. This is all true, unfortunately, but at least that nonsense resolves itself by the end of Season 2, so it’s not a big deal.


** Not to say that I wasn’t pleased that Korra and Asami end up together, or that I don’t think they should. I definitely agree that Asami is the person for Korra; they have such a natural connection from the first season on that their chemistry is almost tangible when they’re on screen together, and they relate perfectly to one another and compliment each other in the best ways. It’s one of those rare times when fictional characters are built right for each other from the get-go; in most romances I see in games, cartoons, animes, comics, and so on, the people involved have to be worked up to the point where they’re a perfect fit for one another. You’re sold on how genuine most characters’ love is through the interactions that play into the romance. With Korra and Asami, the genuine connection is there, clear and easy to see, without any of that work needed.

The only problem is...the romantic work isn’t needed to see that they’re right for each other, but it IS still needed to make their falling in love seem legitimate within the story itself, and Korra and Asami don’t actually spend a whole lot of time in the series together building their natural connection into something more, realizing its romantic potential. Besides the unfortunate fact that the show is skittish about outright showing their interest in one another until its famous ending, they just don’t actually have much together time on screen. What they do have is terrific, of course; I really love the scene at the end of Season 3 where Asami is trying to raise Korra’s spirits after her near death experience with Zaheer, I love the letters they exchange and the fact that Korra feels comfortable sharing herself in a letter only with Asami, I love their talk during the recap episode, and so on. But it should still be more, to warrant an ending as unambiguously about their being in love as The Legend of Korra concludes with. Korra and Asami being together is the right answer, there is no logically or emotionally rational argument to be made otherwise, but the writers rushed past a few steps getting to that correct conclusion.

How fun is it that a Korra RPG essentially gives me full freedom to rant like this on anything I want about the show? Fair warning right now, I may shamelessly abuse this privilege for more rants in the future.

Saturday, March 28, 2015

Planescape: Torment's Theme of Belief and Will

It’s March 28th. March 28th, 2015. Do you know what that means?

No, of course you don’t, because you’re (probably) not fanatical Chris Avellone worshippers like I am. Well, for those of you who have not sculpted a golden calf in your mind and stuck a “C. Avellone” name tag on it, March 26th, 2 days ago, was the day on which Pillars of Eternity was released. PoE is a crowdfunded RPG developed by Obsidian Entertainment, the developers behind Knights of the Old Republic 2 and Fallout: New Vegas (and the South Park RPG, apparently, which means I really do need to check that thing out at some point), and whose many excellent writing talents include the transcendently magnificent Chris Avellone. And if what I understand is true, he’s one of the most prominent minds behind Pillars of Eternity...and as a crowdfunded game, and a wildly successfully funded one at that, PoE has had the opportunity to be developed at its own, healthy pace and with no constraints on its creators’ vision. An RPG written by Chris Avellone and his talented peers in which no whimsical but tyrannical corporate suit, no bloodsucking marketing department parasite, and no sales-dictated deadline has had a chance to muck things up? My God. People, at this very moment that you are reading these words, I may be playing the RPG to finally topple Grandia 2 from my Greatest RPGs rant.

That, or I have set myself up for the biggest disappointment of all time. Then again, I did see the ending of Mass Effect 3, so...second biggest.

Anyway, this momentous occasion deserves some sort of celebration here. I did a whole year’s worth of Shin Megami Tensei rants when SMT4 came out, after all, and that wound up not really deserving that much hooplah anyway. The least I can do now is do a rant on an RPG Mr. Avellone has previously worked on. And of all of the RPGs that have been graced by Chris Avellone’s touch, there is one which stands out the most famously. So, without further ado, let’s (finally) have a rant on the legendary, the unparalleled, Planescape: Torment.

Oh yeah, uh, major plot and character spoilers in this rant. If you have not played Planescape: Torment, then for the love of Palutena, DO NOT READ THIS RANT. If you let this shining star of magnificence which you must someday play be lessened in any way, I will be pissed like you cannot believe. DON’T SPOIL PLANESCAPE: TORMENT FOR YOURSELF. JUST. DON’T.



For all the lip service I pay to Planescape: Torment, lip service which it has richly earned of course, I’ve never actually made a rant on it before. That’s not because there’s not much to talk about regarding the game. If anything, Planescape: Torment is the most demanding for discussion and contemplation of all RPGs in existence. It’s more that I actually don’t feel qualified to take the stance of authority in a rant here for anything about the game, the way I do for most any other RPG. It’s so deep, so intelligent, so artistic, and so wise a game that my own childish forays into contemplation don’t even remotely measure up.

Still, I think I’ve actually realized something fairly neat about Planescape: Torment which few others have, something neat and interesting to share with you all at long last. And that realization relates to one of the most significant and fascinating of the many, many subjects that PT touches on: the overwhelming power of belief and will.

It’s easy to recognize how important belief is to the events and setting of Planescape: Torment. It permeates every level of the game’s course. The power of belief comes up over and over again as you travel through the game, in ways both small and large. In Dungeons and Dragons, there is a certain idea that the gods of the D+D planes are born out of people’s belief alone, empowered by it, and that they fade to oblivion if all of their worshippers die or lose faith. At least, I think this is a concept true of the D+D universe in general, and not just invented by Planescape: Torment. The unexpectedly wonderful indie RPG, Embric of Wulfhammer’s Castle, has one of its most touching love sidequests making use of the idea that with enough time and belief, an ordinary mortal creature can transcend and become a goddess, and it’s quite clear that EoWC uses the Dungeons and Dragons universe as its setting inspiration. At any rate, it’s an interesting idea that of course correlates thoughtfully to belief’s role in our own world and what we can accomplish with it as our inspiration.

Planescape: Torment takes this idea that belief in the D+D planes has quantifiable power and influence, and runs with it as a major theme in all levels of itself. You have small but notable events involving the power of belief in the planes, such as the possibility that if you have The Nameless One give the false alias “Adahn” enough times in the game, you can actually find an NPC late in the game named Adahn who has come into existence simply from the power of will of The Nameless One’s deception and the belief of others that the “Adahn” they’re told of actually does exist. Even if their belief that The Nameless One is Adahn is incorrect, it has been enough for them to simply believe that there is an Adahn. Belief has produced reality.

Small NPC encounters aren’t the only place where the theme shows up, of course, it’s just interesting and important to note that this theme is so important that it does not restrict itself only to the major events and characters, but is instead infused into every level of the game. Of more important note, the theme of belief’s power shows up in major characters such as Dak’kon, a githzerai warrior whose loss of faith was enough to allow the enemies of his people to destroy the city he led, and for whom regaining his faith transforms his blade into one of the most powerful weapons in the cosmos. Belief in the power of justice is what makes Vhailor the Mercykiller an unstoppable force of kharmic might, so much that even just believing himself still alive keeps him animated--and if you convince him that there is no meaning in Law, and/or that his perspective on justice is flawed and that he himself is guilty, he will kill himself, for he cannot exist without his belief.

