Happy Thanksgiving, everyone! Here's a rant that has absolutely nothing to do with the holiday because Palutena forbid I actually make an effort to maintain any chronological relevance whatsoever.
Note: I’ll be referring to Byleth as a female for this rant. While I usually (admittedly not always) try to acknowledge player gender choice in protagonists for whom the option is present, there are a few games whose protagonist’s gender aligns better in terms of theme, character development opportunities, or even just surface reasons like vocal talent with 1 of the gender options than the other. Like Male Shepard in Mass Effect, or Nora in Fallout 4. Given the connection Byleth has to Sothis and just her origins overall, I think it’s fair to say that Byleth’s being a woman is more logically consistent to the overall particulars of Fire Emblem 16’s story. That’s simply how I perceive the game, and it’s easier for me (not to mention a lot more fluent for my overall prose) to just go with Byleth as a woman while ranting. Hope it won’t be too big a stumbling block for y’all.
Superman is a goddamn moron.
Look, I don’t read the comics. So maybe this issue isn’t a problem in the source material. But in cartoons and movies and cartoon movies? Superman may as well not even fucking HAVE heat vision, because the only damn time he ever remembers to use it is when it’s narratively convenient for him to. The guy has the ability to spit lasers from his fucking eyes, beams of pure nuclear heat almost twice the temperature of the core of the sun (seriously, that's what the Wiki says), and yet, somehow, even though this asshole can unleash unfathomable cosmic devastation with surgical precision by doing no more than moving his goddamn eyes...this Kryptonian stooge’s go-to strategy in every fight is invariably to get in close and punch something. Every time he decides to instantaneously launch the fire of God from his peepers, it’s for some non-combat support role, like welding steel beams together to keep a structure stable, or performing laser surgery, or just shaving himself. All helpful purposes for it, of course, but he doesn’t have to choose between using his gift of reverse laser eye surgery to be the celebrity chef at a boy scout wiener roast or to melt offending enemy limbs. He should be able to do both! If he ever manages to remember that he is the living personification of the expression “If looks could kill”, it’s only against specific enemies who are so impossibly strong that heat vision can’t beat them, or some stupid robot grunts that are so weak anyways that fucking Chief O’Hara, the most useless human being ever to darken DC’s or any other superhero continuity, could probably have taken them out. At least half of all the battles or other dire situations I’ve seen Superman engaged in could have been either outright won, or at the very least substantially improved, by the application of heat vision.
Remember that episode from The Animated Series where Superman’s fighting Metallo, and he’s trying to find ways to stay further away from the villain so as to stay out of Kryptonite range, like smacking him with telephones poles and stuff? Remember how at no fucking point does Superman think to maintain his combat distance by using his built in long-range super power? And remember how the kryptonite hookup in Metallo is so weak and flimsy that in a much later episode of a show in the same continuity, a power-drained Supergirl was able to cut the wires holding the kryptonite there in Metallo’s chest, not even with her own heat vision, but an honest-to-Highfather medieval knife?
Jesus Fucking Christ.
So yes. Superman is a pea-brained moron for consistently forgetting that he has a literal death-stare. I’ve always been so frustrated by how lazy and unimaginative his writers are with his powers, only bothering to fully utilize them when it’s either completely narratively convenient, or when they’ll have no effect on the situation anyway.
And now that you know how annoyed I am by Superman constantly forgetting about the superpower of heat vision for the sake of lazy writing...you can imagine my feelings on Fire Emblem 16’s Byleth and her refusal to ever use her control over time itself.
This woman has the ability to turn the hands of time back several minutes at will, multiple times in a row if she needs to. That is unequivocally 1 of the most overpowered abilities yet conceived in fiction! In some stories, a device that can allow this even just once is the most sought-after treasure in existence--Galaxy Quest very justly made ownership of a simple 13-second time-reverse plot thingy, the Omega 13, the center of its plot’s conflict. And Byleth’s version of this can go waaaaayyyyy farther back than a mere 13 seconds! This idiot has the ability to Groundhog Day herself with a single thought, several times if need be...and she SQUANDERS it!
Okay, yes, the Divine Pulse, as it’s called, is available to the player in any battle to use at any time, allowing the player to jump back any number of turns to undo a bad decision. And I’d wager it gets plenty of action in just about everyone’s playthrough of the game, regardless of difficulty setting. Sothis knows I did, although I’m certainly no Fire Emblem master.
But gameplay mechanics and in-battle actions are 1 thing, and the plot’s narrative is another thing altogether! And in terms of the latter, Byleth is just as much an incompetent goon with her abilities as Superman at his absolute worst. When she walks into a trap set by some pissy old warlock who appears to have Grade 8 brain tumors inflating his cranium, does Byleth use any of the several moments the guy spends springing his magical trap to reverse time 30 seconds and then not step into the giant magical roach motel? Nope, she just lets herself get sucked into a nether realm, the escape from which leads to the sacrifice of her mental roommate.
When Byleth is knocked into a giant chasm in the midst of battle, does her survival instinct kick in during this moment of the most primal, universal mortal fear possible and cause her to rewind reality back to a time where she was still terrestrial? Nope, she just lets herself fall into a pit that’ll damage her so badly that it’ll take 5 years of heal-napping and a plothole nearly as big as the chasm itself to get her back on her feet. An entire war might have been cut off before it could begin had Byleth just bothered to hit the ZL button.
When the enemy masterminds of the game’s conflicts stand before Byleth and then teleport away after delivering their necessary exposition, does Byleth ever consider that she could go back in time a few minutes, ask 1 of her archer pals to go stand behind a nearby tree, and take a shot while the bad guy’s busy yammering about lofty yet ill-advised social revolutions and whatnot? Nope, she just stands there as still and lifeless as a damn mannequin until the Flame Emperor has said his inevitably stupid piece and vanishes off to continue completely incorrectly prioritizing the order of which foes he’s taking on.
When an enemy decides to pull the old “Sore Loser (Who Possesses Nuclear Missiles)” card, does Byleth think to spin time back a minute or 2, so she can make even the slightest attempt to prevent said bad guy from completing his Orbital Bombardment summoning circle? Nope, she just sits back and lets the freshly-emancipated-from-years-of-torture Rhea step forward to block those missiles with her own body. Byleth may very well be angling to slip an S Rank ring on Rhea’s finger, but apparently the power of True Love stops just a hair short of being able to remind someone that they can rewrite time itself so the hottie they’re crushing on doesn’t have to take a ballistic missile to the face.
Byleth is even stupid the 1 single time she DOES think to actually use this damn superpower in a cutscene! When Monica stabs Jeralt in the back, Byleth does, miracle of miracles (literally), actually use the Divine Pulse and try to stop the tragedy from occurring. Unfortunately, her attack is blocked, and Monica kills Jeralt anyway. The scene which follows is very sad, and a nice way to show Byleth’s emotional development,* and probably the most poignant moment in the game.
But it’s also really, really dumb. Because Byleth isn’t limited to just 1 single use of the Divine Pulse at a time. Even if she hasn’t lifted a finger to develop her capacity to use it up to that point, she still has 3 charges of it by default! The emotional power of Byleth’s first tears being shed as she holds her dying father within her arms is undercut a bit when you remember that if she actually cared about the guy living, she still has at least 2 more shots at saving him!**
I guess that’s another connection we can draw between Byleth and the stupidest moments ever conceived in the history of Superman--a willingness to just sit around and watch as ol’ Pops dies a highly preventable death.
Honestly, why did Nintendo even bother giving Byleth the Divine Pulse ability? It doesn’t do anything for the story! The only plot-centric purpose this ability ever serves is the fact that its introduction is also the introduction of Sothis, when Sothis stops time during the prologue so that Byleth won’t be killed by a bandit. And that’s something that could easily have been accomplished without anything so complicated and grand as the ability to rewind time! Nintendo’s attempt to hit every box on the Waifu Checklist at once could just as easily have been introduced by having her notice out of the corner of Byleth’s eye the incoming bandit attack, and warn Byleth of it so that the latter can defend herself. This would have been just as adequate for setting up Sothis’s mysterious presence in Byleth’s mind, and Sothis’s divine power is established effectively later on with the whole nether-realm trap event anyway, so nothing significant is lost with the absence of the Divine Pulse.
And sure, it’s a helpful and very welcome gameplay mechanic...but honestly, it could have just remained that alone, a gameplay mechanic. Had the ability to go back to a previous turn in order to correct a mistake been nothing more than a new feature in FE16's combat, totally unrelated to the actual plot, no one would have questioned it.
If your character is going to have a superhuman ability, then for Sothis’s sake, actually commit to them having it. Don’t just have them forget it exists until it’s convenient for you! Either make the effort to work your plot’s requirements around their full potential, or move on to a project more appropriate to your lazy limitations as a writer. This shit gets tiresome after a while.
* A welcome rarity, that. FE16 falls over itself to tell you, over and over again, how much Byleth has developed her humanity over the course of the game’s events, but I’ll be damned if we get to actually SEE that development very often.
** You might argue that she clearly can’t save Jeralt if that bad guy is gonna show up and block her attacks against Monica, sure, but the Divine Pulse can reverse literal dozens of turns in battle--it would be easy for Byleth to simply travel far enough back that she could be at Jeralt’s side and ready long before Monica was on the scene. Hell, she could probably go back to the middle of the battle preceding this moment, and, in the chaos of the fight, attack Monica then, with Byleth’s allies by her side. Even if you want to posit that the Divine Pulse is narratively more limited in its scope than the gameplay suggests, Byleth could at the very least go back again and shout a warning to Jeralt. The guy is 1 of the greatest warriors in Fodlan; he’d surely be able to dodge Monica’s attack if he had any warning that it was coming.
Thursday, November 28, 2019
Monday, November 18, 2019
Pathfinder: Kingmaker's Downloadable Content
Blah blah blah unnecessary intro, you all know what this is without me going on about it. Let’s just get to it.
The Wildcards: This DLC adds 2 new party members to the game (or 1, depending on how you look at it), Kanerah and Kalikke, a pair of sisters under the curse of a very unique and specific contract with 1 of the game’s deities, and a small set of character quests for them. Quality-wise, it’s a solid DLC. Kalikke and Kanerah are both good characters who interact well with the game’s events when they’re in your party, and their shared character arc through their personal quests is built on an interesting and creative idea, and makes for a decent story. Much like previous successful DLC characters like Mass Effect 2’s Zaeed and Dragon Age 1’s Shale, Kalikke and Kanerah skillfully tread a fine line between inclusion and separation--they’re a natural fit to the game and the party and never feel like an outside and unnecessary influence on the game’s story and cast, but at the same time, they’re kept just separate enough from the story and characters that the game couldn’t be said to be in any way incomplete without them (which is important for add-on characters; you may recall my anger with how important Sebastian was to Dragon Age 2’s core plot). The potential romance you can have with them is rewarding and genuine, and the side-characters that come along with them (the Sweet Teeth) are charmingly amusing, a welcome addition of minor humor in a game that otherwise has to lean quite heavily on Nok-Nok and the rest of his race for most of its comic interludes. I will say that I feel like Kalikke and Kanerah’s reconciliation towards the end of the game (if you’ve made the right decisions during their character quests) does seem a little spontaneous, but it’s not bad or anything, just something that could have been more developed.
On the other hand, more practically-speaking, this DLC has its flaws. It’s sold at $8, which isn’t exorbitant, but at the same time, you’re definitely not going to get 8 hours out of their specific character quests and dialogue. And no matter how well-separated they are, I can’t help but be more and more leery as time goes on of the ethics of any DLC that isn’t distinctly additional side-content to the main game. Still...the content is worthwhile, and Owlcat Games has clearly striven to implement The Wildcards in a morally acceptable manner, so while the price keeps this from being a must-buy with or without a sale, I’ll give my endorsement to it and say that it is, indeed, worth the purchase.
Varnhold’s Lot: Varnhold’s Lot is a self-contained side-adventure which details the events in the barony of Varnhold during Chapter 3 of the main game, and sets the stage for the main story’s fourth chapter (which takes place in Varnhold). It also subsequently adds a very small dungeon in the main game’s campaign, and a minor event during Pathfinder: Kingmaker’s finale.
There’s just a lot of issues with this add-on that interfere with its value. For starters, it’s $12, and you’re not likely to get even half a dozen hours’ worth of content from it, all told. And sure, I guess I have to admit that the dollar is worth less and less with each passing year, but I think we’re still several years away from an exchange rate of 1 hour of game time per $1 spent on a DLC being an unfair expectation.
That said, DLCs are like guys in bed: it really doesn’t matter if what they’ve got comes up a little short, as long as they’ve got the skill to do something great with it. Even if Varnhold’s Lot doesn’t have as much content as its price tag is, in my opinion, obliged to provide, all is forgiven if what it does have is of sufficient quality. But unfortunately, and also like guys in bed, DLCs are usually disappointing, and Varnhold’s Lot stays true to type on this matter. The plot of this adventure isn’t particularly compelling, and whatever your level of knowledge is with the main game, it works against VL’s favor: either you’re playing it before you get to Varnhold in the main quest, in which case the slow and at times aimless pace of this package makes it feel unimportant by comparison to the crazy shit going down in the main quest, or you play it once you’re familiar with Varnhold’s fate in the main quest, and what little suspense could have been had is lost. Or, I suppose, you play this DLC before you even start the main game, and its rushed introduction and setup fails to invest you in its events.
Likewise, the cast of this add-on is wholly unremarkable. Maegar Varn is a likable enough minor NPC in the main campaign, but he sure as hell has neither the personality nor the depth to carry his major role in this side venture, and the most that the rest of the characters and villains here can aspire to is There Because The Plot Needs Them. It’s also harder to feel a connection to the protagonist you create here, because you’ve got a much stronger connection to the protagonist you’ve made for the main campaign, the latter being a character you’ve had more time and far more choices in action and dialogue to form a personality out of.
Honestly, though, I think the real problem with Varnhold’s Lot is this: no one was asking for it. The summary of the events that led to Varnhold’s part of Pathfinder: Kingmaker’s story was adequate already, and it didn’t have the narrative pull and curiosity that other, successful explanatory side-story DLCs have had. Remember Dragon Age 1? During the course of DA1, you learn certain details of your companion Leliana’s dramatic past as a lover and protege of a master spy, whose subsequent betrayal once Leliana found out a little too much set into motion the events that led Leliana to join the church and cross paths with DA1’s protagonist. It’s a tale of the intrigues of espionage, mixed with a dangerous and unequal love, culminating in bloody betrayal that completely reshaped a woman’s beliefs and views of the world, defined the life that she was to live! Even if her summary of it in the main quest is adequate enough, that’s the kind of history that’s worthy of a more in-depth look; there’s good reason for Bioware to have created Leliana’s Song, the DLC that allowed us to watch her sordid backstory play out directly. By contrast, the Vanishing of Varnhold was merely a happening that unfolded as yet another kingdom-breaking event in a game filled by design with such scenarios, anchored by Maegar Varn, a minor character whose dramatic weight shakes out to no more than a neighbor you like well enough to greet with genuine cheer in passing, and the details of how the matter went down had been more than adequately explained by Vordekai and Varn in the main game. This DLC answers a question that players simply had no real reason to ponder in the first place.
And also, it really has to be said that even if there actually are players who really did want to see the Vanishing of Varnhold firsthand, this add-on still doesn’t satisfy. Varnhold’s Lot straight-out doesn’t do what it tells you it’s going to. While VL implies that you’re going to be seeing just how Vordekai’s return to power went down, almost the entirety of this package is devoted to the protagonist dealing with some semi-related side adventures, which culminate in a large dungeon at the end that turns out to be a red herring! Your protagonist winds up fooling around with the wrong villain in the wrong lair, so the only experience with Varnhold’s Vanishing, the event this DLC specifically exists to elaborate upon, comes from others mentioning it, because you aren’t there for it. Well what the hell is the difference between that, and just having had its events summarized to you in the main campaign?!
Varnhold’s Lot simply has nothing notable about it, there was no calling for it to exist, and it fails to fulfill even its superfluous purpose. Forget even getting it on sale; just give it a pass.
There’s a third DLC for Pathfinder: Kingmaker, but it’s basically an extended dungeon crawl with no plot, and I only cover add-ons with some form of story content, so I’m not gonna bother with it. So we’re done, since Owlcat has only indicated an intention to create these add-ons...although, I dunno, the way PK’s menu and add-on content integration is set up, it feels an awful lot like games such as Neverwinter Nights and Shadowrun, which have the kind of accessible architecture that’s designed for incorporating many additional content packs. That may just be an intention to allow for user-generated campaigns (which would be welcome), but I have a sneaking suspicion that Owlcat Games will be returning to this game with more content, after all.
At any rate, to judge it by what’s here...meh, I guess PK is alright, add-on-wise. I like The Wildcards enough to give it a solid thumbs-up, and for all Varnhold’s Lot’s problems, it at least feels like the writers just made several decisions that they didn’t really think through with it, not that they weren’t trying to make something decent. I’m disappointed that such a strong RPG as Pathfinder: Kingmaker wouldn’t have a likewise strong showing for its DLCs, but at the same time, I guess one has to allow it at least a little respect, for the simple fact that just being “alright” overall seems to be an accomplishment when it comes to RPG add-ons.
But I still miss The Witcher 3’s add-ons.