Really, though, if you want a proper accounting of just how powerful belief is in Planescape: Torment, there’s no better advocate than the source itself. As the protagonist himself says:

“If there is anything I have learned in my travels across the Planes, it is that many things may change the nature of a man. Whether regret, or love, or revenge or fear - whatever you believe can change the nature of a man, can. I’ve seen belief move cities, make men stave off death, and turn an evil hag's heart half-circle. This entire Fortress has been constructed from belief. Belief damned a woman, whose heart clung to the hope that another loved her when he did not. Once, it made a man seek immortality and achieve it. And it has made a posturing spirit think it is something more than a part of me.”

Holy crap, I love the writing of this game. I’ve never wanted to make love to words before Planescape: Torment.

Anyway, there you have it. Belief does all of those monumentally incredible things that The Nameless One mentions, and he gives this speech at the end of the game, to the manifestation of his mortality, as a way of seguing into what I believe is the only true conclusion of Planescape: Torment: the Nameless One defeating the Transcendent One through just the threat of willing it and himself out of existence. Hell, even the very infamous question of Planescape: Torment, the one that is immortalized as its greatest question, “What can change the nature of a man?”, is answered with belief. Belief is that powerfully awesome and important to Planescape: Torment, to Dungeons and Dragons, to us as human beings.

But of course, all of that is well known in regards to Planescape: Torment. The game outright tells you most of it, and most players will already be well aware of all that I have mentioned so far. So what is my own addition to this? What have I come to realize that I have not seen others mention, in regards to this theme of belief in Planescape: Torment?

My own revelation is that there is another layer of meaning in making belief and will such an integral part of everything within Planescape: Torment: it makes this game the most true and worthy representation of Dungeons and Dragons out there. Because Dungeons and Dragons is nothing but belief.

Think about it. What is, at its core, Dungeons and Dragons? It’s a game of make believe. As is the case for essentially all tabletop RPGs, D+D exists as an exercise of imagination. The players imagine themselves to be others, imagine their surroundings, their enemies, their actions, their interactions, everything. In fact, I would go so far as to say that Dungeons and Dragons can be even more an example of belief than regular make believe! A child pretending to be a knight may do so because he has found a stick to swing as his sword, a child pretending to be a police officer may do so with a toy gun at her side, a child pretending to own a restaurant may set about making mud pies as representative of their culinary creations. The children have the stick, the toy, the mud pies to represent what they are imagining; what does the D+D player have? Dice and a character sheet. Words and numbers, themselves less corporeal than the stick, toy, and mud.*

In being a game wherein the power of will is explored as a power that can have tangible results, wherein belief is perhaps the most significant core concept of absolutely every wisdom and idea presented to the player, Planescape: Torment is the most truly symbolic game of Dungeons and Dragons of all. True, games like Neverwinter Nights 1, Baldur’s Gate 1, and the Icewind Dales much more closely emulate the actual playing experience of D+D.** But ultimately, those games are based on and never get beyond the fictions that have grown from the original truth of D+D, not the game’s core principles. Planescape: Torment of course hugely utilizes the lore that has been built around the Dungeons and Dragons planes, but while doing so, its core theme of belief and will make it a tribute to the heart of Dungeons and Dragons in a way that no other game based on the franchise which I have played accomplishes.

So yeah. Probably somebody somewhere has come up with this connection before I have, but as far as I can tell from a cursory glance online and from my small experience with online forums on which PT was discussed, this layer of meaning is at least not widely known. It’s pretty neat, though, and just one more of many, many examples of the nuanced excellence of Planescape: Torment’s writing.















* Yes, there are plenty of accessories for D+D you can acquire beyond that. Maps, figurines, and so on do add at least as much tangible representation as the children’s tools I mentioned. But at its core, Dungeons and Dragons does not need nor use such things, and that’s my point.

** To their detriment, if you ask me. The closer a game is to the actual D+D playing experience, I find, the less focus it has on a strong and meaningful story carried through by characters of depth and interest. That’s why the best parts of Neverwinter Nights 1 are found in some of its add-ons, which become more focused on telling a story the way the writers want to than just giving the player carte blanche to wander around aimlessly, and why Baldur’s Gate 2, in becoming a game with a great focus on a more linear and structured story and defined characters, so surpasses BG1 in quality.

Wednesday, March 18, 2015

The Final Fantasy Series's Odd Elemental Imbalance

Not really a complaint today, just an observation of something strange. Did you ever notice how early Final Fantasies have an odd disconnect between the plot-important elements and the actually useable magical elements?

What I mean is...alright, see, for the first couple generations of Final Fantasy titles, the plot was pretty squarely centered around the four elemental crystals of Fire, Water, Wind, and Earth. The idea was that these all-important plot devices were what infused the elements of a living, functional, and magical world into the planet and nature, and without them, the elements would either fade out (FF5) or go out of control (FF Mystic Quest) and the world would be doomed. Pretty standard stuff all around, of course; the idea of super magical sparkly special plot item crystals performing essential, mystical maintenance for a world’s life force has been a part of fantasy- and anime-styled stories for ages, and the idea of Fire, Water, Wind, and Earth being the main 4 elements of all creation has been around for a bit longer. And by that, I mean thousands of years.

So you’ve got earlier Final Fantasy games--and maybe more recent ones; I haven’t played anything more recent than FF Crystal Chronicles: Ring of Fates, so I couldn’t say--having these mystical elemental crystals of Water, Wind, Earth, and Fire governing all the world’s magic and essential natural functions and life force and whatnot. Okay, cool. But then what’s up with the elemental magic system?

As far as the standardized black magic of the earlier Final Fantasy games goes, the all-important crystals are barely represented. Okay, sure, Fire spells are in abundance, as you’d expect, but the other elements with the highest number of spells, practicality, and plot focus are Ice/Blizzard and Bolt/Thunder spells. Yeah, you’ll get a token Earth spell, Water spell, and Wind spell, but of the 3 major magical elements of the game’s battle system, which again tend to be the most likely to get out-of-battle use during story events, only 1 actually has anything to do with the major all-important magical plot crystal elements.

And no, Ice/Blizzard spells do not count as representations of the Water Crystal. Water and Ice/Blizzard are considered 2 different elements in the typical FF magic system. And even if you do want to count it as related to the Water Crystal, you’re still missing strong representation from half of the sources of magic in the world, so it still doesn’t make much sense, at least not to me.

And yeah, sure, Wind spells had a little more early game exposure than I’m giving credit for, in that there were a couple for White magic in FF1 and a proper 3 levels of Aero spells for Blue Magic in FF5. I guess that counts for FF1 to an extent, since White Magic is as basic and inescapable a standard for Final Fantasy as Black Magic, but Blue Magic’s kind of its own thing, an odd-ball type that doesn’t really conform to the rest of a game’s magic systems, so I don’t reckon it really counts. That could just be me being picky, I suppose. Still, it’s kind of a shaky point for Wind magic to stand on regardless.