The Wildcards: This DLC adds 2 new party members to the game (or 1, depending on how you look at it), Kanerah and Kalikke, a pair of sisters under the curse of a very unique and specific contract with 1 of the game’s deities, and a small set of character quests for them. Quality-wise, it’s a solid DLC. Kalikke and Kanerah are both good characters who interact well with the game’s events when they’re in your party, and their shared character arc through their personal quests is built on an interesting and creative idea, and makes for a decent story. Much like previous successful DLC characters like Mass Effect 2’s Zaeed and Dragon Age 1’s Shale, Kalikke and Kanerah skillfully tread a fine line between inclusion and separation--they’re a natural fit to the game and the party and never feel like an outside and unnecessary influence on the game’s story and cast, but at the same time, they’re kept just separate enough from the story and characters that the game couldn’t be said to be in any way incomplete without them (which is important for add-on characters; you may recall my anger with how important Sebastian was to Dragon Age 2’s core plot). The potential romance you can have with them is rewarding and genuine, and the side-characters that come along with them (the Sweet Teeth) are charmingly amusing, a welcome addition of minor humor in a game that otherwise has to lean quite heavily on Nok-Nok and the rest of his race for most of its comic interludes. I will say that I feel like Kalikke and Kanerah’s reconciliation towards the end of the game (if you’ve made the right decisions during their character quests) does seem a little spontaneous, but it’s not bad or anything, just something that could have been more developed.
On the other hand, more practically-speaking, this DLC has its flaws. It’s sold at $8, which isn’t exorbitant, but at the same time, you’re definitely not going to get 8 hours out of their specific character quests and dialogue. And no matter how well-separated they are, I can’t help but be more and more leery as time goes on of the ethics of any DLC that isn’t distinctly additional side-content to the main game. Still...the content is worthwhile, and Owlcat Games has clearly striven to implement The Wildcards in a morally acceptable manner, so while the price keeps this from being a must-buy with or without a sale, I’ll give my endorsement to it and say that it is, indeed, worth the purchase.
Varnhold’s Lot: Varnhold’s Lot is a self-contained side-adventure which details the events in the barony of Varnhold during Chapter 3 of the main game, and sets the stage for the main story’s fourth chapter (which takes place in Varnhold). It also subsequently adds a very small dungeon in the main game’s campaign, and a minor event during Pathfinder: Kingmaker’s finale.
There’s just a lot of issues with this add-on that interfere with its value. For starters, it’s $12, and you’re not likely to get even half a dozen hours’ worth of content from it, all told. And sure, I guess I have to admit that the dollar is worth less and less with each passing year, but I think we’re still several years away from an exchange rate of 1 hour of game time per $1 spent on a DLC being an unfair expectation.
That said, DLCs are like guys in bed: it really doesn’t matter if what they’ve got comes up a little short, as long as they’ve got the skill to do something great with it. Even if Varnhold’s Lot doesn’t have as much content as its price tag is, in my opinion, obliged to provide, all is forgiven if what it does have is of sufficient quality. But unfortunately, and also like guys in bed, DLCs are usually disappointing, and Varnhold’s Lot stays true to type on this matter. The plot of this adventure isn’t particularly compelling, and whatever your level of knowledge is with the main game, it works against VL’s favor: either you’re playing it before you get to Varnhold in the main quest, in which case the slow and at times aimless pace of this package makes it feel unimportant by comparison to the crazy shit going down in the main quest, or you play it once you’re familiar with Varnhold’s fate in the main quest, and what little suspense could have been had is lost. Or, I suppose, you play this DLC before you even start the main game, and its rushed introduction and setup fails to invest you in its events.
Likewise, the cast of this add-on is wholly unremarkable. Maegar Varn is a likable enough minor NPC in the main campaign, but he sure as hell has neither the personality nor the depth to carry his major role in this side venture, and the most that the rest of the characters and villains here can aspire to is There Because The Plot Needs Them. It’s also harder to feel a connection to the protagonist you create here, because you’ve got a much stronger connection to the protagonist you’ve made for the main campaign, the latter being a character you’ve had more time and far more choices in action and dialogue to form a personality out of.
Honestly, though, I think the real problem with Varnhold’s Lot is this: no one was asking for it. The summary of the events that led to Varnhold’s part of Pathfinder: Kingmaker’s story was adequate already, and it didn’t have the narrative pull and curiosity that other, successful explanatory side-story DLCs have had. Remember Dragon Age 1? During the course of DA1, you learn certain details of your companion Leliana’s dramatic past as a lover and protege of a master spy, whose subsequent betrayal once Leliana found out a little too much set into motion the events that led Leliana to join the church and cross paths with DA1’s protagonist. It’s a tale of the intrigues of espionage, mixed with a dangerous and unequal love, culminating in bloody betrayal that completely reshaped a woman’s beliefs and views of the world, defined the life that she was to live! Even if her summary of it in the main quest is adequate enough, that’s the kind of history that’s worthy of a more in-depth look; there’s good reason for Bioware to have created Leliana’s Song, the DLC that allowed us to watch her sordid backstory play out directly. By contrast, the Vanishing of Varnhold was merely a happening that unfolded as yet another kingdom-breaking event in a game filled by design with such scenarios, anchored by Maegar Varn, a minor character whose dramatic weight shakes out to no more than a neighbor you like well enough to greet with genuine cheer in passing, and the details of how the matter went down had been more than adequately explained by Vordekai and Varn in the main game. This DLC answers a question that players simply had no real reason to ponder in the first place.
And also, it really has to be said that even if there actually are players who really did want to see the Vanishing of Varnhold firsthand, this add-on still doesn’t satisfy. Varnhold’s Lot straight-out doesn’t do what it tells you it’s going to. While VL implies that you’re going to be seeing just how Vordekai’s return to power went down, almost the entirety of this package is devoted to the protagonist dealing with some semi-related side adventures, which culminate in a large dungeon at the end that turns out to be a red herring! Your protagonist winds up fooling around with the wrong villain in the wrong lair, so the only experience with Varnhold’s Vanishing, the event this DLC specifically exists to elaborate upon, comes from others mentioning it, because you aren’t there for it. Well what the hell is the difference between that, and just having had its events summarized to you in the main campaign?!
Varnhold’s Lot simply has nothing notable about it, there was no calling for it to exist, and it fails to fulfill even its superfluous purpose. Forget even getting it on sale; just give it a pass.
There’s a third DLC for Pathfinder: Kingmaker, but it’s basically an extended dungeon crawl with no plot, and I only cover add-ons with some form of story content, so I’m not gonna bother with it. So we’re done, since Owlcat has only indicated an intention to create these add-ons...although, I dunno, the way PK’s menu and add-on content integration is set up, it feels an awful lot like games such as Neverwinter Nights and Shadowrun, which have the kind of accessible architecture that’s designed for incorporating many additional content packs. That may just be an intention to allow for user-generated campaigns (which would be welcome), but I have a sneaking suspicion that Owlcat Games will be returning to this game with more content, after all.
At any rate, to judge it by what’s here...meh, I guess PK is alright, add-on-wise. I like The Wildcards enough to give it a solid thumbs-up, and for all Varnhold’s Lot’s problems, it at least feels like the writers just made several decisions that they didn’t really think through with it, not that they weren’t trying to make something decent. I’m disappointed that such a strong RPG as Pathfinder: Kingmaker wouldn’t have a likewise strong showing for its DLCs, but at the same time, I guess one has to allow it at least a little respect, for the simple fact that just being “alright” overall seems to be an accomplishment when it comes to RPG add-ons.
But I still miss The Witcher 3’s add-ons.
Friday, November 8, 2019
General RPG Lists: Most Inaccurate Titles
As a genre, RPGs have quite a few traits more signature to them than any other gaming type. Sometimes these are good, such as RPGs’ strong focus on storytelling and compelling character development. Others are a bit more quirky such as frequent highly strange casts, and an inordinate fondness for certain annoying, lazy storytelling tropes. Of the latter, quirkier characteristics is the way that RPG titles tend to be weird, nonsensical gibberish.
It came to me the other day when I was browsing the catalogue of Good Old Games, seeing what I could find on sale, and I realized that I could tell far more often than not whether a game was an RPG just by its title alone, without having to even look at its title art, let alone its actual store page. This genre just absolutely loves its fanciful buzzwords that make a game sound much cooler than it actually is (you can’t tell me SquareEnix picked the title “Revenant Wings” in earnest for its rinky-dink little handheld FF12 sequel), its lazy use of an important character’s uncommon and interesting-sounding name as a title (such as Lufia, Arc the Lad, and Alundra), and its use of “The Legend of” as a title opener (The Legend of Dragoon, The Legend of Grimrock, The Legend of Legaia...there are so many goddamn Legend games!). Or they combine a couple of these tropes, such as with Eternal Senia. Hell, sometimes it gets so bad that an RPG will throw fanciful buzzwords, uncommon names, and Legend titles all together into a single entity (The Legend of Zelda: Skyward Sword)!
There’s also that tendency to just add -ia to the end of any given semi-interesting word, and call it a day, like Grandia...or add -ia to the end of something that isn’t already a word, and still call it a day (what the hell is a Zenonia, Alphadia, or a Mana Khemia?). Namco is very fond of doing this, both ways, in its Tales of series.
And then there are the RPG titles that are just too fucking stupid to belong to any other genre. What besides an RPG would want to name itself something so absurdly redundant as Divine Divinity? Or Tales of Legendia? You do realize, Namco, that you basically just named the game “stories of stories”? For that matter, who but SquareEnix would decide to be so edgy-quirky that they feel the need to name installments of their franchise with math equations and decimal fractions, as is the case with Kingdom Hearts?
And let’s not forget how long these stupid titles can get. If it means using a name to boost sales, no amount of franchise, sub-franchise, and sub-sub-franchise naming is too much! What other genre, may I ask, regularly sports titles as long as Shin Megami Tensei: Devil Summoner Raidou Kuzunoha Vs. The Soulless Army (that title is longer than some fanfics I’ve read), or has multiple installments of a game series that is already a numbered installment of a series, like Legend of Heroes 6 and Shin Megami Tensei 4 each having 2 games in their scope?
Still, beyond meaningless fancy vocabulary, inventing meaningless fancy vocabulary by abusing suffixes, a frankly bewildering taxonomy, more Legends than you can find in an actual book of fairy tales, outright stupidity, and a lack of creativity so profound that they just consult a list of the Most Popular Baby Names of the 1700s to come up with a title, there is 1 naming convention for RPGs that stands out as especially weird to me: the fact that they so often have absolutely nothing to do with their game. I mean, maybe I shouldn’t be surprised when so many RPG titles seem to be created by some asshole in Marketing cracking open a dictionary and picking the first unusual word he sees on the page, but there are a LOT of RPGs out there whose names are completely inaccurate for them! Not just in the “this title doesn’t actually mean anything” way, like Grinsia or Stella Glow, but in the “This title is an outright lie” sense.
So today, I’m gonna make a list of the most inaccurately titled RPGs I know of. Why, you may ask? For reasons. Secret reasons. Good reasons. Sexy reasons. Reasons that definitely have nothing to do with my completely having run out of actual ideas for rants, let me assure you.
UPDATE 11/24/19: An Anonymous reader pointed out that the Fire Emblem in its titular series apparently refers to whatever the hell Nintendo happens to feel like it refers to, rather than solely the original plot device from the first game's continuity, as I had originally thought the Fire Emblem to be. So the FE series can't really be inaccurate, no more than a game called "Magical Plot Device: Legend of That Time Some Stuff Happened" could be.
5. The Legend of Zelda: A Link to the Past
I mean, it’s half accurate, I guess, in that Zelda is, indeed, in this game as much as any other of the series (meaning not very much; this whole series’s accuracy is somewhat questionable when its namesake averages about 5 - 10 minutes of screen time per most installments). But “A Link to the Past”? In what way? Link travels between regular Hyrule and the magical realm where the Triforce was kept, but they exist at the same time. There’s no time travel. Is it supposed to be talking about some connection with past events or legends, or something? Because it doesn’t really have much of that, either, no more so than any other RPG, or even any other Legend of Zelda title. Nintendo obviously really wanted to use some wordplay for Link in the title, and clearly didn’t care whether it actually made any sense for the game.
4. Fragile Dreams: Farewell Ruins of the Moon
I'm willing to play ball with the "Fragile Dreams" thing, because that's vague and fancy in the way that RPGs like to be, an immaterial enough concept that you could argue its relevance on a conceptual level to this or practically any other game. But "Farewell Ruins of the Moon"? This tale takes place entirely on Earth; the moon is neither a setting nor even an especially important entity in the game. An abundance of ruins may be found within this title, but they're purely terrestrial. And for that matter, there's no "farewell" involved with them. In fact, I think you could argue that this game's story involves only the opposite of a farewell to ruins, as the protagonist's journey starts with his encountering and traversing ruins for the first time, and ends with his leaving to search for survivors the world over, a task which will undoubtedly take him through many more ruins. This would be like naming a game, I dunno, "Fallout: So Long, Post-Apocalyptic America!", or "Shin Megami Tensei: Religious Iconography is for Chumps", or "Fire Emblem: You Definitely Don't Have Funny Feelings For Your Sister". The entire game is literally doing the exact opposite of the title.
3. Most Shin Megami Tensei Games
Well, since “Shin Megami Tensei” basically translates to “Rebirth of the True Goddess”, referring to the Goddess of Tokyo in the series, and since that only applies even on the vaguest of levels to about 5 SMT titles I know of (and I’m really being generous in that estimation), this series basically has nothing to do with itself.
2. Every Final Fantasy Besides The Latest One
Look, we all know why this is here. I’m not proud of it, but it is what it is.
1. Star Ocean 1 + 2
Why are these here at the top, and not Final Fantasy, whose title is by this point as stale a joke in the gaming world as the “Is your refrigerator running” prank? Well, for starters, because Star Ocean is, in deed, an extremely inaccurate way to describe each of these games. The title clearly promises space, interstellar travel, science fiction! And Star Ocean 1 delivers, for its first 5 minutes...then, for the rest of the game until its very final dungeon, you’re confined to a generic RPG fantasy world, and more than that, said fantasy world’s past! That’s twice as far away from the promised sea of stars as a regular fantasy RPG would get! And Star Ocean 2’s no better...in fact, it might be worse, because while it shares the same 5 minutes of opening with science fiction, it can’t even be bothered to also give a final sci-fi dungeon. Sure, halfway through the game you finally get off the rinky-dink fantasy world you’re confined to in SO2, and go to Nede, a super-advanced world that knows about interstellar travel and whatnot...but it’s still just an advanced fantasy world! They’re still all about magic and swords and shit, isolated from the rest of the galaxy like a damn bunch of generic RPG elves!
In fact...Rena, Chisato, and Noel, who are from Nede, have long, pointed ears. Jesus Christ, I never realized it until this second, but Nedians actually ARE a bunch of stupid annoying RPG elves! They’re just isolating themselves on a magical planet instead of a magical forest! There is literally not a single damn thing of significance about Star Ocean 2 that isn’t just a normal fantasy RPG!
Anyway, back to my point. The Star Ocean title is an outright lie for its first 2 installments, so it deserves to be on this list, absolutely. But what puts it at the top, here, is that it’s an actually harmful untruth. No one bought A Legend of Zelda: A Link to the Past specifically out of a hope to see Link traveling to the past, or in some other meaningful way interacting with it. No one cares so overly much about bidding bye-bye to abandoned structures that Fragile Dreams is gonna be ruined for them. I can’t think of any reason that a literal interpretation of Shin Megami Tensei would be the important selling point for a fan, nor can I imagine how one would feel negatively about being misled about the finality of the Squaresoft Fantasy.
But Star Ocean? Star Ocean is false advertising. Star Ocean is promising a setting, a theme, which it fails to deliver. Fails to deliver even more than some outright fantasy games do--there’s more time and focus, a lot more, on off-world travel in Final Fantasy 4, for example! Star Ocean 1 and 2 claimed to be science fiction adventures, stories involving the limitless boundaries of space, and there are people who bought them for that reason. The inaccuracies of every other title on this list, they’re amusing and innocuous mistakes, guilty at most of abusing a successful franchise title to get a little more attention. But the lie that is Star Ocean 1 + 2 misled players about something that actually mattered, something that affected purchase decisions, and that’s why the first and second Star Ocean are here at the top of this list of liars.
Dishonorable Mention: Character and/or Location Title Sequels
You know what’s an easy way to make a title for your game? Just base it on a major character or place in it. The main character’s name is Alundra? There’s your title. The setting is the Dungeons and Dragons location of Baldur’s Gate? Just call it that, and done. The game takes place on a bunch of tropical islands and has a theme of constellations and other star-related stuff? Startropics.
There is, however, a slight problem to doing this: you may not always be working with the same character and/or place. There’s no Zelda in The Legend of Zelda: Majora’s Mask, or Link’s Awakening. Arc’s importance to the plot is done and over with by Arc the Lad 4. Baldur’s Gate 2 and Startropics 2 don’t take place in Baldur’s Gate or the tropics. Sakura’s not in Sakura Wars 5. And so on--sometimes the developers want to make a new title in a franchise, but the game they’re making has moved past what used to be its central figure. It’s not exactly a complete falsehood, since these games still take place in the same worlds and use the same lore as their predecessors, but neither is it accurate.
Well, that was fun. Pointless, but fun. Maybe next time I’ll have something more meaningful for all y’all! But knowing me, probably not.
It came to me the other day when I was browsing the catalogue of Good Old Games, seeing what I could find on sale, and I realized that I could tell far more often than not whether a game was an RPG just by its title alone, without having to even look at its title art, let alone its actual store page. This genre just absolutely loves its fanciful buzzwords that make a game sound much cooler than it actually is (you can’t tell me SquareEnix picked the title “Revenant Wings” in earnest for its rinky-dink little handheld FF12 sequel), its lazy use of an important character’s uncommon and interesting-sounding name as a title (such as Lufia, Arc the Lad, and Alundra), and its use of “The Legend of” as a title opener (The Legend of Dragoon, The Legend of Grimrock, The Legend of Legaia...there are so many goddamn Legend games!). Or they combine a couple of these tropes, such as with Eternal Senia. Hell, sometimes it gets so bad that an RPG will throw fanciful buzzwords, uncommon names, and Legend titles all together into a single entity (The Legend of Zelda: Skyward Sword)!