Wouldn’t you think the basic spells of the most basic magic type would correspond to the elements established by the plot to the be major and important ones, the source of all magic? Instead of Fire-Fira-Firaga, Blizzard-Blizzara-Blizzaga, and Thunder-Thundara-Thundaga, shouldn’t it really be Fire-Fira-Firaga, Water-Watera-Waterga, Aero-Aerora-Aeroga, and Stone-Stonera-Stonega? The series later brought Earth magic properly into the mix in FF7, and Water magic in FF10, but the crystals aren’t a part of those games anyway. For the games where they would make the most sense to be the most basic building blocks of magic, most of the crystal elements are represented as only individual spells achieved late in the game, or parts of odd side-magic systems, rather than as the iconic basic spells of the iconic basic magic style of the series.

Like I said, it’s not a big deal, or anything that actually bothers me. Just a little oddity I noticed, that’s all.

Sunday, March 8, 2015

Fallout 3's Best Mods

Ahh, Fallout 3. We had to wait a damn long time for the classic 1990s RPG series about post-apocalyptic America to continue, but it was worth that wait and then some. Bethesda took the game engine they had used for their subpar Elder Scrolls 4 and used it to make an intelligent, atmospheric, allegory-rich wasteland for us to explore, and it was awesome.

As awesome as Fallout 3 is by itself, though, it can, it seems, still be improved upon. The modding community had an absolute field day with Fallout 3, as it did for The Elder Scrolls 4, and created a veritable mountain of modifications that you can add to the game to tweak it into something new and different. Traditionally, I go light on mods when I play a new RPG, wanting to get the true sense of the art of the product, but there are certainly many cases of games which are better experienced with some mods, even during your first time. Planescape: Torment, for example, has a couple of mods that restore cut content to the game and fix various bugs and grammatical errors, and everyone should play the game with these mods installed. I’ve personally praised the massive restoration mods for Knights of the Old Republic 2 and Fallout 2 here on this blog before, and I sincerely think that any first-time player should experience these classics with those mods. And of course, the Mass Effect Happy Ending Mod ensures that no innocent man or woman must ever again suffer the grievous emotional injury that is Mass Effect 3’s ending. That right there is less of an enjoyable alteration and more of a great service to all humanity.*

So, here is a little list of a few mods for Fallout 3 that I think significantly improve the overall experience, enough and in such a way that I would encourage you to use them the next time you play, even if it’s your first time. There are plenty of other nifty mods for the game that I have used and enjoyed, of course, such as DC Moods, Weapon Mod Kits, and Cube Experimental, but these are the ones that I feel do more than just enjoyable tweak the game. These are the mods that capture the essence of Fallout 3 and enhance it, creating an experience truer to Fallout 3 than the game on its own could have provided.


Level 100 Cap: You know what’s just really annoying? Hitting your level cap before you’re done adventuring, even though you haven’t been purposefully level-grinding. It’s so annoying that I even did a rant about it (although I’ll do rants on just about anything, so I guess that’s not such a huge deal). Well, with this handy little mod, that irritation is over and done with! Setting the level cap over 3 times higher than the original cap means that you can explore the game to its fullest and not have to give up the satisfaction of gaining experience for your feats part of the way through. Sure, this is a small thing, but you have to realize, the setting of Fallout is a major, major aspect of the series, and even tiny details can add depth and insight into the Fallout universe and communicate a message, details small and hidden enough that you only find them if you’re rigorously exploring. Having a level cap set low enough that you’ll hit it only 60 - 90% of the way through the game means that you have less gameplay incentive to explore that last 10 - 40%. By setting a cap far beyond achievable means even considering the possibility of a bit of grinding, this mod lessens the odds that you’ll eventually lose interest in the all-important exploration aspect of the game, and that’s important.


RobCo Certified: Gameplay is not a huge factor to me in enjoying RPGs (especially since most RPGs’ gameplay, being menu-based, is inherently completely unenjoyable), but this mod that adds a new dimension to Fallout 3 gameplay deserves a mention. Why? Because Fallout takes a certain pride in offering players a chance to achieve their goals in a variety of ways, to encourage everyone to build their own style of playing, and RobCo Certified opens up a new avenue of play style that has not been present before: that of the mighty and fearsome MAD SCIENTIST! With this mod, it’s completely feasible to have a character build who has more or less no combat abilities whatsoever, which really just hasn’t been achievable (at least not in a way that’s at all fun) in Fallout 3 previously. I mean, you could build a stealth-based character in the game and avoid all the enemies, but it’s a lot of extra time to sneak by absolutely everything, and Stealth Boys are so damn expensive. This mod gives you the possibility of learning to repair broken robots with various wasteland junk, upgrade those robots, and set them loose on your enemies while you step back and watch the pretty, lethal fireworks. You can also even turn inanimate parts of the background into attack robots, too! It is rather fun to be flanked by a small army of mobile televisions and ovens, I must say. As your abilities to make killer robots improve with your aptitude for science, it’s now entirely feasible to roam the Capital Wasteland with a character whose skill points are all put toward non-combat abilities, with as much confidence as a heavy gunner character or a champion sniper or whatnot. Hell, the mod even goes so far as to give you a role in combat that has nothing to do with attacking enemies--as the bullets fly, you can just be hitting your robots with your repair tools to keep them in good repair while they’re melting the crap out of super mutants and Enclave assholes.

And hey, in case you haven’t guessed it, beyond opening up new avenues for play style, it does bear mentioning that this mod is FUN. It’s here because of its utility in expanding the gameplay of Fallout 3, but it’s a blast to collect a horde of robot minions and to repurpose innocuous wasteland junk into your own servants. This really is an impressive mod for its scope and complexity, and it’s definitely worth adding to your next Fallout 3 experience.


Ultimate Perk Pack: Well, if you increase your level cap, you’ll want enough useful perks that those additional levels feel like they mean something, right? The Ultimate Perk Pack adds a truckload of additional perks to the game that you can choose from at level up. They’re well-designed, following the same general curve of usefulness that the original perks do, and they’re creative and fun, to boot. Really, they feel very natural to the game, enough that you may not even be able to tell sometimes which perks are from the original game and which came from this mod.


More Map Markers: This mod adds a bunch more markers to the Pip-Boy world map. This is very handy for exploration, as you can fast-travel to more points in the Capital Wasteland and continue your explorations from there, but more importantly, it marks a lot of neat places in Fallout 3 that might otherwise be missed, tiny little points of interest that would be hard to find and return to without the marker. It always irked me that Rockopolis was unlisted, for example, because it’s related to the overall lore of Fallout 3 and it even contains 1 of the elusive Vault Boy bobbleheads. Additionally, what did and did not qualify for a map marker in the original game sometimes seemed strange and arbitrary; there were plenty of spots that were tiny and pointless that did get marked on the map, while other spots of equal or even greater size and importance did not. In fact, thanks to this mod, I found a handful of fun little locations that I had missed the first time I played Fallout 3--and let me tell you, I’m pretty thorough with my explorations! This mod gives you a much better chance to get the most out of your explorations of the Capital Wasteland, and thus, a better chance to get the most out of the game as a whole.