There’s also that tendency to just add -ia to the end of any given semi-interesting word, and call it a day, like Grandia...or add -ia to the end of something that isn’t already a word, and still call it a day (what the hell is a Zenonia, Alphadia, or a Mana Khemia?). Namco is very fond of doing this, both ways, in its Tales of series.
And then there are the RPG titles that are just too fucking stupid to belong to any other genre. What besides an RPG would want to name itself something so absurdly redundant as Divine Divinity? Or Tales of Legendia? You do realize, Namco, that you basically just named the game “stories of stories”? For that matter, who but SquareEnix would decide to be so edgy-quirky that they feel the need to name installments of their franchise with math equations and decimal fractions, as is the case with Kingdom Hearts?
And let’s not forget how long these stupid titles can get. If it means using a name to boost sales, no amount of franchise, sub-franchise, and sub-sub-franchise naming is too much! What other genre, may I ask, regularly sports titles as long as Shin Megami Tensei: Devil Summoner Raidou Kuzunoha Vs. The Soulless Army (that title is longer than some fanfics I’ve read), or has multiple installments of a game series that is already a numbered installment of a series, like Legend of Heroes 6 and Shin Megami Tensei 4 each having 2 games in their scope?
Still, beyond meaningless fancy vocabulary, inventing meaningless fancy vocabulary by abusing suffixes, a frankly bewildering taxonomy, more Legends than you can find in an actual book of fairy tales, outright stupidity, and a lack of creativity so profound that they just consult a list of the Most Popular Baby Names of the 1700s to come up with a title, there is 1 naming convention for RPGs that stands out as especially weird to me: the fact that they so often have absolutely nothing to do with their game. I mean, maybe I shouldn’t be surprised when so many RPG titles seem to be created by some asshole in Marketing cracking open a dictionary and picking the first unusual word he sees on the page, but there are a LOT of RPGs out there whose names are completely inaccurate for them! Not just in the “this title doesn’t actually mean anything” way, like Grinsia or Stella Glow, but in the “This title is an outright lie” sense.
So today, I’m gonna make a list of the most inaccurately titled RPGs I know of. Why, you may ask? For reasons. Secret reasons. Good reasons. Sexy reasons. Reasons that definitely have nothing to do with my completely having run out of actual ideas for rants, let me assure you.
UPDATE 11/24/19: An Anonymous reader pointed out that the Fire Emblem in its titular series apparently refers to whatever the hell Nintendo happens to feel like it refers to, rather than solely the original plot device from the first game's continuity, as I had originally thought the Fire Emblem to be. So the FE series can't really be inaccurate, no more than a game called "Magical Plot Device: Legend of That Time Some Stuff Happened" could be.
5. The Legend of Zelda: A Link to the Past
I mean, it’s half accurate, I guess, in that Zelda is, indeed, in this game as much as any other of the series (meaning not very much; this whole series’s accuracy is somewhat questionable when its namesake averages about 5 - 10 minutes of screen time per most installments). But “A Link to the Past”? In what way? Link travels between regular Hyrule and the magical realm where the Triforce was kept, but they exist at the same time. There’s no time travel. Is it supposed to be talking about some connection with past events or legends, or something? Because it doesn’t really have much of that, either, no more so than any other RPG, or even any other Legend of Zelda title. Nintendo obviously really wanted to use some wordplay for Link in the title, and clearly didn’t care whether it actually made any sense for the game.
4. Fragile Dreams: Farewell Ruins of the Moon
I'm willing to play ball with the "Fragile Dreams" thing, because that's vague and fancy in the way that RPGs like to be, an immaterial enough concept that you could argue its relevance on a conceptual level to this or practically any other game. But "Farewell Ruins of the Moon"? This tale takes place entirely on Earth; the moon is neither a setting nor even an especially important entity in the game. An abundance of ruins may be found within this title, but they're purely terrestrial. And for that matter, there's no "farewell" involved with them. In fact, I think you could argue that this game's story involves only the opposite of a farewell to ruins, as the protagonist's journey starts with his encountering and traversing ruins for the first time, and ends with his leaving to search for survivors the world over, a task which will undoubtedly take him through many more ruins. This would be like naming a game, I dunno, "Fallout: So Long, Post-Apocalyptic America!", or "Shin Megami Tensei: Religious Iconography is for Chumps", or "Fire Emblem: You Definitely Don't Have Funny Feelings For Your Sister". The entire game is literally doing the exact opposite of the title.
3. Most Shin Megami Tensei Games
Well, since “Shin Megami Tensei” basically translates to “Rebirth of the True Goddess”, referring to the Goddess of Tokyo in the series, and since that only applies even on the vaguest of levels to about 5 SMT titles I know of (and I’m really being generous in that estimation), this series basically has nothing to do with itself.
2. Every Final Fantasy Besides The Latest One
Look, we all know why this is here. I’m not proud of it, but it is what it is.
1. Star Ocean 1 + 2
Why are these here at the top, and not Final Fantasy, whose title is by this point as stale a joke in the gaming world as the “Is your refrigerator running” prank? Well, for starters, because Star Ocean is, in deed, an extremely inaccurate way to describe each of these games. The title clearly promises space, interstellar travel, science fiction! And Star Ocean 1 delivers, for its first 5 minutes...then, for the rest of the game until its very final dungeon, you’re confined to a generic RPG fantasy world, and more than that, said fantasy world’s past! That’s twice as far away from the promised sea of stars as a regular fantasy RPG would get! And Star Ocean 2’s no better...in fact, it might be worse, because while it shares the same 5 minutes of opening with science fiction, it can’t even be bothered to also give a final sci-fi dungeon. Sure, halfway through the game you finally get off the rinky-dink fantasy world you’re confined to in SO2, and go to Nede, a super-advanced world that knows about interstellar travel and whatnot...but it’s still just an advanced fantasy world! They’re still all about magic and swords and shit, isolated from the rest of the galaxy like a damn bunch of generic RPG elves!
In fact...Rena, Chisato, and Noel, who are from Nede, have long, pointed ears. Jesus Christ, I never realized it until this second, but Nedians actually ARE a bunch of stupid annoying RPG elves! They’re just isolating themselves on a magical planet instead of a magical forest! There is literally not a single damn thing of significance about Star Ocean 2 that isn’t just a normal fantasy RPG!
Anyway, back to my point. The Star Ocean title is an outright lie for its first 2 installments, so it deserves to be on this list, absolutely. But what puts it at the top, here, is that it’s an actually harmful untruth. No one bought A Legend of Zelda: A Link to the Past specifically out of a hope to see Link traveling to the past, or in some other meaningful way interacting with it. No one cares so overly much about bidding bye-bye to abandoned structures that Fragile Dreams is gonna be ruined for them. I can’t think of any reason that a literal interpretation of Shin Megami Tensei would be the important selling point for a fan, nor can I imagine how one would feel negatively about being misled about the finality of the Squaresoft Fantasy.
But Star Ocean? Star Ocean is false advertising. Star Ocean is promising a setting, a theme, which it fails to deliver. Fails to deliver even more than some outright fantasy games do--there’s more time and focus, a lot more, on off-world travel in Final Fantasy 4, for example! Star Ocean 1 and 2 claimed to be science fiction adventures, stories involving the limitless boundaries of space, and there are people who bought them for that reason. The inaccuracies of every other title on this list, they’re amusing and innocuous mistakes, guilty at most of abusing a successful franchise title to get a little more attention. But the lie that is Star Ocean 1 + 2 misled players about something that actually mattered, something that affected purchase decisions, and that’s why the first and second Star Ocean are here at the top of this list of liars.
Dishonorable Mention: Character and/or Location Title Sequels
You know what’s an easy way to make a title for your game? Just base it on a major character or place in it. The main character’s name is Alundra? There’s your title. The setting is the Dungeons and Dragons location of Baldur’s Gate? Just call it that, and done. The game takes place on a bunch of tropical islands and has a theme of constellations and other star-related stuff? Startropics.
There is, however, a slight problem to doing this: you may not always be working with the same character and/or place. There’s no Zelda in The Legend of Zelda: Majora’s Mask, or Link’s Awakening. Arc’s importance to the plot is done and over with by Arc the Lad 4. Baldur’s Gate 2 and Startropics 2 don’t take place in Baldur’s Gate or the tropics. Sakura’s not in Sakura Wars 5. And so on--sometimes the developers want to make a new title in a franchise, but the game they’re making has moved past what used to be its central figure. It’s not exactly a complete falsehood, since these games still take place in the same worlds and use the same lore as their predecessors, but neither is it accurate.
Well, that was fun. Pointless, but fun. Maybe next time I’ll have something more meaningful for all y’all! But knowing me, probably not.
Monday, October 28, 2019
The Princess' Heart's Characters
I enjoy these character rants of mine; they’re a lot of fun. But most of the time, I have to kind of force it for at least a few characters in a cast, really rack my brain for a way to get a quick laugh out of who and what they are as entities of the game. That’s why, comparatively speaking, I don’t do these ones all that often, even though I like them more and more as time goes on and my rants in general get less and less humor-oriented. It just ends up often feeling like I’m trying too hard.
But sometimes it’s effortless. Sometimes, I play a game like Star Ocean 2, and it’s clear that this game’s cast was made for this sort of thing. They’re all dumb enough, or dislikable enough, or involved in nonsensical enough events and/or development, that it all comes together into this beautiful coordination of dysfunction that makes mocking each and every one of them not just simple, not just obvious, but practically obligatory.
The Princess’ Heart is one such game.
Aerin: Aerin is seriously the most selfish protagonist I’ve ever encountered in an RPG. And to lend context to that fact, keep in mind that I’ve played My World, My Way, a game about a girl who literally reshapes reality by pouting about it. Princess Aerin beats that chick at being self-absorbed, and by a wide margin.
Gavin: Gavin is not so much a character, as he is what you’d get if you took the Loyal Protector Knight cliche, threw it in a blender for a bit, then used a sieve to strain all the bigger chunks of Character Depth out of it, so you were left with only the thinnest liquid cliche goo. He’s basically just a shield that says “Yes, Your Highness.”
Thony: Thony is a good friend who always has Aerin’s back, no questions asked. He’ll gladly help her to brave danger in order to win her true love’s heart, and go on a quest with Aerin to save her soul from the devil himself.
Oh, no, wait, hang on, I mistyped all that. Sorry, let me try again:
Thony is a careless enabler who never bothers to stand up to Aerin when she’s clearly in the wrong. He’ll gladly help her to ditch rehab in order to get the devil to force her ex to love her again, and go on a quest with Aerin to worm out of a deal that Thony’s negligence as a “friend” made possible in the first place.
Aerin: No but really, Roseportal Games, do you or do you not understand that you’ve created a game about a violent, alcoholic murderer who sells her own soul to the devil so that she can violate another human being’s right of consent, endangering the souls of friends and an uninvolved bystander in the process, and then embarks on a journey to beat up the devil solely to avoid ever having to face the consequences of her actions?
The game’s developer has indicated that Aerin’s story is very personal to them. I don’t think they realize just how unflattering that connection they’re drawing is.
Liquan: This guy has so little presence as a character, and even in terms of his role in combat, that I tell you, in earnest, that I forgot he existed until a few minutes ago, when I looked at a list of the game’s cast. Does this dude even have a full dozen lines of dialogue in this game? Is there a single player on the face of the Earth who opted to use Liquan in their party?
These are questions I’ll never know the answer to, because even if someone tells me, it will be too late: by the time I finish typing this sentence, I’m pretty sure I’m gonna forget Liquan’s existence entirely once more.
Serena: “Now, let’s see...where would be the best place to keep the enchanted locket containing my very soul, which the most powerful demon in existence is aching to get his hands on? I wouldn’t want to take any chances with the only thing standing between me and eternal damnation.
“Oh, I know! I’ll keep it in a completely unlocked jewelry box, sitting out in the open on top of my desk, exactly 4 steps away from the spot where I bring complete strangers who I’ve invited into my room! BRILLIANT!”
Aerin: Oh, also? She’s also completely unrepentant for everything. There is only a single time in this entire game in which Princess Aerin actually says she’s sorry for something, and that’s at the beginning, when she’s trying to get Tommy not to leave her after slapping him--far more an empty plea for another chance than an actual apology. Everything else? Not a single pardon begged. Not for killing innocent people, not for causing the death of her own loyal guards, not for making a pact with a demon, not for handing over another woman’s soul to said demon, not for brainwashing her boyfriend, nothing! The only regret Aerin experiences is near the beginning, when she laments the fact that her drunken rampage has made a situation worse, and later on, remorse when she’s a little bummed that Tommy’s profession of love for her is probably the curse talking, and not his genuine feelings.* That is the entirety of the remorse that Aerin feels over her actions. Oh, and that whopping buyer’s remorse at the prospect of actually making good on the deal she struck with the demon, of course.
I’ve seen some morally questionable protagonists in my time. Hell, I’ve played RPGs in which the main character is outright the villain of the story! But Aerin’s the first ethically repugnant protagonist so totally detached from empathy and a sense of decency that she just seems outright incapable of regret for anyone’s sake but her own.
Tommy: Y’know...yeah, Tommy is basically the victim in all this, forced by a curse to love Aerin without his consent, and then forced by extension to risk his life fighting against monsters and demons, but while the situation is morally wretched in the objective sense, it is, at the same time, pretty damn hard to actually feel bad for the guy. From what little we can glean of the real Tommy, he’s kind of a scummy douchebag.
Putting aside the possibility that he did cheat on his then-girlfriend at the beginning of the game (which is never verified, and it’s not like it’s hard to believe Aerin would fly into a rage over something she had no proof of), the guy outright poisons his own guards without a shred of regret, just for the sake of getting some alone time with Princess Aerin. Now sure, his intense infatuation with Aerin at that moment is a result of the curse she’s put on him, but I don’t see how that absolves him of the coldblooded murder he’s committed--he hasn’t asked to be made crazy into Aerin all of a sudden, sure, but taking “3’s a crowd” to a fatal extreme is still the decision that he has made in response to this admittedly artificial desire. If someone were to use magic to make me incredibly hungry, like I hadn’t eaten anything in an entire week, that wouldn’t absolve me of guilt if I decided to sate that hunger by gruesomely killing and devouring my neighbor’s pet cat, rather than suffer the minor inconvenience of driving over to Chipotle.
He also subsequently drugs his paramour and her friends with fortunately non-lethal sleeping potion so he can abscond with her comatose ass to a secluded cabin in the woods, which is also bad, but, in spite of being the plot of a tacky psychological horror thriller screenplay and/or documentary on the life and times of Bill Cosby, maybe not quite as bad as the aforementioned apathetic murder thing.
And even if you could prove that the curse Tommy was under was wholly responsible for his decision to assassinate innocent bystanders because he couldn’t be bothered to just hang a sock on the damn doorknob, he’s still a jackass for the fact that he just doesn’t give a shit about it. At no point at the end of the game, when he’s finally regained his senses, does he express the slightest displeasure at having killed his employees with his own hands. And it’s not like the issue doesn’t come up at all, or anything; Aerin notes that she’s in the clear for what she did to Tommy, because if he were to try to tell anyone about it, he’d have to account for what happened to his guards. And Amaterasu forbid someone actually face some consequences for their actions in this rotten story, right? So yeah, best case scenario, Tommy is an apathetic jackoff who couldn’t care less about whether he personally murdered innocent people who put their lives on the line to keep him safe.
The romance of this game is utter trash, but I’ll give it this: you really can’t argue that the conscienceless maniacs involved in it don’t completely deserve each other.
Maota: In most games’ casts, a catgirl party member whose only defining character trait is being promiscuous would be a shallow, deplorably stupid waste whose only function would be to showcase the writers’ failure. In this game’s cast, she’s practically a godsend.
Aerin: Did I mention that absolutely everything works out perfectly for this heartless monster? She gets to back out of her deal with the devil, she faces no punishment for skipping out on rehab for an entire quest’s worth of time (which was itself a punishment for her having gone on a violent rampage, so she’s basically getting out of punishment exponentially), none of her friends hold a grudge for endangering their lives and souls, and the guy she brainwashed, once free, doesn’t even manage to wait a full 24 hours before he forgives her and asks her to marry him. There is literally nothing that Princess Aerin wants that she does not get to have as a result of taking careless, utterly immoral actions that she never offers the slightest apology for.
I mean, damn, Roseportal Games, I know that lousy people come out just fine more often than they should, and I don’t need every game I play to sell me some heavy-handed moral, but maybe you could’ve told a story that withheld even just 1 single thing from the worst person in the world?
Splendora: Splendora is a fairy child, and you’re charged by her mother to find her and bring her home safely. Well, I guess you’d better resign yourself to an incomplete quest log, and add “Kidnapping a Minor” to Princess Aerin’s long list of fine personal qualities, because this kid is going nowhere. Roseportal Games decided to take a page from Bioware’s book, and make “optional” Splendora’s support abilities as utterly indispensable to the player as the equally “optional” Cream’s were in Sonic Chronicles: The Dark Brotherhood. So if you want to beat this game without breaking multiple keyboards in half out of pure rage at The Princess’ Heart’s ruthless and poorly designed challenge curve, you’re gonna be holding this kid captive in your active party through to the game’s end.
Izdul-Kalag: It says something when your game’s antagonist, a demon from Hell that embodies 1 of the great sins of mankind, does not seem anywhere near as cold and evil as your game’s "heroes."
Elias and Rylm: Elias and Rylm are the faceless grunts who fill out your party at the beginning of the game just for the sake of gameplay purposes, like Wedge and Biggs in Final Fantasy 6. They’re forced, reluctantly, by order of Princess Aerin to assist her in her inebriated spree of violence, and then, once the prologue of the game is over, they’re executed for it, and never mentioned ever again. Pressed against their will to protect and indulge the demands of a selfish, berserk overlord, then put to the guillotine for fulfilling their duty.
That may seem too small a part to even warrant their inclusion here, but dammit, SOMEONE'S gotta remember these two everymen carelessly trodden over by an aristocrat and a plot that both care equally little for them. Who cries for Rylm and Elias? Not the compassionless serpent responsible for their deaths, that’s for damn sure.
* Protip: If at any point you have to ask “Is it him, or the mind-controlling curse talking?” in response to a confession of love, your relationship sucks.
Also, if simulated affection just isn’t going to be enough for you, why the hell did you brainwash him to love you to begin with?
But sometimes it’s effortless. Sometimes, I play a game like Star Ocean 2, and it’s clear that this game’s cast was made for this sort of thing. They’re all dumb enough, or dislikable enough, or involved in nonsensical enough events and/or development, that it all comes together into this beautiful coordination of dysfunction that makes mocking each and every one of them not just simple, not just obvious, but practically obligatory.
The Princess’ Heart is one such game.
Aerin: Aerin is seriously the most selfish protagonist I’ve ever encountered in an RPG. And to lend context to that fact, keep in mind that I’ve played My World, My Way, a game about a girl who literally reshapes reality by pouting about it. Princess Aerin beats that chick at being self-absorbed, and by a wide margin.
Gavin: Gavin is not so much a character, as he is what you’d get if you took the Loyal Protector Knight cliche, threw it in a blender for a bit, then used a sieve to strain all the bigger chunks of Character Depth out of it, so you were left with only the thinnest liquid cliche goo. He’s basically just a shield that says “Yes, Your Highness.”
Thony: Thony is a good friend who always has Aerin’s back, no questions asked. He’ll gladly help her to brave danger in order to win her true love’s heart, and go on a quest with Aerin to save her soul from the devil himself.
Oh, no, wait, hang on, I mistyped all that. Sorry, let me try again:
Thony is a careless enabler who never bothers to stand up to Aerin when she’s clearly in the wrong. He’ll gladly help her to ditch rehab in order to get the devil to force her ex to love her again, and go on a quest with Aerin to worm out of a deal that Thony’s negligence as a “friend” made possible in the first place.
Aerin: No but really, Roseportal Games, do you or do you not understand that you’ve created a game about a violent, alcoholic murderer who sells her own soul to the devil so that she can violate another human being’s right of consent, endangering the souls of friends and an uninvolved bystander in the process, and then embarks on a journey to beat up the devil solely to avoid ever having to face the consequences of her actions?
The game’s developer has indicated that Aerin’s story is very personal to them. I don’t think they realize just how unflattering that connection they’re drawing is.
Liquan: This guy has so little presence as a character, and even in terms of his role in combat, that I tell you, in earnest, that I forgot he existed until a few minutes ago, when I looked at a list of the game’s cast. Does this dude even have a full dozen lines of dialogue in this game? Is there a single player on the face of the Earth who opted to use Liquan in their party?
These are questions I’ll never know the answer to, because even if someone tells me, it will be too late: by the time I finish typing this sentence, I’m pretty sure I’m gonna forget Liquan’s existence entirely once more.
Serena: “Now, let’s see...where would be the best place to keep the enchanted locket containing my very soul, which the most powerful demon in existence is aching to get his hands on? I wouldn’t want to take any chances with the only thing standing between me and eternal damnation.
“Oh, I know! I’ll keep it in a completely unlocked jewelry box, sitting out in the open on top of my desk, exactly 4 steps away from the spot where I bring complete strangers who I’ve invited into my room! BRILLIANT!”
Aerin: Oh, also? She’s also completely unrepentant for everything. There is only a single time in this entire game in which Princess Aerin actually says she’s sorry for something, and that’s at the beginning, when she’s trying to get Tommy not to leave her after slapping him--far more an empty plea for another chance than an actual apology. Everything else? Not a single pardon begged. Not for killing innocent people, not for causing the death of her own loyal guards, not for making a pact with a demon, not for handing over another woman’s soul to said demon, not for brainwashing her boyfriend, nothing! The only regret Aerin experiences is near the beginning, when she laments the fact that her drunken rampage has made a situation worse, and later on, remorse when she’s a little bummed that Tommy’s profession of love for her is probably the curse talking, and not his genuine feelings.* That is the entirety of the remorse that Aerin feels over her actions. Oh, and that whopping buyer’s remorse at the prospect of actually making good on the deal she struck with the demon, of course.
I’ve seen some morally questionable protagonists in my time. Hell, I’ve played RPGs in which the main character is outright the villain of the story! But Aerin’s the first ethically repugnant protagonist so totally detached from empathy and a sense of decency that she just seems outright incapable of regret for anyone’s sake but her own.
Tommy: Y’know...yeah, Tommy is basically the victim in all this, forced by a curse to love Aerin without his consent, and then forced by extension to risk his life fighting against monsters and demons, but while the situation is morally wretched in the objective sense, it is, at the same time, pretty damn hard to actually feel bad for the guy. From what little we can glean of the real Tommy, he’s kind of a scummy douchebag.
Putting aside the possibility that he did cheat on his then-girlfriend at the beginning of the game (which is never verified, and it’s not like it’s hard to believe Aerin would fly into a rage over something she had no proof of), the guy outright poisons his own guards without a shred of regret, just for the sake of getting some alone time with Princess Aerin. Now sure, his intense infatuation with Aerin at that moment is a result of the curse she’s put on him, but I don’t see how that absolves him of the coldblooded murder he’s committed--he hasn’t asked to be made crazy into Aerin all of a sudden, sure, but taking “3’s a crowd” to a fatal extreme is still the decision that he has made in response to this admittedly artificial desire. If someone were to use magic to make me incredibly hungry, like I hadn’t eaten anything in an entire week, that wouldn’t absolve me of guilt if I decided to sate that hunger by gruesomely killing and devouring my neighbor’s pet cat, rather than suffer the minor inconvenience of driving over to Chipotle.
He also subsequently drugs his paramour and her friends with fortunately non-lethal sleeping potion so he can abscond with her comatose ass to a secluded cabin in the woods, which is also bad, but, in spite of being the plot of a tacky psychological horror thriller screenplay and/or documentary on the life and times of Bill Cosby, maybe not quite as bad as the aforementioned apathetic murder thing.
And even if you could prove that the curse Tommy was under was wholly responsible for his decision to assassinate innocent bystanders because he couldn’t be bothered to just hang a sock on the damn doorknob, he’s still a jackass for the fact that he just doesn’t give a shit about it. At no point at the end of the game, when he’s finally regained his senses, does he express the slightest displeasure at having killed his employees with his own hands. And it’s not like the issue doesn’t come up at all, or anything; Aerin notes that she’s in the clear for what she did to Tommy, because if he were to try to tell anyone about it, he’d have to account for what happened to his guards. And Amaterasu forbid someone actually face some consequences for their actions in this rotten story, right? So yeah, best case scenario, Tommy is an apathetic jackoff who couldn’t care less about whether he personally murdered innocent people who put their lives on the line to keep him safe.
The romance of this game is utter trash, but I’ll give it this: you really can’t argue that the conscienceless maniacs involved in it don’t completely deserve each other.
Maota: In most games’ casts, a catgirl party member whose only defining character trait is being promiscuous would be a shallow, deplorably stupid waste whose only function would be to showcase the writers’ failure. In this game’s cast, she’s practically a godsend.
Aerin: Did I mention that absolutely everything works out perfectly for this heartless monster? She gets to back out of her deal with the devil, she faces no punishment for skipping out on rehab for an entire quest’s worth of time (which was itself a punishment for her having gone on a violent rampage, so she’s basically getting out of punishment exponentially), none of her friends hold a grudge for endangering their lives and souls, and the guy she brainwashed, once free, doesn’t even manage to wait a full 24 hours before he forgives her and asks her to marry him. There is literally nothing that Princess Aerin wants that she does not get to have as a result of taking careless, utterly immoral actions that she never offers the slightest apology for.
I mean, damn, Roseportal Games, I know that lousy people come out just fine more often than they should, and I don’t need every game I play to sell me some heavy-handed moral, but maybe you could’ve told a story that withheld even just 1 single thing from the worst person in the world?
Splendora: Splendora is a fairy child, and you’re charged by her mother to find her and bring her home safely. Well, I guess you’d better resign yourself to an incomplete quest log, and add “Kidnapping a Minor” to Princess Aerin’s long list of fine personal qualities, because this kid is going nowhere. Roseportal Games decided to take a page from Bioware’s book, and make “optional” Splendora’s support abilities as utterly indispensable to the player as the equally “optional” Cream’s were in Sonic Chronicles: The Dark Brotherhood. So if you want to beat this game without breaking multiple keyboards in half out of pure rage at The Princess’ Heart’s ruthless and poorly designed challenge curve, you’re gonna be holding this kid captive in your active party through to the game’s end.
Izdul-Kalag: It says something when your game’s antagonist, a demon from Hell that embodies 1 of the great sins of mankind, does not seem anywhere near as cold and evil as your game’s "heroes."
Elias and Rylm: Elias and Rylm are the faceless grunts who fill out your party at the beginning of the game just for the sake of gameplay purposes, like Wedge and Biggs in Final Fantasy 6. They’re forced, reluctantly, by order of Princess Aerin to assist her in her inebriated spree of violence, and then, once the prologue of the game is over, they’re executed for it, and never mentioned ever again. Pressed against their will to protect and indulge the demands of a selfish, berserk overlord, then put to the guillotine for fulfilling their duty.
That may seem too small a part to even warrant their inclusion here, but dammit, SOMEONE'S gotta remember these two everymen carelessly trodden over by an aristocrat and a plot that both care equally little for them. Who cries for Rylm and Elias? Not the compassionless serpent responsible for their deaths, that’s for damn sure.
* Protip: If at any point you have to ask “Is it him, or the mind-controlling curse talking?” in response to a confession of love, your relationship sucks.
Also, if simulated affection just isn’t going to be enough for you, why the hell did you brainwash him to love you to begin with?
Friday, October 18, 2019
Tales of Berseria's Combat System's Theme
You know what’s really kind of cool? The combat style that Tales of Berseria subtly pushes you toward.
For at least 90% of all turn-based RPGs (and quite a few even beyond turn-based systems), there’s an overall backbone to combat strategy that’s always present: have a character, or multiple characters, devoted to healing, and when your characters’ HP is low, use this/these party member(s) (or healing items, if necessary) to restore the others’ life. There’s all kinds of battle systems and strategies that can be built upon this, of course, and sometimes you can create party setups in which this isn’t necessary...but “Attacker Attacks, Healer Heals” is still the fundamental starting point on which the vast majority of RPG combat styles build, and even the strategies that get around this are usually more akin to finding loopholes than to employing methods intended to be available to you.
There are, however, a few RPGs out there that, in 1 way or another, are intentionally designed to be built on different combat foundations than the standard I’ve described above, and Tales of Berseria is an example of this. While the magic-users in the game do have a trifling few healing abilities, and of course you always want to have some healing items on hand in case things go unexpectedly south, in this game, if you’re controlling Velvet in battles (which one would assume you would be, at least on your first playthrough), going about combat in the traditional attack-and-get-healed sense isn’t very effective. It’s much more fluid and effective in Tales of Berseria to make use of her Therion mode with the Devour attack. Her HP drops constantly while in this mode, but the initial attack restores a chunk of it, and while Velvet’s in this mode, she can’t be staggered or interrupted in her attacks, making enemies’ attacks pretty insignificant as a whole. This is combined with the fact that there are multiple passive abilities to unlock in the game which restore HP when an enemy is killed, and the fact that she can enter this mode almost all the time due to a simple system of dodging attacks or stunning enemies restoring her ability to launch into Therion mode. Put all together with several other details of ToB’s combat system, and you basically have a game which is designed around the foundation of “Stay Alive By Constantly Attacking” rather than the old “Attacker Attacks, Healer Heals” standard. The traditional healing spells and items have plenty of use in certain circumstances, but the huge majority of the time, you’re keeping your party alive by being a self-sustaining whirlwind of destruction on your foes.
By itself, it’s a neat and refreshing change from the standard formula (not to mention a very unusual case of the Tales of series creating a complex system that’s actually intuitive and something approaching fun; Jesus Christ do I hate how these games usually just cram so many damn gameplay features and details down your throat that you choke on them). But it's not something I would feel the need to rant about (I still only find it slightly less boring than the average combat system). BUT: this system is more than just a clever bit of programming--it’s also quite cool for the fact that it’s thematically consistent to Tales of Berseria as a whole!
I mean, think about it: isn’t a system which pushes the player to survive through a relentless offense a perfect match to a story about an aggressive, obsessed demon of vengeance who only holds herself together through the power of her hatred and thirst for retribution? Like, holy shit, how awesome is it that Tales of Berseria is so on point in its every nuance that its developers even went so far as to redesign the fundamentals of RPG combat around its protagonist?
I mean, sure, I’ll grant you that there are plenty of RPGs out there that design themselves or come up with gimmicks according to the game they’re in--Fallout 1 and 2 adapted turn-based isometric combat to a gun-based style, as their successor Fallout 3 adapted the Elder Scrolls gameplay system to the same, while Breath of Fire 5 incorporated the ticking clock of the D-Counter that defines the game’s pace, and Legend of Dragoon involved the Dragoon thing as a mode to activate in combat, as examples. But these are all cases of the battle system adapting surface-level details of their games. The Fallouts adapted a basic fact of their setting, Breath of Fire 5 did so with a constant fact of gameplay, and Legend of Dragoon with an unavoidable part of its story lore. The most any other game does with its gameplay that I can immediately think of is reflect material components of its lore or plot, and most of the time, it’s an obvious and usually explicitly stated connection, like the use of Espers as sources of magic in combat being a clear plot point in Final Fantasy 6 that’s outright told to you.
Tales of Berseria tells you why Velvet has her Therion mode and how it works, yes, but that’s as far as it goes--it lets you take the reins and come to the obvious conclusion that the game’s set up to favor an intelligent but uninterrupted offense for your own. The inevitable strategies formed from this and several mitigating gameplay details are a subtle reflection of Velvet’s character, of her quest, of the overall plot, a case of Tales of Berseria using even its battle system as a tool of character development. And that, in my opinion, is pretty damn awesome.
For at least 90% of all turn-based RPGs (and quite a few even beyond turn-based systems), there’s an overall backbone to combat strategy that’s always present: have a character, or multiple characters, devoted to healing, and when your characters’ HP is low, use this/these party member(s) (or healing items, if necessary) to restore the others’ life. There’s all kinds of battle systems and strategies that can be built upon this, of course, and sometimes you can create party setups in which this isn’t necessary...but “Attacker Attacks, Healer Heals” is still the fundamental starting point on which the vast majority of RPG combat styles build, and even the strategies that get around this are usually more akin to finding loopholes than to employing methods intended to be available to you.
There are, however, a few RPGs out there that, in 1 way or another, are intentionally designed to be built on different combat foundations than the standard I’ve described above, and Tales of Berseria is an example of this. While the magic-users in the game do have a trifling few healing abilities, and of course you always want to have some healing items on hand in case things go unexpectedly south, in this game, if you’re controlling Velvet in battles (which one would assume you would be, at least on your first playthrough), going about combat in the traditional attack-and-get-healed sense isn’t very effective. It’s much more fluid and effective in Tales of Berseria to make use of her Therion mode with the Devour attack. Her HP drops constantly while in this mode, but the initial attack restores a chunk of it, and while Velvet’s in this mode, she can’t be staggered or interrupted in her attacks, making enemies’ attacks pretty insignificant as a whole. This is combined with the fact that there are multiple passive abilities to unlock in the game which restore HP when an enemy is killed, and the fact that she can enter this mode almost all the time due to a simple system of dodging attacks or stunning enemies restoring her ability to launch into Therion mode. Put all together with several other details of ToB’s combat system, and you basically have a game which is designed around the foundation of “Stay Alive By Constantly Attacking” rather than the old “Attacker Attacks, Healer Heals” standard. The traditional healing spells and items have plenty of use in certain circumstances, but the huge majority of the time, you’re keeping your party alive by being a self-sustaining whirlwind of destruction on your foes.
By itself, it’s a neat and refreshing change from the standard formula (not to mention a very unusual case of the Tales of series creating a complex system that’s actually intuitive and something approaching fun; Jesus Christ do I hate how these games usually just cram so many damn gameplay features and details down your throat that you choke on them). But it's not something I would feel the need to rant about (I still only find it slightly less boring than the average combat system). BUT: this system is more than just a clever bit of programming--it’s also quite cool for the fact that it’s thematically consistent to Tales of Berseria as a whole!
I mean, think about it: isn’t a system which pushes the player to survive through a relentless offense a perfect match to a story about an aggressive, obsessed demon of vengeance who only holds herself together through the power of her hatred and thirst for retribution? Like, holy shit, how awesome is it that Tales of Berseria is so on point in its every nuance that its developers even went so far as to redesign the fundamentals of RPG combat around its protagonist?