Point Lookout More Map Markers: Everything I just said for the last one, except for the Point Lookout DLC map. Given that exploration is a huge aspect of the Point Lookout DLC, this is no less important for this add-on than the original More Map Markers mod is for the main game.


Tenpenny Tower Alternate Endings: I complained about the Tenpenny Tower quest in a rant a little time ago, and mentioned this mod there, so I won’t say much here. This mod corrects what I see as the only real failure of Fallout 3’s storytelling (besides the ending and Mothership Zeta), the conclusion of the Tenpenny Tower quest, making it possible to achieve a result that is more in line with your intentions and the storytelling style and themes of Fallout 3 as a whole.


GNR Enhanced: Galaxy News Radio is a significant part of Fallout 3’s plot, and listening to Three Dog’s warnings and tips for surviving the Capital Wasteland, and his recounting of your deeds, is fun for when you feel like listening to more than just the quiet background noise of the game (though that background is great for setting the mood, don’t get me wrong). The only problem with GNR is that between these fun bits of Three Dog, the songs that play are extremely repetitive. Sure, they’re not horrible to listen to (well, a couple of them are, actually), but the playlist is tiny, so it gets damn repetitive. Well, with GNR Enhanced, there’s now a ton more songs in Three Dog’s repertoire, all of which are old timey and very thematically appropriate to Fallout. The old classics are still in there, but now you won’t get sick to death of listening to GNR as you traverse the wastes, which is neat.

More importantly than that, this mod also fixes a few bugs for GNR. For starters, Three Dog will report on you past Level 20--in the original game, for some reason, he would sometimes stop running news stories about the Lone Wanderer once the character hit the original level cap, which was annoying, because those were really the only reason after 1 hour to be listening to the station (unless you just really like that hackin’ and whackin’ song, in which case you probably should see a therapist). Better still, this mod adds to the non-music material that GNR broadcasts, restoring Three Dog song intros and outros and certain news story lines. And the mod even adds a couple of fun little commercials for in-universe products like Mr. Handy and the Pip-Boy! This mod expands the entertainment value of GNR several hundreds of times, expanding this plot-important and theme-important radio station’s role in your exploration of the Capital Wasteland and strengthening its significance to the game.


Busworld: Busworld is simple, but awesome--it adds interior areas to the many buses, metro train cars, and boxcars you encounter while exploring Fallout 3. I always thought it was a major waste of potential in Fallout 3 that you could never explore the interiors of these vehicles, which are frankly just all over the place. I mean, come on, exploration is the name of the game in this RPG, and in a post-apocalyptic setting, such larger vehicles would surely be host to all sorts of interesting stuff to find and survivors seeking shelter. And this mod makes that happen! Exploring the subway system is now a lot less repetitive thanks to this mod, and it’s fun to find all these new little places to explore as you pass buses and the occasional boxcar in your travels. This mod is great, taking what was once an unimportant and even mildly disappointing background object and transforming it into another part of the Fallout experience. Big thumbs up from me on this one!


DC Interiors Project: And here we are. Of these mods that I recommend to anyone wanting to sharpen the experience of Fallout, this is the best. For some reason, a reason probably related to making deadlines, the strong majority of pre-war buildings in Fallout 3, especially those within the D.C. Ruins, are boarded up and cannot be entered and explored. As I’ve mentioned many times in the past and as you’ve probably figured out from my continued emphasis on the concept throughout this rant, exploration is a key element of the atmosphere, draw, and storytelling process of the Fallout series, and having so few extra places that you can enter and examine is a severe waste of potential, and passively detrimental to the game.

This mod fixes that problem. The DC Interiors Project adds a whole bunch of interior areas to the game, allowing you to explore nearly all the relatively intact buildings you come across in the D.C. Ruins, as well as the surrounding area. And these new areas are expertly designed, too, interesting, appropriate to the setting, very creative, and with tremendous attention to detail. There are a few puzzles to solve, lots of sights to see, scavengers to find and trade with, and overall just a lot of neat settings that fit perfectly into the wasteland and add in a positive way to your wanderings. It doesn’t exactly reinvent Fallout 3 exploration, but it sure as hell adds more personality to it and gives you fresh incentive to go poking through the crumbling ruins of a past age. And that right there is a lot of what Fallout is meant to be. Kudos to this one, it above all others is a mod to enhance the Fallout experience.















* I WILL eventually be using this mod and making a rant about it, but it’s still a couple versions away from being complete enough that I’m ready for it. Hopefully this will be the year where you will see my glowing rant praise for it, though.

Saturday, February 28, 2015

General RPGs' AMVs 12

Well, here we are again. You know the drill: if you watch and if you like, give the video a thumbs-up, and maybe even toss a positive comment up there. Let’s see what I’ve got today.


FINAL FANTASY

Final Fantasy 10: Invincible, by Armada: https://www.youtube.com/watch?v=tl5ldoqADf0
The music used is a cover of Invincible, by Borgeous. The cover itself is done by Celani. Man, I hate dubstep, even its relatively less awful forms such as this song, but this AMV uses it damn well. The real draw of this AMV is just how well edited it is; Armada uses scene skips, slow downs, fast forwards, scene changes, and flashes perfectly to tie the video to the erratic pulse of the music. Beyond the technical aspects of connection, the feel of the game footage connects well with the emotion of the music, and the end result is a very strong and enjoyable AMV.

Final Fantasy 10: SINH, by Mordekhay: https://www.youtube.com/watch?v=vG_a8T9yS_w
The music used is Rain of Light, by Two Steps From Hell. A little different from the usual AMV, but this is just excellent. It’s slow, quiet, yet so incredibly powerful. I would go so far as to say that this is profound. All I can say is that I love it.


JADE EMPIRE

Jade Empire: Tribute, by Armaan Sandhu: https://www.youtube.com/watch?v=4ty63zwzJQY
The music used is Idyll's End, Red Warrior, Ronin, and Taken, from The Last Samurai’s soundtrack. Clocking in at roughly 15 minutes, this is definitely the longest AMV I’ve exhibited in these rants. This music video isn’t perfect, and there are some moments which don’t seem to match up as well as they might to the music, but overall, this is an impressive work, telling the story of Jade Empire from start to finish to the compositions of the ever masterful Hans Zimmer. There are some moments in the video that don’t match up perfectly to the music, and it’s not a perfect telling of the game’s story--you wouldn’t understand it all if you didn’t already know the game--but it’s still solid and does the job well for any Jade Empire fan (who are really going to be the only people who watch it anyway). And frankly, any AMV that can manage to stay interesting, coherent, and skillful to any degree, let alone as well as this one does, during its entire 15 minute run, is definitely worth checking out.


KNIGHTS OF THE OLD REPUBLIC

Knights of the Old Republic 1 + 2: Star Wars of the Old Republic, by Fightwish: https://www.youtube.com/watch?v=XwPMBr12yeQ
The music used is Blow Me Away, by Breaking Benjamin. Not sure if that’s meant to actually be the title or whether it’s just titleless, but either way, it’s a rare treat to see a KotOR AMV, let alone one of quality. Good use of KotOR’s limited footage to go with the song’s lyrics and tone, combined with competent editing in general, make this a darned decent AMV. Maybe a little heavy on the battle footage, but it’s never so much that it’s tiresome, and everything else is generally very well done.