I mean, sure, I’ll grant you that there are plenty of RPGs out there that design themselves or come up with gimmicks according to the game they’re in--Fallout 1 and 2 adapted turn-based isometric combat to a gun-based style, as their successor Fallout 3 adapted the Elder Scrolls gameplay system to the same, while Breath of Fire 5 incorporated the ticking clock of the D-Counter that defines the game’s pace, and Legend of Dragoon involved the Dragoon thing as a mode to activate in combat, as examples. But these are all cases of the battle system adapting surface-level details of their games. The Fallouts adapted a basic fact of their setting, Breath of Fire 5 did so with a constant fact of gameplay, and Legend of Dragoon with an unavoidable part of its story lore. The most any other game does with its gameplay that I can immediately think of is reflect material components of its lore or plot, and most of the time, it’s an obvious and usually explicitly stated connection, like the use of Espers as sources of magic in combat being a clear plot point in Final Fantasy 6 that’s outright told to you.
Tales of Berseria tells you why Velvet has her Therion mode and how it works, yes, but that’s as far as it goes--it lets you take the reins and come to the obvious conclusion that the game’s set up to favor an intelligent but uninterrupted offense for your own. The inevitable strategies formed from this and several mitigating gameplay details are a subtle reflection of Velvet’s character, of her quest, of the overall plot, a case of Tales of Berseria using even its battle system as a tool of character development. And that, in my opinion, is pretty damn awesome.
Tuesday, October 8, 2019
Pathfinder: Kingmaker
Hey, you know what I haven’t done for a while? I haven’t made a rant encouraging you all to check out an Indie RPG I recently played. Let’s fix that!
Pathfinder: Kingmaker is an RPG I backed on Kickstarter. It’s one of those isometric-ish tabletop-styled games, like the Dungeons and Dragons classics of the 90s and 2000s, or the more recent Torment: Tides of Numenera and Pillars of Eternity. It’s based on the Pathfinder tabletop RPG, which is...basically just Dungeons and Dragons’s Third Edition. Seriously, I don’t know how Paizo Publishing legally gets away with Pathfinder, as I don’t think Wizards of the Coast is getting any money from it, yet it’s using pretty much all the same content, even down to the same spell names and deities and such. I’m someone whose only real experience with Dungeons and Dragons has been with the famous PC games set in its Third Edition like Baldur’s Gate and Icewind Dale, and I can tell you, settling into Pathfinder: Kingmaker’s gameplay mechanics after years of experience with Third Edition D+D games was as smooth and seamless an experience for me as going from Neverwinter Nights 1 to Neverwinter Nights 2.
Anyway, that’s what Pathfinder: Kingmaker is on (pen and) paper. But what it is to us as an audience, is the most perfect PC RPG adaptation of a tabletop game to date.
This isn’t to say it’s the best tabletop-based RPG, mind you. Torment: Tides of Numenera, Shadowrun: Dragonfall, Neverwinter Nights 2’s Mask of the Betrayer DLC, and Planescape: Torment are all greater products, in some cases far greater. But, they are superior for the truly astounding quality of their storytelling elements, not necessarily for what they are as a whole. Basically, Planescape: Torment, and the others I just mentioned to lesser degrees, is utterly amazing as an intellectual and emotional experience, but that excellence only really connects to its tabletop basis in that it uses certain story concepts of the tabletop game’s lore as a basis on which to build itself. The planes of Dungeons and Dragons, its blood war, and the way that belief and divinity work within it, these are all foundations that Planescape: Torment uses to tell 1 of the greatest and most intelligent stories ever created...but the experience of guiding the Nameless One along his journey of self-discovery is a very different thing from the overall intent and experience of Dungeons and Dragons in general. And the same is true to varying degrees of the other titles I mentioned above as being better RPGs than Pathfinder: Kingmaker--they’re superior in terms of storytelling elements independent of the overall idea and experience of a tabletop game.
But as an overall adaptation of a tabletop RPG experience? Pathfinder: Kingmaker is pretty much the best title I’ve seen, by a wide margin. It rises to this lofty height of quality in 2 ways.
First, the game takes a truckload of the defining qualities and styles of the isometric RPGs that preceded it, and either recreates them, or refines and enhances them to be better. In terms of said recreation, the combat and overall gameplay mechanics are a fluid representation of the classic isometric D+D style, the dungeons and overworld capture the trademark tabletop atmospheres and aesthetics of PK’s predecessors (while also frequently having their own singular nature; the boggier parts of the Stolen Lands and the First World give the game’s settings their own identity), the spells and belief system and lineage and so on all come into play here and there in minor but satisfying ways during interactions, the lore and side-stories of the setting are all readily present and accessible, while never so overbearing that you’ll be lost without prior knowledge of the universe, a soundtrack featuring work by Inon Zur (and several others) that frequently captures the feel of several previous works of his such as Dragon Age 1 and Baldur’s Gate 2 (while still maintaining its own identity)...this game takes the signatures of its genre and brings them forth as a perfectly unified whole.
But Pathfinder: Kingmaker also recreates defining characteristics of its forebears that you wouldn’t expect, might not have even realized were there the first time until you experienced them once again! The search through the Shrike Hills for the Stag Lord in the game’s first chapter gave me the same feeling of exploring an unknown land’s wilderness that I had while traveling the forests of Baldur’s Gate 1, for example (although PK is much less frustrating thanks to having a decent map system to rely on), while the game’s use of kobolds and goblins (and, at times, party member Linzi) reminded me at times of interactions with Deekin and his tribe in Neverwinter Nights 1. Pathfinder: Kingmaker’s full of charmingly nostalgic little moments like that which you don’t expect, atmospheres and events that momentarily recapture a feeling signature to an experience from 1 of the games preceding it in this genre--but always, I want to stress, while maintaining its own identity.
But as I said, in addition to skillfully mimicking defining qualities and atmospheres of the tabletop-turned-PC RPGs that came before it, Pathfinder: Kingmaker also frequently takes signature elements from those games, and actually improves upon them, sometimes by surprisingly substantial degrees. The most notable example of this, I should think, would be the Kingdom Management portion to the game. Though not technically the first RPG to have something along these lines (Breath of Fire 2’s Township thing predated it by 5 years, and there might’ve been something older than BoF, too), Baldur’s Gate 2 introduced a little side-story of ruling over a medieval community with its de’Arnise Keep stronghold that became a big enough hit with the players that various PC RPGs for the next almost 20 years would bring the idea back over and over again, such as with Dragon Age 1’s Awakening expansion’s stronghold and Caed Nua of Pillars of Eternity 1, tweaking the idea here and there, adding mechanics like town-building and the like, but ultimately, even 18 years after, the really enjoyable and notable elements of these iterations of the community-ruling feature inevitably just come back to the idea of guiding a medieval-style community as its sovereign and settling the various domestic and governance issues that get brought before your protagonist as she/he sits upon the throne.
Well, Pathfinder: Kingmaker’s Kingdom Management component completely destroys every other game’s attempt at this idea. It’s a major, constantly present aspect of the plot (I mean, the title itself straight-out tells you the game’s about making you a ruler), never seeming like a side-venture or gimmick, and it’s got a massive wealth of content. Advisors bringing a wide variety of issues to your attention in all fields of government (from matters of community, to your lands’ economics, to local religious practices, to diplomacy and espionage in regards to neighboring countries), supplicants approach you frequently to aid in settling disputes, there are dozens of problems and opportunities of all kinds to send your advising council to deal with, you get to choose what direction to focus your resources and efforts in, you’re given the ability to determine where new towns will spring up and what services can be found in them...ruling your fledgeling kingdom is a massive undertaking, almost as big a part of the game as the actual adventuring is, yet it’s simple to pick up on and satisfying to go through with, a grander and more enjoyable stronghold experience than that of any previous game’s many times over!
And I must say, even though I found the whole thing to be very fun, I really appreciate that the Kingdom Management aspect of the game, in spite of how integral and sizable it is, is completely optional. You know how much I hate mandatory minigames--well, Owlcat Games was kind enough to give you the option to have the kingdom basically run itself, if you’re just not interested in that part of the Pathfinder: Kingmaker experience. I sincerely wish more RPG developers would value their players’ time, agency, and intelligence enough to give us a similar ability to opt out of shit like hauler beasts.
I’d also like to note that Pathfinder: Kingmaker also refines and better executes conventions of newer isometric RPGs, too, not just the classics. There’s been a narrative device I’ve seen in the recent Pillars of Eternity 1 and Torment: Tides of Numenera, in which certain parts of the game take place in the form of narrated, multiple-choice adventure stories similar to old text-based PC adventures from waaaaayyyy back (or, I guess, modern-day visual novels, sort of?). They were an interesting change of pace in PoE1 and TToN (and written especially well in the latter), but if I’m to be fully honest, they tended to be slightly dry and overstay their welcome in both games. Don’t get me wrong, I like the idea and found them really cool most of the time, but there was room for improvement.
And that improvement was made in Pathfinder: Kingmaker! The illustrated book interludes of this game are more fun, and never seem to overstay their interest...partly because the narrator for these episodes is much more personally engaging, partly because you feel like you have more useful agency in your selections and can earn immediate rewards from making selections that successfully utilize the skills you’ve built into your characters, and partly because these little episodes actually seem relevant to the story, since they’re presented as excerpts from the book that Linzi (the party’s chronicler) is writing about the protagonist’s exploits. It ultimately ends up feeling far more natural and smooth than it did in Pillars of Eternity 1 and Torment: Tides of Numenera, at least to me. Just as PK manages to smooth over and refine many notable qualities of the old isometric RPGs, it also takes some of the features of newer entries to the genre and improves upon them, as well.
The second way that Pathfinder: Kingmaker makes itself the best example I’ve come across of a tabletop RPG adapted to the format of a video game, and perhaps the more important, is just how well it manages to impart the heart and soul of the pen-and-paper RPG experience. PK captures the spirit of its universe and the act of playing a tabletop campaign to a degree that I don’t think any other video game RPG has yet managed. I can’t pin down how, but the way that PK’s story unfolds and heightens feels in many ways like the way a long-term, many-sessioned pen-and-paper campaign would, with a lore and overall story in place, but a plot which gives a believable illusion of shifting and evolving as a result of the protagonist’s actions and successes, much like the flow of a D+D campaign whose Dungeon Master has an overall idea of the adventure and story in place, but adapts and grows that idea in response to the players’ actions and decisions as the adventure unfolds. I don’t know how to better describe it--where most RPGs feel like a writer’s story that he/she is dictating to you, Pathfinder: Kingmaker captures the feel of a game master taking you through the story of a campaign that he’s skillful enough to keep generally on track, while reshaping it as it goes according to what the story’s characters do and do not accomplish. That’s probably highly subjective and your mileage may vary, but it was how the game felt to me, at least.
Pathfinder: Kingmaker also sells its tabletop RPG theme in a variety of other ways, too, of course. There’s a tremendous amount of choices to make throughout the game whose consequences range from subtle to highly significant (and generally in appropriate measure to the choice’s weight); there was no part of the game in which I felt that my protagonist’s decisions didn’t have importance. The employment of characters’ Skills in both everyday explorations and in dialogue trees is flawlessly implemented, ensuring that every talent is important and opens up new options to the player, with a frequency similar to that which you’d find in a well-orchestrated session of pen-and-paper gaming. The map screen uses little tabletop-style figurines, and maintains an aesthetic as you move like you’re dragging a piece across a table. Details of your protagonist such as her/his patron deity or race are not brought up often, but do occasionally influence conversations to which they’d be pertinent (for example, in your early conversations with Valerie as she bad-mouths the Goddess of Beauty, Shelyn, your character can point out that she/he is a follower of Shelyn her/himself, if that was the patron deity you selected during character creation for a relevant class). The game provides a full, solid cast with which to make your party, but for those who want to have full control over the details of their entire party from the ground up, you also have the option from almost the start of the game to hire on some mercenaries, silent NPCs that you can yourself design exactly to your wishes. I find such a possibility boring and dumb, of course, because I’m all about story and character development and all this amounts to is having 6 dull silent protagonists instead of 1, but still, those who really liked that element of Icewind Dale can have it again.
The alignment system is just restrictive enough that you feel your character’s beliefs and morality matter, while being flexible enough that you can still play and make decisions mostly the way you want to, only very rarely being locked out of an action** by its consistency to your protagonist’s view on good and evil, and law and chaos. Also, your protagonist’s beliefs can change according to the morality of the decisions you have them make through the game’s course--regardless of what beliefs you initially select for your character, they will, eventually, change to better reflect the person you actually want them to be, according to your own decisions’ direction, which is a neat bit of roleplay fine-tuning.*** Also, Owlcat Games have, amusingly enough, made sure to include an option in the dialogue tree of pretty much every character not absolutely plot-essential to just go Chaotic Evil and kill whoever you’re talking to. Yes, even if you’re that guy in your tabletop friend group, Pathfinder: Kingmaker has got your roleplaying back.
It’s a ton of fine details like these that really bring Pathfinder: Kingmaker to life as an adaptation of tabletop gaming, capturing just about every possible signature to the physical role playing game experience that a single-player video game possibly can. This honestly is just the best RPG I’ve seen so far in terms of being a representation of the pen-and-paper genre.
And finally, I’d like to note that it’s a darned good RPG in the general sense, too! The story is inventive and engaging, enough so that it never felt like it was dragging, which is something impressive in a game as massively long as Pathfinder: Kingmaker--even a lot of the games I play that I really, really love have stretches where I start really feeling their length. I love Tales of Berseria, for example, but there were still moments during its course when I found myself contemplating just how extended its adventure was. The characters, while not amazing (although Nok-Nok is terrifically funny), are all solid and enjoyable personalities, and frequently quite singular. The lore and history of the game’s setting, and the ways it sets the foundation for the game’s events, is creative and fascinating. The overall themes of the story, of redemption and forgiveness, civilizational entropy, and the vital necessity of love within our souls, are all great and well-executed. The villains are captivating and unique, and while I only know for sure that he was involved in writing Nok-Nok, I daresay that the villainess Nyrissa in particular also bears the boon of Chris Avellone’s ever-masterful hand. Shelyn bless that man’s seemingly endless font of great writing and ideas!
Oh, and for what it’s worth: this may be a crowdfunded game and the first creation of its development studio, but it’s got all the polish and aesthetics of a pro, major developer’s work. Obviously an Indie RPG looking the part is not a problem for me (hell, I frequently find myself preferring an Indie game’s aesthetics and style to those of current AAA studios), but if you’re the type that usually cringes a little when you hear “Indie,” there’s no cause to let that put you off with this game.
If you like great RPGs, you should play Pathfinder: Kingmaker. If you like the experience of pen-and-paper games like Pathfinder, Dungeons and Dragons, and the like, then you really should play Pathfinder: Kingmaker. And if you like the classic isometric RPGs like Baldur’s Gate and Neverwinter Nights, or are a fan of newer titles of this style like Pillars of Eternity and Torment: Tides of Numenera, you absolutely should play Pathfinder: Kingmaker. My history of backing RPGs on Kickstarter is one of several ups and downs, but this particular project is a solid success that I’m pleased to have helped make possible.****
* Something which, I’d like to point out, I am quite fine with overall. As I’ve mentioned before, linear restrictions to an RPG’s storytelling method allows the writers more control and thus better ability to tell the story they want to.
** Rarely but significantly--the alignment-restricted choices are almost always big ones that affect major turns in the story’s course. But like I said, that’s the kind of uncommon but substantial restriction that makes your character’s beliefs feel important.
*** Hell, this may be a rare occasion in which a video game actually outperforms a tabletop in terms of role playing choices. DMs have a tendency, from what I’ve seen and heard, of using a character’s alignment to confine and deny a player’s choices in an unfair and frankly unrealistic manner. Stuff like, “You can’t show mercy to this vampire no matter how uncharacteristically benevolent she is, you’re a Lawful Good Paladin, it’s against your alignment” and such, as though a person’s overall beliefs can never be superseded by situational factors. PK, on the other hand, still allows an Evil character to make a Good decision most of the time, or a Chaotic character to stick up for Neutrality, and so on, simply adjusting your character’s standing on the Alignment chart accordingly. And hell, even the major options in the game that are Alignment-locked still feel more fair than the standard of real-life roleplay--the fact that your Lawful character doesn’t have access to an option to force a truce (rather than pick a side) between Brevoy and Restov almost feels, to me, like it’s simply not an option that would occur to a character who doesn’t already have a mindset of Neutrality. The result may be the same, I suppose, but PK feels to me in such situations less like it’s discarding your character’s ability to choose a moral stance, and more like it’s reflecting a character who wouldn’t have even thought of such a solution to begin with.
**** This doesn't really fit into the rant anywhere, but I would like to note that if you do follow my advice and get this game, it's worth checking out its mods at Nexus, too. There are quite a few that are good for just quality of life modifications, and I would heartily recommend the Kingdom Resolution mod, as it gives you a lot of freedom to experience all the events and eventualities that the Kingdom Management aspect of the game can provide, letting you get the most out of your experience.
Pathfinder: Kingmaker is an RPG I backed on Kickstarter. It’s one of those isometric-ish tabletop-styled games, like the Dungeons and Dragons classics of the 90s and 2000s, or the more recent Torment: Tides of Numenera and Pillars of Eternity. It’s based on the Pathfinder tabletop RPG, which is...basically just Dungeons and Dragons’s Third Edition. Seriously, I don’t know how Paizo Publishing legally gets away with Pathfinder, as I don’t think Wizards of the Coast is getting any money from it, yet it’s using pretty much all the same content, even down to the same spell names and deities and such. I’m someone whose only real experience with Dungeons and Dragons has been with the famous PC games set in its Third Edition like Baldur’s Gate and Icewind Dale, and I can tell you, settling into Pathfinder: Kingmaker’s gameplay mechanics after years of experience with Third Edition D+D games was as smooth and seamless an experience for me as going from Neverwinter Nights 1 to Neverwinter Nights 2.
Anyway, that’s what Pathfinder: Kingmaker is on (pen and) paper. But what it is to us as an audience, is the most perfect PC RPG adaptation of a tabletop game to date.