MASS EFFECT

Mass Effect 2 + 3: In My Remains, by Aethe: https://www.youtube.com/watch?v=YeyeKS16ajM
The music used is In My Remains, by Linkin Park. It really does say something about a game series when the vast majority of AMVs people make for it are meant as tributes, doesn’t it? This is another of the many I’ve shared here, and it does its job well, glorifying Commander Shepard, and reminding the audience of the greatness of the game and setting its tone well with music and video connecting as one entity. This is nothing new, really, but it’s still great.


SHIN MEGAMI TENSEI

Shin Megami Tensei: Persona 3 and 4: Bad Persona, by...uh...刈割放送部員, I think?: https://www.youtube.com/watch?v=8qS6wxm3p9s
The music used is Bad Apple, by Alstroemeria Records (I think). This is rather neat. Fans of the Touhou series are probably familiar with the original Bad Apple video, which is an artsy, well-animated black-and-white animation using the silhouettes of many Touhou characters. It’s very creative and neat to watch, even if you don’t know anything about Touhou (as is the case for me). Here’s the original video, if you’re interested: https://www.youtube.com/watch?v=G3C-VevI36s. The original spawned a few adaptations (I thought the MLPFiM Bad Harmony version was terrific), and Bad Persona is one of those adaptations. It’s not animated as smoothly as the original, but come on, let’s not expect more than is reasonable from fans working in their free time. There’s not much to say here about Bad Persona; it’s neat and interesting much as the original Bad Apple is neat and interesting, and it’s worth watching.

Shin Megami Tensei: Persona Series: Lucky Star OP Parody, by 2k11nichirin: https://www.youtube.com/watch?v=43JksCRaPM8
The music used is the opening theme for the anime Lucky Star. Huh, 2 Persona adaptations of another video style in the same rant...strange coincidence. This is an odd little video that basically takes the opening for the anime Lucky Star, and makes it about SMT Persona instead, using the Persona characters and settings instead of the Lucky Star bunch (it also, for some reason, uses Nemissa, who is from Shin Megami Tensei: Devil Summoner: Soul Hackers, not one of the SMT Persona games...and yes, I realize that pointing that out is entering dangerous territory). I’ve never watched Lucky Star so I don’t have a goddamn clue what all is supposed to be happening in this video (and honestly, the opening’s so fast and crazy that I have to wonder if people who HAVE watched the series really could have any better idea than I do), but regardless, this is an impressive bit of fan animation, and damn fun to watch.


XENOGEARS

Xenogears: Mechanical Emotions, by Jan Kusunagi: https://www.youtube.com/watch?v=UwXuLxCtX1E
The music used is Break Me Shake Me, by Savage Garden. Good Xenogears AMVs are hard to find (hell, it’s hard to find any Xenogears AMVs, period), so this is a pleasant surprise. Extremely effective editing with highly skillful use of visual techniques like overlays and scene flashes combine with scenes that match the song’s lyrics and tone well to make this a natural, intense AMV that brings the game and the song so well together that it’s almost like the two were made for one another.

Wednesday, February 18, 2015

Final Fantasy Mystic Quest as an Entry-Level RPG

This one's for you, Trippy.



Final Fantasy Mystic Quest: that infamous black mark on the Final Fantasy legacy, that really shouldn’t be so famous for being the black sheep of the franchise when Final Fantasy also encompasses equally bad titles like Final Fantasy 5 and 12, and even titles that are far worse, like Final Fantasy 8 or 10-2. Ugh, Final Fantasy 10-2. Even after all these years, just remembering it makes my brain start to dry heave. Brains aren’t even supposed to be able to do that, but mine’s trying pretty damn hard.

Anyway, FF Mystic Quest is widely viewed as pretty bad. But not everyone agrees. There are some people who argue that to judge Final Fantasy Mystic Quest poorly is to judge the game unfairly, for Final Fantasy Mystic Quest was not meant so much as a full-fledged RPG in its own right as it was meant to be an entry level game, something that newcomers to RPGs could play and use to get into the genre. It’s meant to be facile. Squaresoft made it with the idea that most of the American audience couldn’t handle the complexities of a regular RPG and needed to be eased into the genre rather than treated as equals to the primary gamer market of Japan. This line of reasoning is also why Square adjusted Final Fantasy 4 at the time (released as FF2, since the actual FF2 and 3 didn’t hit the US until many years later) to be generally simpler, with many battle commands, items, and even an entire version of the battle system removed in order to make the game far less mentally taxing for all us poor, stupid Americans who just couldn’t handle the complexity of a real JRPG.

Never mind, of course, the fact that the Japanese RPG’s origin is that it’s the hugely dumbed-down appropriation of the concept of tabletop RPGs, games which by and large are invented by and played by Americans.

Anyway, putting aside the irony of Square thinking it needed to simplify the genre for the audience that it adapted and dumbed down the genre from to begin with, this argument by FFMQ defenders is kinda bullshit. I mean, what they’re basically saying here is that we shouldn’t judge FFMQ harshly for being stupid because it was designed to be stupid out of the belief that the people playing it would be stupid. So I’m supposed to give the game a break because its entire design concept is an insult to my intelligence? Seriously?

But let’s put the insulting nature of FFMQ aside for a moment. Let’s pretend that the insult is not there, solely for the sake of argument. Should we be more accommodating to Mystic Quest’s simplicity? Should we change our expectations from an RPG if it’s specifically meant to be an entry-level RPG?

I generally try to keep a stern outlook when it comes to quality. I’m very leery of accepting inferior quality in an RPG just because of mitigating circumstances. I mean, circumstantial excuses or not, a bad game’s priced at the same general range as a good game. It may be that much of the reason that Final Fantasy 12 is a boring mess can be summed up by the phrase, “Too many cooks spoil the soup...plus, it doesn’t help if you let the marketing department defecate in the pot,” but just because there’s a reason for the lack of quality, that doesn’t forgive it. I sure as hell didn’t pay any less for FF12 than I did many other Playstation 2 RPGs that WERE good games.

Still, I can understand that there are times when adjusting one’s expectations is a necessity to being fair. If an RPG comes from the early days of home consoles, I’m less demanding of its plot and cast simply because the idea of video games as a storytelling medium was still in its infancy. Given the time in which it was created, I quite respect the quality of Phantasy Star 1 as an RPG, because back in those days, a story and setting with some depth, and a halfway individualized cast, was an unexpected pushing of the envelope. If PS1 came out today, I would play it and think it was okay, but that would be all. It wouldn’t make much of an impression. Similarly, when I’m playing an RPG clearly made to be a humorous game more than anything else, I forgive a certain amount of nonsense and/or aimlessness, because the purpose is to make the audience laugh more than to convey any deeper message. As long as the game does that well enough, it doesn’t need to do too much more.*

But here’s the problem with softening your expectations for Final Fantasy Mystic Quest due to its status as an entry-level RPG: as an entry-level RPG, it’s still a shitty game.

What is an entry-level RPG supposed to do, exactly? What is this purpose it fulfills that we are meant to judge it more softly in exchange for? It’s supposed to ease a new audience into the RPG genre, get them to like the style of a Role Playing Game and entice them to buy more RPGs in the future. Well, guess what? They’re less likely to want to play more RPGs if the first one they experience bores them out of their minds!

You’re reading this blog, so I’m assuming you’re a fan of RPGs, yes? Well, what was the game that got you into the genre? Was it Chrono Trigger? Final Fantasy 4? Final Fantasy 6? Final Fantasy 7? One of the Fallouts? Dragon Age 1? One of the Kingdom Hearts series? A Phantasy Star title? Maybe it was something a little more obscure--but I’ll bet that it was enjoyable, right? You didn’t become a fan of the RPG genre based on your early experience with an RPG that you didn’t find entertaining.

I know which RPG it was for me that got me completely devoted to the genre. Chrono Trigger, all the way. I’d had some RPGs before it, like Secret of Mana and The Magic of Scheherazade, and I had enjoyed them well enough, but it was Chrono Trigger that completely drew me in with its engaging and wonderful plot, diverse and colorful characters, and terrific creativity. Also, not that it mattered to me, but Chrono Trigger is not a very difficult RPG, gameplay-wise. But that’s not because it was purposefully designed with the idea that the player was dropped as an infant, it’s just that the battle system its developers intended is easy to pick up on and work with.

That’s what makes for a good entry-level RPG: an engaging, fun game that makes you want to come back to the genre. Chrono Trigger showcased the great potential of the RPG, and seeing what good the genre was capable of through this example was what pushed me to sample more. And yes, it’s good if an entry RPG is simple enough that a newcomer can get the hang of it without struggling too much, but most RPGs just naturally are, anyway. But if you dumb down the plot just as much as you dumb down the gameplay, as FFMQ did, you’re just removing anything someone could enjoy from the damn game!

Hell, I actually did own Final Fantasy Mystic Quest before I owned Chrono Trigger, and I had no interest in it. It was easy enough to play, but by the point in the game where you meet Phoebe, I just got too bored of it to continue. I put it away and only bothered to finish the game years later, long after I was on my way to being an RPG fanatic. When I say that Final Fantasy Mystic Quest isn’t even a good entry-level RPG, that isn’t conjecture--I’m a bonafide test case to prove it! If FFMQ had been the only chance the genre had of courting my interests, “The RPGenius” would never have come into being, this rant blog would never have existed, and we’d all be doing something far more productive right now!

Simplicity is less important than just being an entertaining, enjoyable game when you’re trying to hook someone into becoming a regular customer. You have to actually impress them, show your prospective audience the highlights of your product. Think of it this way. Let’s say that you’re taking your friend out to a new restaurant that serves exotic cuisine, with the intent of getting this amigo of yours into this food style. In order to accomplish this, what do you suggest they order? Obviously, you suggest items that you know taste good and exemplify some of the signatures of this style of cuisine. You’re trying to show the unique traits of the food, in a way that’s pleasing and makes your friend want to try more later.

Well, according to Final Fantasy Mystic Quest and people who defend it as an adequate entry-level RPG, that’s doing it wrong. The right way is to order your friend the menu items that are the easiest to chew. In fact, ideally, you’d just skip the eating process altogether by sticking a needle in your friend and feeding him/her intravenously. Because the important thing in hooking a new audience isn’t that you show them that they can enjoy a sample of your product--it’s that it be as simple and mundane as possible so that it does not challenge them in any way.

So that’s why when I say Final Fantasy Mystic Quest is a lousy RPG, I mean it. Being boring, generic, facile, and entirely unengaging are not traits excused by a game being an entry-level RPG; they’re actually more damning because of it!







* It does bear mentioning, though, that a humor RPG may not HAVE to contain any deep story or meaning to be good, but there is absolutely nothing preventing it from possessing those elements. I may find Barkley: Shut Up and Jam Gaiden to be a hilarious, fun game and would heartily recommend it, but the comical Okage: Shadow King is easily a superior RPG. Why? Because while Okage: Shadow King keeps you laughing nearly as well as Barkley: Shut Up and Jam Gaiden does, it’s OSK that hides within its chuckles a sincere and inspirational story of the need for independence from parental god figures and of the worth and power of individuality. Similarly, Earthbound and Mother 3 both employ the exact same wacky, off-beat style to amuse, but it’s Mother 3 that uses that style as a way to ease you through, and yet at the same time enhance the pain of, a very emotional and difficult story of loss, deep loss of both personal and conceptual things, and so I believe Mother 3 is by far the greater RPG.

It’s like cartoons, really. You can slap together something animated for kids and have it be passable, but as Batman: The Animated Series, Gargoyles, Hey! Arnold, Avatar: The Last Airbender, My Little Pony: Friendship is Magic, The Legend of Korra, and several other shows prove, something that is appropriate for children does not have to be something that an adult audience can’t find value and enjoyment in. Being aimed at a young audience never stopped these cartoons I've mentioned from being quality entertainment, works of storytelling art that easily equal and surpass the huge majority of shows specifically targeted to adults.

Sunday, February 8, 2015

General RPGs' Party Member Gender Ratios

Guys, we seriously need to change up how RPGs (and most other game genres (and most other forms of storytelling)) handle gender ratios. It is bad. I mean, it is bad.

Let’s do a little counting. I’m going to list every RPG I’ve played by whether it has more female characters than male, more male than female, or has an even split. Beforehand, though, a couple ground rules. Mascots, party advisors, and other noncombatants who are a major part of the party and contribute to party relationships count. For example, in Shin Megami Tensei: Persona 3 and 4, the characters of Fuuka and Rise don’t actually participate in battle, but they do act as battle advisors to the party, and are inarguably as important to the party dynamic, in terms of story progression, plot relevance, and character interrelationships, as any of the actually controllable party members, so they count. Likewise, Fatima from Anachonox, Midna from The Legend of Zelda: Twilight Princess, and Henpecked Hou from Jade Empire are all characters that count, because they travel with the rest of the major characters and contribute to the plot and the characters’ discussions as a peer for a substantial part of the game, enough that you can’t really say that they’re not party members.

For sake of ease, animals are counted (most RPG animals are sentient, speech-capable individuals anyway, so, like I said in my old rant about them, they’re essentially just human characters for all intents and purposes anyway). Final Fantasy 7’s Red XIII counts as a male party member, Poshul from Chrono Cross counts as a female party member, etc. Similarly, robots and other technically non-gendered beings are counted if they’re referenced to and regarded as being part of a certain gender. So, Robo in Chrono Trigger counts as a male even if he’s not technically anything, while Tio from Grandia 2 and KOS-MOS of the Xenosaga games count as female characters, even if, again, they’re technically not anything. Robots will only not be counted if they’re specifically referred to in a non-gendered way (which pretty much never happens in RPGs).