This isn’t to say it’s the best tabletop-based RPG, mind you. Torment: Tides of Numenera, Shadowrun: Dragonfall, Neverwinter Nights 2’s Mask of the Betrayer DLC, and Planescape: Torment are all greater products, in some cases far greater. But, they are superior for the truly astounding quality of their storytelling elements, not necessarily for what they are as a whole. Basically, Planescape: Torment, and the others I just mentioned to lesser degrees, is utterly amazing as an intellectual and emotional experience, but that excellence only really connects to its tabletop basis in that it uses certain story concepts of the tabletop game’s lore as a basis on which to build itself. The planes of Dungeons and Dragons, its blood war, and the way that belief and divinity work within it, these are all foundations that Planescape: Torment uses to tell 1 of the greatest and most intelligent stories ever created...but the experience of guiding the Nameless One along his journey of self-discovery is a very different thing from the overall intent and experience of Dungeons and Dragons in general. And the same is true to varying degrees of the other titles I mentioned above as being better RPGs than Pathfinder: Kingmaker--they’re superior in terms of storytelling elements independent of the overall idea and experience of a tabletop game.
But as an overall adaptation of a tabletop RPG experience? Pathfinder: Kingmaker is pretty much the best title I’ve seen, by a wide margin. It rises to this lofty height of quality in 2 ways.
First, the game takes a truckload of the defining qualities and styles of the isometric RPGs that preceded it, and either recreates them, or refines and enhances them to be better. In terms of said recreation, the combat and overall gameplay mechanics are a fluid representation of the classic isometric D+D style, the dungeons and overworld capture the trademark tabletop atmospheres and aesthetics of PK’s predecessors (while also frequently having their own singular nature; the boggier parts of the Stolen Lands and the First World give the game’s settings their own identity), the spells and belief system and lineage and so on all come into play here and there in minor but satisfying ways during interactions, the lore and side-stories of the setting are all readily present and accessible, while never so overbearing that you’ll be lost without prior knowledge of the universe, a soundtrack featuring work by Inon Zur (and several others) that frequently captures the feel of several previous works of his such as Dragon Age 1 and Baldur’s Gate 2 (while still maintaining its own identity)...this game takes the signatures of its genre and brings them forth as a perfectly unified whole.
But Pathfinder: Kingmaker also recreates defining characteristics of its forebears that you wouldn’t expect, might not have even realized were there the first time until you experienced them once again! The search through the Shrike Hills for the Stag Lord in the game’s first chapter gave me the same feeling of exploring an unknown land’s wilderness that I had while traveling the forests of Baldur’s Gate 1, for example (although PK is much less frustrating thanks to having a decent map system to rely on), while the game’s use of kobolds and goblins (and, at times, party member Linzi) reminded me at times of interactions with Deekin and his tribe in Neverwinter Nights 1. Pathfinder: Kingmaker’s full of charmingly nostalgic little moments like that which you don’t expect, atmospheres and events that momentarily recapture a feeling signature to an experience from 1 of the games preceding it in this genre--but always, I want to stress, while maintaining its own identity.
But as I said, in addition to skillfully mimicking defining qualities and atmospheres of the tabletop-turned-PC RPGs that came before it, Pathfinder: Kingmaker also frequently takes signature elements from those games, and actually improves upon them, sometimes by surprisingly substantial degrees. The most notable example of this, I should think, would be the Kingdom Management portion to the game. Though not technically the first RPG to have something along these lines (Breath of Fire 2’s Township thing predated it by 5 years, and there might’ve been something older than BoF, too), Baldur’s Gate 2 introduced a little side-story of ruling over a medieval community with its de’Arnise Keep stronghold that became a big enough hit with the players that various PC RPGs for the next almost 20 years would bring the idea back over and over again, such as with Dragon Age 1’s Awakening expansion’s stronghold and Caed Nua of Pillars of Eternity 1, tweaking the idea here and there, adding mechanics like town-building and the like, but ultimately, even 18 years after, the really enjoyable and notable elements of these iterations of the community-ruling feature inevitably just come back to the idea of guiding a medieval-style community as its sovereign and settling the various domestic and governance issues that get brought before your protagonist as she/he sits upon the throne.
Well, Pathfinder: Kingmaker’s Kingdom Management component completely destroys every other game’s attempt at this idea. It’s a major, constantly present aspect of the plot (I mean, the title itself straight-out tells you the game’s about making you a ruler), never seeming like a side-venture or gimmick, and it’s got a massive wealth of content. Advisors bringing a wide variety of issues to your attention in all fields of government (from matters of community, to your lands’ economics, to local religious practices, to diplomacy and espionage in regards to neighboring countries), supplicants approach you frequently to aid in settling disputes, there are dozens of problems and opportunities of all kinds to send your advising council to deal with, you get to choose what direction to focus your resources and efforts in, you’re given the ability to determine where new towns will spring up and what services can be found in them...ruling your fledgeling kingdom is a massive undertaking, almost as big a part of the game as the actual adventuring is, yet it’s simple to pick up on and satisfying to go through with, a grander and more enjoyable stronghold experience than that of any previous game’s many times over!
And I must say, even though I found the whole thing to be very fun, I really appreciate that the Kingdom Management aspect of the game, in spite of how integral and sizable it is, is completely optional. You know how much I hate mandatory minigames--well, Owlcat Games was kind enough to give you the option to have the kingdom basically run itself, if you’re just not interested in that part of the Pathfinder: Kingmaker experience. I sincerely wish more RPG developers would value their players’ time, agency, and intelligence enough to give us a similar ability to opt out of shit like hauler beasts.
I’d also like to note that Pathfinder: Kingmaker also refines and better executes conventions of newer isometric RPGs, too, not just the classics. There’s been a narrative device I’ve seen in the recent Pillars of Eternity 1 and Torment: Tides of Numenera, in which certain parts of the game take place in the form of narrated, multiple-choice adventure stories similar to old text-based PC adventures from waaaaayyyy back (or, I guess, modern-day visual novels, sort of?). They were an interesting change of pace in PoE1 and TToN (and written especially well in the latter), but if I’m to be fully honest, they tended to be slightly dry and overstay their welcome in both games. Don’t get me wrong, I like the idea and found them really cool most of the time, but there was room for improvement.
And that improvement was made in Pathfinder: Kingmaker! The illustrated book interludes of this game are more fun, and never seem to overstay their interest...partly because the narrator for these episodes is much more personally engaging, partly because you feel like you have more useful agency in your selections and can earn immediate rewards from making selections that successfully utilize the skills you’ve built into your characters, and partly because these little episodes actually seem relevant to the story, since they’re presented as excerpts from the book that Linzi (the party’s chronicler) is writing about the protagonist’s exploits. It ultimately ends up feeling far more natural and smooth than it did in Pillars of Eternity 1 and Torment: Tides of Numenera, at least to me. Just as PK manages to smooth over and refine many notable qualities of the old isometric RPGs, it also takes some of the features of newer entries to the genre and improves upon them, as well.
The second way that Pathfinder: Kingmaker makes itself the best example I’ve come across of a tabletop RPG adapted to the format of a video game, and perhaps the more important, is just how well it manages to impart the heart and soul of the pen-and-paper RPG experience. PK captures the spirit of its universe and the act of playing a tabletop campaign to a degree that I don’t think any other video game RPG has yet managed. I can’t pin down how, but the way that PK’s story unfolds and heightens feels in many ways like the way a long-term, many-sessioned pen-and-paper campaign would, with a lore and overall story in place, but a plot which gives a believable illusion of shifting and evolving as a result of the protagonist’s actions and successes, much like the flow of a D+D campaign whose Dungeon Master has an overall idea of the adventure and story in place, but adapts and grows that idea in response to the players’ actions and decisions as the adventure unfolds. I don’t know how to better describe it--where most RPGs feel like a writer’s story that he/she is dictating to you, Pathfinder: Kingmaker captures the feel of a game master taking you through the story of a campaign that he’s skillful enough to keep generally on track, while reshaping it as it goes according to what the story’s characters do and do not accomplish. That’s probably highly subjective and your mileage may vary, but it was how the game felt to me, at least.
Pathfinder: Kingmaker also sells its tabletop RPG theme in a variety of other ways, too, of course. There’s a tremendous amount of choices to make throughout the game whose consequences range from subtle to highly significant (and generally in appropriate measure to the choice’s weight); there was no part of the game in which I felt that my protagonist’s decisions didn’t have importance. The employment of characters’ Skills in both everyday explorations and in dialogue trees is flawlessly implemented, ensuring that every talent is important and opens up new options to the player, with a frequency similar to that which you’d find in a well-orchestrated session of pen-and-paper gaming. The map screen uses little tabletop-style figurines, and maintains an aesthetic as you move like you’re dragging a piece across a table. Details of your protagonist such as her/his patron deity or race are not brought up often, but do occasionally influence conversations to which they’d be pertinent (for example, in your early conversations with Valerie as she bad-mouths the Goddess of Beauty, Shelyn, your character can point out that she/he is a follower of Shelyn her/himself, if that was the patron deity you selected during character creation for a relevant class). The game provides a full, solid cast with which to make your party, but for those who want to have full control over the details of their entire party from the ground up, you also have the option from almost the start of the game to hire on some mercenaries, silent NPCs that you can yourself design exactly to your wishes. I find such a possibility boring and dumb, of course, because I’m all about story and character development and all this amounts to is having 6 dull silent protagonists instead of 1, but still, those who really liked that element of Icewind Dale can have it again.
The alignment system is just restrictive enough that you feel your character’s beliefs and morality matter, while being flexible enough that you can still play and make decisions mostly the way you want to, only very rarely being locked out of an action** by its consistency to your protagonist’s view on good and evil, and law and chaos. Also, your protagonist’s beliefs can change according to the morality of the decisions you have them make through the game’s course--regardless of what beliefs you initially select for your character, they will, eventually, change to better reflect the person you actually want them to be, according to your own decisions’ direction, which is a neat bit of roleplay fine-tuning.*** Also, Owlcat Games have, amusingly enough, made sure to include an option in the dialogue tree of pretty much every character not absolutely plot-essential to just go Chaotic Evil and kill whoever you’re talking to. Yes, even if you’re that guy in your tabletop friend group, Pathfinder: Kingmaker has got your roleplaying back.
It’s a ton of fine details like these that really bring Pathfinder: Kingmaker to life as an adaptation of tabletop gaming, capturing just about every possible signature to the physical role playing game experience that a single-player video game possibly can. This honestly is just the best RPG I’ve seen so far in terms of being a representation of the pen-and-paper genre.
And finally, I’d like to note that it’s a darned good RPG in the general sense, too! The story is inventive and engaging, enough so that it never felt like it was dragging, which is something impressive in a game as massively long as Pathfinder: Kingmaker--even a lot of the games I play that I really, really love have stretches where I start really feeling their length. I love Tales of Berseria, for example, but there were still moments during its course when I found myself contemplating just how extended its adventure was. The characters, while not amazing (although Nok-Nok is terrifically funny), are all solid and enjoyable personalities, and frequently quite singular. The lore and history of the game’s setting, and the ways it sets the foundation for the game’s events, is creative and fascinating. The overall themes of the story, of redemption and forgiveness, civilizational entropy, and the vital necessity of love within our souls, are all great and well-executed. The villains are captivating and unique, and while I only know for sure that he was involved in writing Nok-Nok, I daresay that the villainess Nyrissa in particular also bears the boon of Chris Avellone’s ever-masterful hand. Shelyn bless that man’s seemingly endless font of great writing and ideas!
Oh, and for what it’s worth: this may be a crowdfunded game and the first creation of its development studio, but it’s got all the polish and aesthetics of a pro, major developer’s work. Obviously an Indie RPG looking the part is not a problem for me (hell, I frequently find myself preferring an Indie game’s aesthetics and style to those of current AAA studios), but if you’re the type that usually cringes a little when you hear “Indie,” there’s no cause to let that put you off with this game.
If you like great RPGs, you should play Pathfinder: Kingmaker. If you like the experience of pen-and-paper games like Pathfinder, Dungeons and Dragons, and the like, then you really should play Pathfinder: Kingmaker. And if you like the classic isometric RPGs like Baldur’s Gate and Neverwinter Nights, or are a fan of newer titles of this style like Pillars of Eternity and Torment: Tides of Numenera, you absolutely should play Pathfinder: Kingmaker. My history of backing RPGs on Kickstarter is one of several ups and downs, but this particular project is a solid success that I’m pleased to have helped make possible.****
* Something which, I’d like to point out, I am quite fine with overall. As I’ve mentioned before, linear restrictions to an RPG’s storytelling method allows the writers more control and thus better ability to tell the story they want to.
** Rarely but significantly--the alignment-restricted choices are almost always big ones that affect major turns in the story’s course. But like I said, that’s the kind of uncommon but substantial restriction that makes your character’s beliefs feel important.
*** Hell, this may be a rare occasion in which a video game actually outperforms a tabletop in terms of role playing choices. DMs have a tendency, from what I’ve seen and heard, of using a character’s alignment to confine and deny a player’s choices in an unfair and frankly unrealistic manner. Stuff like, “You can’t show mercy to this vampire no matter how uncharacteristically benevolent she is, you’re a Lawful Good Paladin, it’s against your alignment” and such, as though a person’s overall beliefs can never be superseded by situational factors. PK, on the other hand, still allows an Evil character to make a Good decision most of the time, or a Chaotic character to stick up for Neutrality, and so on, simply adjusting your character’s standing on the Alignment chart accordingly. And hell, even the major options in the game that are Alignment-locked still feel more fair than the standard of real-life roleplay--the fact that your Lawful character doesn’t have access to an option to force a truce (rather than pick a side) between Brevoy and Restov almost feels, to me, like it’s simply not an option that would occur to a character who doesn’t already have a mindset of Neutrality. The result may be the same, I suppose, but PK feels to me in such situations less like it’s discarding your character’s ability to choose a moral stance, and more like it’s reflecting a character who wouldn’t have even thought of such a solution to begin with.
**** This doesn't really fit into the rant anywhere, but I would like to note that if you do follow my advice and get this game, it's worth checking out its mods at Nexus, too. There are quite a few that are good for just quality of life modifications, and I would heartily recommend the Kingdom Resolution mod, as it gives you a lot of freedom to experience all the events and eventualities that the Kingdom Management aspect of the game can provide, letting you get the most out of your experience.
Saturday, September 28, 2019
Nier: Automata's Moments of Self-Deprecation
I extend a giant and heartfelt tahnks to my friends Ecclesiastes and Angel Adonis for their generous and intelligent assistance with pre-reading this rant and sharing their thoughts with me on it. It's always a great source of reassurance to know that other, greater minds can confirm that my ramblings on more intellectually complex RPGs are reasonably on the mark. You blokes are the best, you truly are!
As I and countless others have stated before, Nier: Automata is filled to the brim with existential philosophy. An absolutely brilliant RPG that examines in a gaggle of ways the search for meaning to one’s existence, both on the level of individual and species, I don’t think it’s a stretch to say that just about everything in this game is there for a reason, has a purpose in the grand scheme of Nier: Automata’s search for truth. And I daresay there are probably many who would agree with me on this point. As any creator does through their philosophical treatise, Yoko Taro wants us to think, long and hard, about ourselves.
And yet, at the same time, there are moments in Nier: Automata of self-awareness that seem to warn us--or perhaps it’s more accurate to say reassure us--that there are downsides to going too deep into this thoughtful realm. While Nier: Automata wants to make us question our existence and help us to find new perspectives through which we can arrive at our own truths on the matter, I think that it also, in at least a small way, wants us to confront the question of whether all these philosophical musings are even worth it.
This relates a little to some of what I spoke of in my rant about N2’s demise, so let’s start there. Recall that N2, the summation of the Machine consciousness and an otherwise unassailable opponent, is defeated by itself: once N2 has focused enough of its mental processing on the fight with A2 thanks to her following the Pod’s advice not to attack N2’s instances, N2 finds itself at odds with itself, split by indecision about how to proceed with its goals to the point that its different opinions destroy one another, just, as A2 points out, like humans destroy one another over differing viewpoints. Now, in my rant, I made the argument that this is way of NA telling us of the danger of unquestioningly following another’s path to enlightenment, and I’ll stick by that, but it’s also a tangible representation of a mind being undone by having mired itself too fully in a single matter. Becoming unavoidably preoccupied with this single battle has caused the mind that is N2 to fold in on itself, just as becoming too focused on his own pain and loss causes 9S to behave in self-destructive ways.
Now, this by itself doesn’t really act as an argument that getting too serious about existential philosophy, specifically, is a bad thing--9S’s deterioration can easily be seen as primarily emotional in nature (though I would, myself, argue that it’s half that, and half his continuing to learn the truth of YoRHa’s existence), and you can view N2’s downfall to be more of a commentary on human nature’s tendency towards indecision, and social in-fighting over trivialities of method. But it does act as supporting evidence if there’s already a case to be made for Nier: Automata possessing the intent to argue against the necessity of taking these questions of existence too seriously...and, indeed, that case is made in the game.
There are times in Nier: Automata in which the creators of the game outright poke fun at how seriously we take the questions that they themselves are exploring so diligently. I first noticed this during the sidequest involving the machine entity Jean-Paul. The gist of this venture is that Jean-Paul is a rather self-important philosopher, pondering and attempting to find high meaning (or an equally snooty lack of meaning) in existence, which has, peculiarly, made him something of a rockstar in the machine community, and it’s 2B and 9S’s job to act as courier for him, delivering to Jean-Paul love confessions from his groupies, and subsequently returning with the news of his rejection to each. While it’s a somewhat tedious sidequest, it’s also kind of amusing, because Jean-Paul has his round head so far up his shiny metal ass that his reaction to each admirer’s gift is to try to judge it on its merits as some representation of some higher purpose of thought--he seems actually incapable of viewing a basic, emotional purpose of these items, even though that would be the most obvious perspective to take toward them. Likewise, his enamoured followers are all too ready to read utter brilliance into his rejection. 2B and 9S come out of this sidequest thoroughly nonplussed at this weirdo and the nuts that hang on his every word,* and the overall purpose of this sidequest seems to first and foremost be to have a chuckle at the fact that these characters have taken their desire to contemplate existence so far that they’re actually missing the basic, overt facts of what’s in front of them.
When I played this quest through to the end, I was amused, and honestly, I respected it for being a little bit of tongue-in-cheek self-deprecation on the part of Yoko Taro and his posse, a little admission from them of perhaps taking the questions of our existence too seriously. I’ve always personally held the belief that it’s an easy pitfall for a thinker to get so wrapped up in finding deeper or grander meaning that they start to miss the obvious and find things that aren’t there, like the populists may have done with The Wizard of Oz, or as fans do for Rick and Morty to make themselves feel smart for the first time. But after feeling amused and appreciative, I simply moved on, assuming it was a one-off moment.
But it was not. There’s also a moment in the game in which we see Pascal reading one of Nietzsche’s works, and witness him reflect aloud that Nietzsche either was quite profound...or just drove straight past Profoundville and wound up in Crazy Town instead.** Additionally, there’s the post-game research report written by Jackass, in which she briefly details the now fully-revealed lore of the game, its events, and ends with a hilariously disgruntled and blunt summary of it all that points out that the whole conflict and everything they’ve all been doing is completely stupid and frustrating. It’s a remarkably straightforward, down-to-earth reaction that’s such a supremely stark contrast to the serious, earnest approach that Nier: Automata has otherwise taken with its complex and thoughtful story, that it winds up being hilarious, and even, in a way, a relief to the player, after having been caught up so deeply in the game’s conflicts and meanings for so long.
And then there’s the endings. Nier: Automata has 26 endings (sort of; A and B are actually halfway marks), 1 for every letter of the alphabet, and the substantial majority of them are joke endings! Much like several of Chrono Trigger’s alternate endings, Nier: Automata has various quick little conclusions that more or less just toss away all the weighty heft of the plot, and end things on a mildly amusing and insubstantial note...ending the game because 9S decided to just wander off in curiosity when he was supposed to stick to the mission, or because you had 2B gum up her inner workings with a fish like that scene in AI where the robot kid breaks down from trying to eat spinach,*** or because you decided in your infinite wisdom to do your own tech support and accidentally uninstalled A2’s operating system...little joke endings like these are scattered throughout NA at every turn. At practically any time, there’s an opportunity to just drop all this high-falutin’ philosophy BS and end the whole adventure on silly, surface-level terms.
That, in my estimation, is enough occurrences to warrant consideration--particularly since Jackass’s report is sort of the final words the game has to share with us, which lends them great importance. Even as Nier: Automata plunges headfirst into the greatest depths of our search to understand the meaning of our existence, it also has no problem with some lighthearted ribbing to cut through all the heavy, even at times excessive, philosophy stuff. There’s a good-natured self-awareness to it...and that might even make it better as a work of philosophy.****
I mean, look at something like, say, Dragon Ball Z Abridged. DBZA is a work by fans which founds itself upon pointing out the amusingly dumb shortcomings of DBZ and its characters, a work for comedy, and yet, it’s made by hardcore fans of the original anime who also seek to communicate the parts of the show that made them love it in their parody series, and the result is a genuinely enjoyable interpretation of DBZ that a great many people (myself included) actually, legitimately believe is the better version. The rational, self-aware humor of DBZ Abridged allows it to be a far better vehicle for the anime’s story, cutting out the endless tedium of DBZ’s original narrative methods, acknowledging the incomprehensible stupidity of so many of its devices and characters, but asking, reasonably, that we allow ourselves to admit the parts within that stupidity that are actually kind of good as a basic concept.
Yoko Taro is doing the same thing, essentially. He seems, to me, to be showing a gracious, wry humility by allowing for the possibility that this is all an unnecessary bunch of hoopla, allowing us a reliable, universal access point, humor, through which we can enter into Nier: Automata’s depth, and likewise through which we can duck out for a moment of fresh air to get a joke ending for stupidly blowing up our home base, or appreciate the fact that even these possibly superior machine consciousnesses also wonder if maybe this whole business is trying to make too much of nothing.
I’d also like to say, lastly, that this occasional bit of poking fun at the intensity of our collective pursuit of existential truth is, in itself, actually a beneficial part of that very question. When your point is to question purpose itself, it’s only right that you be thorough enough to question the purpose of your method itself. Does exploring our own existence really even mean anything, have any value, when it doesn’t change the fact or nature of the world and events around us? Jackass is no philosopher, but her blunt, crude, surface-level summary of the existence portrayed in Nier: Automata might very well be the most honest and undebatable perspective in the whole affair. The machine Jean-Paul is a tenaciously dedicated devotee to finding the hidden truth of all he experiences, yet it is clear even to our protagonists that this is the very reason he misses the point, that he can’t see the forest for the trees. For all the penetrating, far-reaching intellectual paths we explore in a search for that which defines our purpose, there are some ways in which the more down-to-Earth perspective of most people, whose concerns are with living their existence rather than mercilessly interrogating it, does have the advantage. Within Nier: Automata, Yoko Taro offers us his own perspective on existentialism, he incorporates and provides others’ famous takes, as well...but he also provides the rejection of these quests of the mind as an alternative, and, interestingly, lends this approach legitimacy through the appealing power of humor.
* Although it probably would have done 9S some good to have given Jean-Paul’s “existence precedes essence” idea some more thought, considering how things go later for the guy.
** I especially like this scene, because Pascal’s next thought is that he’d best put away the books and go out and see the world for himself, which I believe is another major intention of Yoko Taro’s: to urge us to give the works of others their due consideration as guides (even including Nier: Automata itself), but ultimately to elect to find one’s answers about existence on one’s own.
*** Insert cliched 1950s joke about kids not wanting to eat their vegetables here.
**** I should note that the many alternate endings are not necessarily only intended for humorous purposes. 1 of the 2 fine gents I had proofread this rant, Angel, believes strongly that they also represent a take on free will, in allowing one to essentially walk off the stage rather than continue to play the rigid role assigned. I rather like this idea, too, as it squares very well with the concept behind the ultimate end to this game. But the minor endings would not need to be by and large amusing to accomplish that goal, and yet they are, so I do still feel that they fit with my interpretation in this rant, too.
As I and countless others have stated before, Nier: Automata is filled to the brim with existential philosophy. An absolutely brilliant RPG that examines in a gaggle of ways the search for meaning to one’s existence, both on the level of individual and species, I don’t think it’s a stretch to say that just about everything in this game is there for a reason, has a purpose in the grand scheme of Nier: Automata’s search for truth. And I daresay there are probably many who would agree with me on this point. As any creator does through their philosophical treatise, Yoko Taro wants us to think, long and hard, about ourselves.
And yet, at the same time, there are moments in Nier: Automata of self-awareness that seem to warn us--or perhaps it’s more accurate to say reassure us--that there are downsides to going too deep into this thoughtful realm. While Nier: Automata wants to make us question our existence and help us to find new perspectives through which we can arrive at our own truths on the matter, I think that it also, in at least a small way, wants us to confront the question of whether all these philosophical musings are even worth it.
This relates a little to some of what I spoke of in my rant about N2’s demise, so let’s start there. Recall that N2, the summation of the Machine consciousness and an otherwise unassailable opponent, is defeated by itself: once N2 has focused enough of its mental processing on the fight with A2 thanks to her following the Pod’s advice not to attack N2’s instances, N2 finds itself at odds with itself, split by indecision about how to proceed with its goals to the point that its different opinions destroy one another, just, as A2 points out, like humans destroy one another over differing viewpoints. Now, in my rant, I made the argument that this is way of NA telling us of the danger of unquestioningly following another’s path to enlightenment, and I’ll stick by that, but it’s also a tangible representation of a mind being undone by having mired itself too fully in a single matter. Becoming unavoidably preoccupied with this single battle has caused the mind that is N2 to fold in on itself, just as becoming too focused on his own pain and loss causes 9S to behave in self-destructive ways.
Now, this by itself doesn’t really act as an argument that getting too serious about existential philosophy, specifically, is a bad thing--9S’s deterioration can easily be seen as primarily emotional in nature (though I would, myself, argue that it’s half that, and half his continuing to learn the truth of YoRHa’s existence), and you can view N2’s downfall to be more of a commentary on human nature’s tendency towards indecision, and social in-fighting over trivialities of method. But it does act as supporting evidence if there’s already a case to be made for Nier: Automata possessing the intent to argue against the necessity of taking these questions of existence too seriously...and, indeed, that case is made in the game.
There are times in Nier: Automata in which the creators of the game outright poke fun at how seriously we take the questions that they themselves are exploring so diligently. I first noticed this during the sidequest involving the machine entity Jean-Paul. The gist of this venture is that Jean-Paul is a rather self-important philosopher, pondering and attempting to find high meaning (or an equally snooty lack of meaning) in existence, which has, peculiarly, made him something of a rockstar in the machine community, and it’s 2B and 9S’s job to act as courier for him, delivering to Jean-Paul love confessions from his groupies, and subsequently returning with the news of his rejection to each. While it’s a somewhat tedious sidequest, it’s also kind of amusing, because Jean-Paul has his round head so far up his shiny metal ass that his reaction to each admirer’s gift is to try to judge it on its merits as some representation of some higher purpose of thought--he seems actually incapable of viewing a basic, emotional purpose of these items, even though that would be the most obvious perspective to take toward them. Likewise, his enamoured followers are all too ready to read utter brilliance into his rejection. 2B and 9S come out of this sidequest thoroughly nonplussed at this weirdo and the nuts that hang on his every word,* and the overall purpose of this sidequest seems to first and foremost be to have a chuckle at the fact that these characters have taken their desire to contemplate existence so far that they’re actually missing the basic, overt facts of what’s in front of them.
When I played this quest through to the end, I was amused, and honestly, I respected it for being a little bit of tongue-in-cheek self-deprecation on the part of Yoko Taro and his posse, a little admission from them of perhaps taking the questions of our existence too seriously. I’ve always personally held the belief that it’s an easy pitfall for a thinker to get so wrapped up in finding deeper or grander meaning that they start to miss the obvious and find things that aren’t there, like the populists may have done with The Wizard of Oz, or as fans do for Rick and Morty to make themselves feel smart for the first time. But after feeling amused and appreciative, I simply moved on, assuming it was a one-off moment.
But it was not. There’s also a moment in the game in which we see Pascal reading one of Nietzsche’s works, and witness him reflect aloud that Nietzsche either was quite profound...or just drove straight past Profoundville and wound up in Crazy Town instead.** Additionally, there’s the post-game research report written by Jackass, in which she briefly details the now fully-revealed lore of the game, its events, and ends with a hilariously disgruntled and blunt summary of it all that points out that the whole conflict and everything they’ve all been doing is completely stupid and frustrating. It’s a remarkably straightforward, down-to-earth reaction that’s such a supremely stark contrast to the serious, earnest approach that Nier: Automata has otherwise taken with its complex and thoughtful story, that it winds up being hilarious, and even, in a way, a relief to the player, after having been caught up so deeply in the game’s conflicts and meanings for so long.
And then there’s the endings. Nier: Automata has 26 endings (sort of; A and B are actually halfway marks), 1 for every letter of the alphabet, and the substantial majority of them are joke endings! Much like several of Chrono Trigger’s alternate endings, Nier: Automata has various quick little conclusions that more or less just toss away all the weighty heft of the plot, and end things on a mildly amusing and insubstantial note...ending the game because 9S decided to just wander off in curiosity when he was supposed to stick to the mission, or because you had 2B gum up her inner workings with a fish like that scene in AI where the robot kid breaks down from trying to eat spinach,*** or because you decided in your infinite wisdom to do your own tech support and accidentally uninstalled A2’s operating system...little joke endings like these are scattered throughout NA at every turn. At practically any time, there’s an opportunity to just drop all this high-falutin’ philosophy BS and end the whole adventure on silly, surface-level terms.
That, in my estimation, is enough occurrences to warrant consideration--particularly since Jackass’s report is sort of the final words the game has to share with us, which lends them great importance. Even as Nier: Automata plunges headfirst into the greatest depths of our search to understand the meaning of our existence, it also has no problem with some lighthearted ribbing to cut through all the heavy, even at times excessive, philosophy stuff. There’s a good-natured self-awareness to it...and that might even make it better as a work of philosophy.****
I mean, look at something like, say, Dragon Ball Z Abridged. DBZA is a work by fans which founds itself upon pointing out the amusingly dumb shortcomings of DBZ and its characters, a work for comedy, and yet, it’s made by hardcore fans of the original anime who also seek to communicate the parts of the show that made them love it in their parody series, and the result is a genuinely enjoyable interpretation of DBZ that a great many people (myself included) actually, legitimately believe is the better version. The rational, self-aware humor of DBZ Abridged allows it to be a far better vehicle for the anime’s story, cutting out the endless tedium of DBZ’s original narrative methods, acknowledging the incomprehensible stupidity of so many of its devices and characters, but asking, reasonably, that we allow ourselves to admit the parts within that stupidity that are actually kind of good as a basic concept.
Yoko Taro is doing the same thing, essentially. He seems, to me, to be showing a gracious, wry humility by allowing for the possibility that this is all an unnecessary bunch of hoopla, allowing us a reliable, universal access point, humor, through which we can enter into Nier: Automata’s depth, and likewise through which we can duck out for a moment of fresh air to get a joke ending for stupidly blowing up our home base, or appreciate the fact that even these possibly superior machine consciousnesses also wonder if maybe this whole business is trying to make too much of nothing.
I’d also like to say, lastly, that this occasional bit of poking fun at the intensity of our collective pursuit of existential truth is, in itself, actually a beneficial part of that very question. When your point is to question purpose itself, it’s only right that you be thorough enough to question the purpose of your method itself. Does exploring our own existence really even mean anything, have any value, when it doesn’t change the fact or nature of the world and events around us? Jackass is no philosopher, but her blunt, crude, surface-level summary of the existence portrayed in Nier: Automata might very well be the most honest and undebatable perspective in the whole affair. The machine Jean-Paul is a tenaciously dedicated devotee to finding the hidden truth of all he experiences, yet it is clear even to our protagonists that this is the very reason he misses the point, that he can’t see the forest for the trees. For all the penetrating, far-reaching intellectual paths we explore in a search for that which defines our purpose, there are some ways in which the more down-to-Earth perspective of most people, whose concerns are with living their existence rather than mercilessly interrogating it, does have the advantage. Within Nier: Automata, Yoko Taro offers us his own perspective on existentialism, he incorporates and provides others’ famous takes, as well...but he also provides the rejection of these quests of the mind as an alternative, and, interestingly, lends this approach legitimacy through the appealing power of humor.
* Although it probably would have done 9S some good to have given Jean-Paul’s “existence precedes essence” idea some more thought, considering how things go later for the guy.
** I especially like this scene, because Pascal’s next thought is that he’d best put away the books and go out and see the world for himself, which I believe is another major intention of Yoko Taro’s: to urge us to give the works of others their due consideration as guides (even including Nier: Automata itself), but ultimately to elect to find one’s answers about existence on one’s own.
*** Insert cliched 1950s joke about kids not wanting to eat their vegetables here.
**** I should note that the many alternate endings are not necessarily only intended for humorous purposes. 1 of the 2 fine gents I had proofread this rant, Angel, believes strongly that they also represent a take on free will, in allowing one to essentially walk off the stage rather than continue to play the rigid role assigned. I rather like this idea, too, as it squares very well with the concept behind the ultimate end to this game. But the minor endings would not need to be by and large amusing to accomplish that goal, and yet they are, so I do still feel that they fit with my interpretation in this rant, too.
Wednesday, September 18, 2019
Nier: Automata's Downloadable Content
Nier: Automata. It’s regarded as brilliant. It’s been called by some the most philosophical game ever made. It’s as powerful an argument that video games are capable of being art as any I’ve seen. It’s received universal acclaim and praise. It’s shown that despite almost every available piece of evidence to be found in the past decade and a half, SquareEnix is still capable of publishing quality work. And it’s...got an add-on, proving that there is no possible work of sufficient merit and dignity to be able to escape the grasp of greedy corporate scum. I guess I should just be glad they never got around to adding lootboxes to the game.
So yeah, unlike what you’d expect from a game designed to explore and illustrate the meaning and conflicts behind one’s existence, Nier: Automata has a DLC. And yeah, exactly like what you’d expect from a dude who has no good idea of how to spend his free time, I’m here to talk about it today.
3C3C1D119440927: Goddammit, Nier: Automata, I know you’re deep and artsy and you perfectly embrace the whole artificial intelligence angle of your story, but couldn’t you have put all that on hold for just 1 freakin’ second and given your DLC package a title that I won’t have to look up and copy-paste every single time I want to refer to it by name?
When I first started to play this DLC, I was...pessimistic, to put it politely. At the outset, this package seems to just be about adding 3 coliseums to the game, which you can enter and win several matches of varying levels of challenge within. I’ve almost never found RPG arenas all that interesting, honestly--it’s like, oh boy, in addition to the literal hundreds of repetitive battles I’ll fight during the natural course of completing the game, here’s a gameplay feature where I get to fight MORE! What an innovative delight! Ugh. So yeah, as this DLC starts out by just inviting you to a handful of arenas to battle, I wasn’t thrilled, and that feeling persisted as I took part in each one’s matches.