Transgendered and crossdressing characters would have rules if there were any situations that really required them, but sadly, they’re basically non-entities in RPGs. I mean, they don’t not exist at all, but usually just some common sense will do the trick. Reyna from Eternal Poison, for example, spends the entire game dressed as a woman when he’s a man, but there’s a plot-related reason for this that has nothing to do with what gender Reyna identifies as. It’s just a disguise, and he clearly considers himself a man. Similarly, Faris in Final Fantasy 5 may crossdress as a man and even have lived as a man for the majority of her life, but that’s presented in a way that could easily be taken as another case of disguise more than anything else, and once she’s moved past the point where she needs to maintain that disguise, she doesn’t seem to have any doubt about being identified as a woman. And so on--there aren’t really any significant cases of transgendered individuals and crossdressers that I've encountered, at least not as party members, so there’s no particular rule to mention regarding their presence in this tally.

Lastly, faceless grunts don’t count either way. There are plenty of Einherjar to gather in Valkyrie Profile 2, but since they have no bearing on the story at all and don’t interact with the plot-relevant characters or anything like that, they don’t count. The same goes for the nameless troopers of The Magic of Scheherazade that you can hire, most demons in Shin Megami Tensei games (but story-relevant ones that specially join your party, like Cerberus in SMT1, do count), all Pokemon, random recruits in Final Fantasy Tactics, and so on.

Okay, so first of all, I’m going to list every RPG I’ve played where there have been more female party members than males.


Games With More Female Party Members: Breath of Fire 5; Castlevania: Order of Ecclesia; Disgaea 2; Dragon Quest 9; Embric of Wulfhammer’s Castle; Final Fantasy 5; Fragile Dreams: Farewell Ruins of the Moon; Grandia 3; Hero’s Saga: Laevatein Tactics; Izuna 1; Izuna 2; Lunar 2; Lunar: Dragon Song; Magic Knight Rayearth RPG; Mark Leung: Revenge of the Bitch; Monstania; My World, My Way; Parasite Eve 1; Rhapsody: A Musical Adventure; Riviera: The Promised Land; Sailor Moon: Another Story; Sakura Wars 5; Seiken Densetsu 3; Solatorobo: Red the Hunter; Tenchi Muyo RPG


Alright, so that’s 27 RPGs that I’ve played where there have been more female party members than males. Well that’s pretty good, right? 27? Decent number right there, yeah? Sure! So, how many RPGs have I played that star an equal number of males and females?


Games With An Even Split: Arc the Lad 4; Atelier Iris 1; Avalon Code; Baten Kaitos 1; Baten Kaitos 2; Breath of Fire 4; Castlevania: Portrait of Ruin; Children of Mana; Dark Cloud 2; Defender’s Quest 1; Deus Ex 2; Dust: An Elysian Tail; Evoland; Evolution: Worlds; Final Fantasy 8; Final Fantasy 12; Final Fantasy Crystal Chronicles 1; Grandia 1; Heroes of Annihilated Empires; Icewind Dale 1; Icewind Dale 2; Legend of Grimrock 1; Legend of Mana; The Legend of Zelda: Majora’s Mask; The Legend of Zelda: Ocarina of Time; The Legend of Zelda: Spirit Tracks; The Legend of Zelda: Twilight Princess; Lufia 1; Mana Khemia; Paper Mario 2; Phantasy Star 2; Phantom Brave; Pokemon Generation 2; Pokemon Generation 3; Pokemon Generation 4; Pokemon Generation 5; Pokemon Generation 5-2; Risen 1; The Secret of Mana; Shadowrun Returns; Shin Megami Tensei: Devil Summoner: Soul Hackers; Shin Megami Tensei: Persona 4; Star Ocean 3; Tales of Legendia; Threads of Fate; Torchlight 1; Valkyrie Profile 2; Wild Arms 2; Wild Arms 4; Wild Arms 5; Xenosaga 1


51! Well, that’s a darned good number! Always happy to see a game with equality, or 51 of them. Well, gosh, 27 female-dominated RPGs and 51 evenly split ones, maybe I was getting worked up over noth--


Games With More Male Party Members: The 7th Saga; Alundra 1; Alundra 2; Anachronox; Arc the Lad 1; Arc the Lad 2; Arc the Lad 3; Arc the Lad 5; Arcanum: Of Steamworks and Magick Obscura; Away: Shuffle Dungeon; Bahamut Lagoon; Baldur's Gate 1; Baldur’s Gate 2; Barkley, Shut Up and Jam: Gaiden; Baroque; Bastion; Betrayal at Krondor; Black Sigil: Blade of the Exiled; Boktai 1; Borderlands 1; Breath of Fire 1; Breath of Fire 2; Breath of Fire 3; Castlevania: Lament of Innocence; Castlevania: Symphony of the Night; Chrono Cross; Chrono Trigger; Crimson Shroud; Crystalis; Dark Cloud 1; Deus Ex 1; Disgaea 1; Divinity 1; Dragon Age 1; Dragon Age 2; Dragon Ball Z: Legend of the Super Saiyan; Dragon Quest 4; Dragon Quest 5; Dragon Quest 6; Dragon Quest 8; Earthbound; Eternal Poison; Fallout 1; Fallout 2; Fallout 3; Fallout New Vegas; Final Fantasy 3; Final Fantasy 4; Final Fantasy 6; Final Fantasy 7; Final Fantasy 9; Final Fantasy 10; Final Fantasy 12: Revenant Wings; Final Fantasy Crystal Chronicles: Ring of Fates; Final Fantasy Mystic Quest; Final Fantasy Tactics; Final Fantasy Tactics Advance 1; Fire Emblem 1; Fire Emblem 4; Fire Emblem 7; Fire Emblem 9; Geneforge 1; Geneforge 2; Glory of Heracles 5; Golden Sun 1; Golden Sun 2; Golden Sun 3; Gothic 1; Grandia 2; Hoshigami Remix: Ruining Blue Earth; Illusion of Gaia; Infinite Space; Jade Empire; Kingdom Hearts 1; Kingdom Hearts 2; Kingdom Hearts: Chain of Memories; Knights of the Old Republic 1; Knights of the Old Republic 2; La Pucelle Tactics; Lagoon; The Last Story; Legaia 1; Legaia 2; The Legend of Dragoon; The Legend of Zelda 1; The Legend of Zelda 2; The Legend of Zelda: A Link Between Worlds; The Legend of Zelda: A Link to the Past; The Legend of Zelda: Link’s Awakening; The Legend of Zelda: Phantom Hourglass; The Legend of Zelda: Skyward Sword; The Legend of Zelda: The Wind Waker; Lionheart: Legacy of the Crusader; Live A Live; Lords of Xulima; Lufia 2; Lunar 1; The Magic of Scheherazade; Magical Starsign; Makai Kingdom; Mario and Luigi 1; Mario and Luigi 2; Mario and Luigi 3; Mass Effect 1; Mass Effect 2; Mass Effect 3; Mega Man Star Force 1; Mega Man Star Force 2; Mother 3; Nox; Okage: Shadow King; Orcs + Elves; Phantasy Star 1; Phantasy Star 4; Phantasy Star Universe; Planescape: Torment; Pokemon Generation 1; Quest 64; Radiant Historia; Return to Krondor; Robocalypse; Robotrek; Rogue Galaxy; Romancing Saga 1; Rune Factory 1; The Secret of Evermore; Shadow Hearts 1; Shadow Hearts 2; Shadow Hearts 3; Shadowrun: Dragonfall; Shadowrun Genesis; Shadowrun SNES; Shin Megami Tensei 1; Shin Megami Tensei 2; Shin Megami Tensei 3; Shin Megami Tensei 4; Shin Megami Tensei: Devil Summoner Raidou Kuzunoha 1; Shin Megami Tensei: Devil Summoner Raidou Kuzunoha 2; Shin Megami Tensei: Devil Survivor 1; Shin Megami Tensei: Devil Survivor 2; Shin Megami Tensei: Digital Devil Saga 1; Shin Megami Tensei: Digital Devil Saga 2; Shin Megami Tensei: Persona 3; Shin Megami Tensei: Strange Journey; Shining Force 1; Shining Force 2; Shining Force EXA; Silver; Skies of Arcadia; Sonic Chronicles: The Dark Brotherhood; Soulblazer; Star Ocean 1; Star Ocean 2; Startropics 1; Startropics 2; Suikoden 1; Suikoden 2; Suikoden 3; Suikoden 4; Suikoden 5; Suikoden Tactics; Suikoden Tierkreis; Super Mario RPG; Tales of Destiny 1; Tales of Phantasia; Tales of Symphonia 1; Tales of the Abyss; Terranigma; Treasure of the Rudras; Valkyrie Profile 1; Valkyrie Profile: Covenant of the Plume; Vandal Hearts 1; Vandal Hearts 2; Weapon Shop de Omasse; Wild Arms 1; Wild Arms 3; The Wizard of Oz: Beyond the Yellow Brick Road; The Witcher 1; The Witcher 2; The World Ends with You; Xenogears; Xenosaga 2; Xenosaga 3; Xenosaga: Pied Piper


Oh.

Okay, so that’s...that’s 185. That’s almost 7 times more than the count of RPGs with more female members than male. Hell, it’s 3 times more than the female-dominant RPGs and the equal split RPGs put together!

Jeez. That’s just asinine. 185 to 27. The ratio of people by gender on Earth is split almost exactly evenly at 101 Males to every 100 Females, and that’s just going by the whole of Earth--if we break it down more finely, you see that most of the modern, developed countries have a larger female population than male. The countries that actually make RPGs are almost all populated with more women than men, such as the United States, Canada, every significant European nation, and Australia (country, continent, it’s both), and even Japan is an even split. Yet if you were to take a guess at what a natural gender ratio is by going on RPGs, you’d think that men outnumber women 6.8 to 1. Again, for emphasis, actual gender ratio of a global population: 1.01 Males to 1 Female. Gender ratio going by RPG major character populations: 6.8 Males to 1 Female.*

And even that’s before the extenuating circumstances. For example, should we really even count RPGs based on outside media that just lift their casts from the original? Yeah, Sailor Moon: Another Story has a completely female cast, but it’s not like that was the idea of the game developers; they’re working with the cast already determined by the source material. Taking that into consideration, we must remove Dragon Ball Z: Legend of the Super Saiyan, the Magic Knight Rayearth RPG, Sailor Moon: Another Story, the Tenchi Muyo RPG, and The Wizard of Oz: Beyond the Yellow Brick Road.** That takes 2 games out of the male-dominated list, and 3 out of the female-dominated list, making it 183 to 24. And that jumps our ratio of RPG populations up to 7.6 Male to 1 Female. Things just get better and better.

Look, I don’t want to go too far into the whole gender inequality in video games thing here. Because video games, even the more intelligent genre of RPGs, are seriously ass-backwards in their usage and portrayal of females, so much that there’s no way one rant is going to cover everything that needs to be turned around and corrected in the medium as far as its treatment and perspective of gender. Maybe it’s not as bad with video games as it is with mainstream comic books,*** but it’s bad. There are plenty more avenues to explore on this issue (the number of male-led teams in female-dominant games compared to female-led teams in male-dominant games, for example, is fairly condemning). But I’m just going to keep it basic today.

And that means simply pointing out that there is a huuuuuuuuge gap in gender representation in RPGs. Way, way more than there can be reasonable cause for. I realize that, despite the grossly underestimated female gamer market, video games have a primarily male audience, but that forgives only a small discrepancy in gender representation. It does not forgive a ratio of 6.8 to 1, or anywhere near that!****

Women are half the population, developers. It’s time to wake up and accept that fact. We need more games with an equal number of male and female party members, and we need a lot more games with more female party members than male ones, just to balance out the last 30 years. Video games are one of the newest, most modern medium of artistic expression to date--maybe they should look the part, yeah?














* And this is actually worse than I’m making it out to be. I’m not actually counting each and every party member in all these games in this ratio, but instead just going by a count of which games have more of one gender or the other. But as a general rule, games with more male party members have, on average, a greater disparity in favor of the males than games with more female party members do in favor of females. What I mean is, your average male-dominated RPG is like Final Fantasy 7, in which 6 party members are male (Cloud, Barret, Cid, Red XIII, Cait Sith, and Vincent) and 3 are female (Tifa, Aeris, and Yuffie), while your average female-dominated RPG is more like Final Fantasy 5, in which the the ratio is close to even (3 females and 2 males). If I were to sit down and tabulate all the party members out, a project I’m not willing to sink the time and effort into, I’m dead certain that the male to female ratio would be even higher than 6.8 to 1.

** The Sonic the Hedgehog and Mario RPGs don’t count toward this because they have a larger source cast to pick and choose from, and more freedom to create original game characters to add to those casts (like Mallow and Geno in Super Mario RPG, and Shade from Sonic Chronicles: The Dark Brotherhood).

*** I really cannot say enough detrimental things about the people who make decisions at DC and Marvel; as a whole they are truly mindless scum firmly lodged in an anachronistic masturbatory mentality that combines every shortsighted and reality-inaccurate vice to be found in spoiled 7-year-olds, chauvinistic horny frat boys, amoral marketing departments from the 1960s, and a cheerful recruitment pamphlet for the Ku Klux Klan.

**** And frankly, I don’t even know why people assume a male player must want to see male characters more than female ones, anyway. Do game developers think we’re all a bunch of xenophobic first graders whose mortal terror of cooties factors heavily into our buying decisions? A halfway intelligent man like myself has no more difficulty relating to and deeply connecting with a female character than with a male one, and a knuckle-dragging moron who hoots in dull-witted approval at T and A sure as hell isn’t going to say no to seeing more females, either. Unless we have a sudden, bizarre population boom of knuckle-dragging morons who just want eye-candy and are gay, I don’t see how putting more women in games could possibly harm your marketability to male gamers.