I will say that the coliseum angle isn’t all bad here, though. While having to schlup your way through a bunch of new battles is boring as hell, there’s some merit in the lore surrounding some of the coliseum stuff. 1 coliseum shows a rather ugly side to the Resistance, which helps to round them out a little, because the main game’s focus, even in terms of lore-expanding sidequests, tends to be more on YoRHa and the machines as groups than on the Resistance: while you get to meet a few significant members of the Resistance over the game’s course, you never get to see the light and dark side of the group as a whole the way you do the other major factions of the game. And another coliseum establishes a small culture of machines who regulate their lives with thousands of rigid, completely arbitrary rules, which actually is pretty interesting--it seems like less of a random side-story gimmick, and more like a new perspective Yoko Taro wishes to share on methods we use to deal with (or perhaps ignore and deny) our existential dilemmas and fears. It at least feels like this arena’s lore is trying to say something to the player about purpose and society, so it seems like a good fit to the game, a more natural part of it than many add-ons tend to be.
I was pleasantly surprised, however, to find that once the arenas had been cleared, this DLC isn’t over--there’s a final sidequest to get through which, while not really acknowledged or advertised very much as the content pack’s attractive features, ends up being, I think, the real point of purchasing this add-on. In this finale to 3C3C1D119440927, you’re given the opportunity to learn the story of 1 member of the machines: a somewhat defective and constantly bullied robot who found love and purpose in caring for a doll, and what his fate was. It’s a small but emotional story, told well through his perspective and then later through the eyes of another machine, and I really like the window it provides us into the everyday operations and frustrations of the machines. I particularly enjoy that fact because it seems like the overworked, underappreciated life of a single machine in an overbearing workforce may be a connection to the famous writings of Engels and Marx, whose works have, before now, not been given the same time and exploration in Nier: Automata as those of most of the other philosophers that the game has referenced.
In the end, the purpose of the tale of this lonely machine, and of the music video that concludes this DLC, are not fully apparent to me, and open to a lot of interpretation...but it’s a story that nonetheless clearly has meaning and thought to convey to its player. Which is neither unexpected, nor a flaw: this is, after all, Nier: Automata. Much of it is meant to allow the player to draw his or her own conclusions and insights from the game’s material, and the question of what this machine’s existence and legacy, and the artful music video that follows, means for us and and our existence should be something with which we grapple with the help and guidance, but not the hand-holding, of the game.
It’s hard for me to say whether or not 3C3C1D119440927 is worth the $10 that I currently see it listed for. Conventionally-speaking, it isn’t, as you’re not likely to get a full 10 hours of additional play time out of it, and much of what time you do get from it is sadly taken up by tiresome arena challenges rather than anything that matters. Conversely, though, this DLC is worthwhile and thoughtful enough, once you get to its real content, that it feels consistent to Nier: Automata as a whole, and perhaps that fact does, indeed, make it worth the cost. I suppose the matter boils down to your general experience with NA: if it’s something you’ve gotten a lot out of, and you’re interested in examining another piece of it and finding how that piece fits into the philosophical treatise as a whole, then this DLC won’t be a bad purchase for you. If it’s a game of which you’ve enjoyed the surface story layer but not had much luck in following the deeper content, then this probably won’t be worth the price, at least not right now--maybe if it ever goes on sale for, like, $5 or less. And if you just haven’t really cared for Nier: Automata overall...well, then, no, obviously don’t buy this, why is this even a question for you. I, at least, found it satisfactory, and that’s certainly more than I can say for the majority of my add-on experiences to date, so good on Nier: Automata in this matter.
Oh also it’s hard to dislike any DLC that gives me the chance to beat the ever-loving shit out of the guy in charge of SquareEnix.
So yeah, unlike what you’d expect from a game designed to explore and illustrate the meaning and conflicts behind one’s existence, Nier: Automata has a DLC. And yeah, exactly like what you’d expect from a dude who has no good idea of how to spend his free time, I’m here to talk about it today.
3C3C1D119440927: Goddammit, Nier: Automata, I know you’re deep and artsy and you perfectly embrace the whole artificial intelligence angle of your story, but couldn’t you have put all that on hold for just 1 freakin’ second and given your DLC package a title that I won’t have to look up and copy-paste every single time I want to refer to it by name?
When I first started to play this DLC, I was...pessimistic, to put it politely. At the outset, this package seems to just be about adding 3 coliseums to the game, which you can enter and win several matches of varying levels of challenge within. I’ve almost never found RPG arenas all that interesting, honestly--it’s like, oh boy, in addition to the literal hundreds of repetitive battles I’ll fight during the natural course of completing the game, here’s a gameplay feature where I get to fight MORE! What an innovative delight! Ugh. So yeah, as this DLC starts out by just inviting you to a handful of arenas to battle, I wasn’t thrilled, and that feeling persisted as I took part in each one’s matches.
I will say that the coliseum angle isn’t all bad here, though. While having to schlup your way through a bunch of new battles is boring as hell, there’s some merit in the lore surrounding some of the coliseum stuff. 1 coliseum shows a rather ugly side to the Resistance, which helps to round them out a little, because the main game’s focus, even in terms of lore-expanding sidequests, tends to be more on YoRHa and the machines as groups than on the Resistance: while you get to meet a few significant members of the Resistance over the game’s course, you never get to see the light and dark side of the group as a whole the way you do the other major factions of the game. And another coliseum establishes a small culture of machines who regulate their lives with thousands of rigid, completely arbitrary rules, which actually is pretty interesting--it seems like less of a random side-story gimmick, and more like a new perspective Yoko Taro wishes to share on methods we use to deal with (or perhaps ignore and deny) our existential dilemmas and fears. It at least feels like this arena’s lore is trying to say something to the player about purpose and society, so it seems like a good fit to the game, a more natural part of it than many add-ons tend to be.
I was pleasantly surprised, however, to find that once the arenas had been cleared, this DLC isn’t over--there’s a final sidequest to get through which, while not really acknowledged or advertised very much as the content pack’s attractive features, ends up being, I think, the real point of purchasing this add-on. In this finale to 3C3C1D119440927, you’re given the opportunity to learn the story of 1 member of the machines: a somewhat defective and constantly bullied robot who found love and purpose in caring for a doll, and what his fate was. It’s a small but emotional story, told well through his perspective and then later through the eyes of another machine, and I really like the window it provides us into the everyday operations and frustrations of the machines. I particularly enjoy that fact because it seems like the overworked, underappreciated life of a single machine in an overbearing workforce may be a connection to the famous writings of Engels and Marx, whose works have, before now, not been given the same time and exploration in Nier: Automata as those of most of the other philosophers that the game has referenced.
In the end, the purpose of the tale of this lonely machine, and of the music video that concludes this DLC, are not fully apparent to me, and open to a lot of interpretation...but it’s a story that nonetheless clearly has meaning and thought to convey to its player. Which is neither unexpected, nor a flaw: this is, after all, Nier: Automata. Much of it is meant to allow the player to draw his or her own conclusions and insights from the game’s material, and the question of what this machine’s existence and legacy, and the artful music video that follows, means for us and and our existence should be something with which we grapple with the help and guidance, but not the hand-holding, of the game.
It’s hard for me to say whether or not 3C3C1D119440927 is worth the $10 that I currently see it listed for. Conventionally-speaking, it isn’t, as you’re not likely to get a full 10 hours of additional play time out of it, and much of what time you do get from it is sadly taken up by tiresome arena challenges rather than anything that matters. Conversely, though, this DLC is worthwhile and thoughtful enough, once you get to its real content, that it feels consistent to Nier: Automata as a whole, and perhaps that fact does, indeed, make it worth the cost. I suppose the matter boils down to your general experience with NA: if it’s something you’ve gotten a lot out of, and you’re interested in examining another piece of it and finding how that piece fits into the philosophical treatise as a whole, then this DLC won’t be a bad purchase for you. If it’s a game of which you’ve enjoyed the surface story layer but not had much luck in following the deeper content, then this probably won’t be worth the price, at least not right now--maybe if it ever goes on sale for, like, $5 or less. And if you just haven’t really cared for Nier: Automata overall...well, then, no, obviously don’t buy this, why is this even a question for you. I, at least, found it satisfactory, and that’s certainly more than I can say for the majority of my add-on experiences to date, so good on Nier: Automata in this matter.
Oh also it’s hard to dislike any DLC that gives me the chance to beat the ever-loving shit out of the guy in charge of SquareEnix.
Sunday, September 8, 2019
Fallout 2's Temple of Trials Makes No Goddamn Sense
There’s no denying that Fallout 2 is a great RPG, as one would naturally expect of a Fallout game.* But great doesn’t mean perfect, and every player’s sure to find something or other about the game that they don’t particularly like. Most of these complaints vary from 1 person to the next (I, personally, am annoyed to no end by the stupid, pointless, damaging retcon of super mutant sterility; thank Susano-o they Yo Dawg’ed that retcon later on in the series), but there are 2 parts of Fallout 2 that are pretty much universally reviled: the Temple of Trials, and Overseer Lynette. In the latter case, it’s expected, as Lynette was engineered with masterful craftsmanship to be an even more unequivocally frustrating and loathsome human being than Bobby Kotick, a man whose mere existence ironically champions the cause of nihilism. Less intentional, however, is the general irritation that players have with the Temple of Trials, which is generally (and accurately) seen as a tedious, clumsy, heavy-handed tutorial mission that’s as unnecessary as it is pointless and unwelcome. As an opening to a game, Fallout 2’s Temple of Trials is close to the worst that RPGs have to offer, for several reasons that I’ve gone into in my rant on the genre’s worst beginnings.
But you know what I just realized the other day, while talking with a friend who’s just started playing Fallout 2? I realized that we’ve only been scratching the surface of how bad the Temple of Trials is. For 20 years, we’ve been so caught up with being annoyed at the Temple of Trials for failing as a gameplay device, that we never noticed that it also fails on the far more important narrative level, too!
To whit: this temple’s existence doesn’t make sense.
To begin with, let’s just talk about thematic consistency. How does this stupid fucking dungeon fit into Fallout? This is a dungeon taken straight out of a fantasy-styled RPG, not a post-apocalyptic future RPG! This religious structure of stone walls and imposing steel doors would look perfectly at home in a western fantasy game like The Elder Scrolls or Neverwinter Nights, or countless JRPGs like Grandia or Threads of Fate, but nothing about it fits with the Fallout universe. I’m racking my brain, and coming up short: I’m fairly certain that there is not a single other location like this in the entire series. Supposedly it’s a structure that existed before the war, which the Vault Dweller just happened to stumble across during his founding of Arroyo...but it’s too archaic to fit with the many pre-war structures and locations of the modern world, even in terms of what we’ve seen of prewar structures devoted to more supernatural pursuits. It’s just totally out of place in this game and series...which just makes it all the worse that it’s the first dungeon of Fallout 2, because the first impression it’s making on a player is completely alien to every single moment of the game that will follow!
But beyond the aesthetics, it also makes no sense within the game’s own lore!
Because seriously, why the hell does the village of Arroyo exist entirely outside of the temple? They’ve got this massive, perfectly fortified stone structure with several rooms in it, and they just leave it totally and completely unused at all times, save for the 2 times in the village’s history when the village elder and the Chosen One go through it as their trial for being Arroyo’s leader and fetch-quest schmuck, respectively. In a single room, the village keeps the Vault Dweller’s clothing in a shrine, but every single other of the half-dozen rooms in this thing, along with the spacious and long hallways connecting them? Completely empty and unused. For 75 years, this thing has sat within a stone’s throw of the Arroyo village, and they’ve never so much as used it as a tool shed! And hell, even the single room being used as a laundry museum has only been that way for the last 30 years or so, since the Vault Dweller didn’t leave Arroyo for several decades after founding the village, and we can safely assume that he himself didn’t have the idea to ostentatiously immortalize his long johns there. And the temple’s use as a testing ground has been for even less time, since the village elder took the first test in it 2 years after the Vault Dweller left! That means that for like half of Arroyo’s existence, they used this giant, sturdy, safe mountain fortress for absolutely fucking literally nothing.
This is a village whose residents live in a bunch of crappy tents! These people don’t even have the luxury of a hut’s stability! No one ever looked at this colossal multi-roomed cliff-side palace and thought to themselves, “Hey, maybe we could hang out in there sometimes, instead”? There was never a particularly bad patch of weather over the course of 75 years that made the prospect of having to live in easily-destroyed, easily-blown-away tents less appealing than hanging out in an actual structure? I mean, I know the community’s all about raising brahmin and plants, and hunting-gathering, but they could still do all that during the day, and then go to sleep at night with a real, actual roof over their heads!
Hell, the Vault Dweller was a guy who lived his entire life in an enclosed structure built into a mountain, and only left it because he was forcibly exiled. After founding Arroyo, he never once got homesick enough to recreate the living experience he grew up with? The fact that this struggling little village never considered using the Temple of Trials for anything is already hard to swallow in terms of overall logic, but it also runs contrary to 1 of the few things we can safely glean about the Vault Dweller’s character!
For fuck’s sake, Arroyo, there are people in the Capital Wasteland who count themselves well off if they can secure a shack in the shade of a crumbling piece of a highway overpass. There are ghouls in the Commonwealth so hard up for a solid living space that they’ve created an entire settlement around the remains of a communal swimming pool! And you assholes are just sitting around in tents, ignoring a fortress safe haven that makes most of the actual fortresses in this series** look like rickety little cabins built by someone using Fallout 4’s Settlement Builder for the first time?! I feel like an exasperated parent scolding a picky child to appreciate his dinner because there are starving people over in such-and-such country!
Hey, Arroyo, remember that time in the middle of Fallout 2, when the Enclave showed up to kidnap your entire village’s population and savagely gun down everyone who resisted? Yeah, that was awful. Too bad you guys didn’t have a giant mountain fortress with defensible solid steel doors you could have holed up in, huh?
Screw the Temple of Trials, man. It’s a bad decision in terms of gameplay, it’s completely wrong aesthetically to the Fallout series, and it just makes no goddamn sense conceptually.
* Even if one would be dead fucking wrong 3 times on this matter.
** The Brotherhood’s Citadel (Pentagon), the Master’s Cathedral, and the Minutemen’s Castle, for example.
But you know what I just realized the other day, while talking with a friend who’s just started playing Fallout 2? I realized that we’ve only been scratching the surface of how bad the Temple of Trials is. For 20 years, we’ve been so caught up with being annoyed at the Temple of Trials for failing as a gameplay device, that we never noticed that it also fails on the far more important narrative level, too!
To whit: this temple’s existence doesn’t make sense.
To begin with, let’s just talk about thematic consistency. How does this stupid fucking dungeon fit into Fallout? This is a dungeon taken straight out of a fantasy-styled RPG, not a post-apocalyptic future RPG! This religious structure of stone walls and imposing steel doors would look perfectly at home in a western fantasy game like The Elder Scrolls or Neverwinter Nights, or countless JRPGs like Grandia or Threads of Fate, but nothing about it fits with the Fallout universe. I’m racking my brain, and coming up short: I’m fairly certain that there is not a single other location like this in the entire series. Supposedly it’s a structure that existed before the war, which the Vault Dweller just happened to stumble across during his founding of Arroyo...but it’s too archaic to fit with the many pre-war structures and locations of the modern world, even in terms of what we’ve seen of prewar structures devoted to more supernatural pursuits. It’s just totally out of place in this game and series...which just makes it all the worse that it’s the first dungeon of Fallout 2, because the first impression it’s making on a player is completely alien to every single moment of the game that will follow!
But beyond the aesthetics, it also makes no sense within the game’s own lore!
Because seriously, why the hell does the village of Arroyo exist entirely outside of the temple? They’ve got this massive, perfectly fortified stone structure with several rooms in it, and they just leave it totally and completely unused at all times, save for the 2 times in the village’s history when the village elder and the Chosen One go through it as their trial for being Arroyo’s leader and fetch-quest schmuck, respectively. In a single room, the village keeps the Vault Dweller’s clothing in a shrine, but every single other of the half-dozen rooms in this thing, along with the spacious and long hallways connecting them? Completely empty and unused. For 75 years, this thing has sat within a stone’s throw of the Arroyo village, and they’ve never so much as used it as a tool shed! And hell, even the single room being used as a laundry museum has only been that way for the last 30 years or so, since the Vault Dweller didn’t leave Arroyo for several decades after founding the village, and we can safely assume that he himself didn’t have the idea to ostentatiously immortalize his long johns there. And the temple’s use as a testing ground has been for even less time, since the village elder took the first test in it 2 years after the Vault Dweller left! That means that for like half of Arroyo’s existence, they used this giant, sturdy, safe mountain fortress for absolutely fucking literally nothing.
This is a village whose residents live in a bunch of crappy tents! These people don’t even have the luxury of a hut’s stability! No one ever looked at this colossal multi-roomed cliff-side palace and thought to themselves, “Hey, maybe we could hang out in there sometimes, instead”? There was never a particularly bad patch of weather over the course of 75 years that made the prospect of having to live in easily-destroyed, easily-blown-away tents less appealing than hanging out in an actual structure? I mean, I know the community’s all about raising brahmin and plants, and hunting-gathering, but they could still do all that during the day, and then go to sleep at night with a real, actual roof over their heads!
Hell, the Vault Dweller was a guy who lived his entire life in an enclosed structure built into a mountain, and only left it because he was forcibly exiled. After founding Arroyo, he never once got homesick enough to recreate the living experience he grew up with? The fact that this struggling little village never considered using the Temple of Trials for anything is already hard to swallow in terms of overall logic, but it also runs contrary to 1 of the few things we can safely glean about the Vault Dweller’s character!
For fuck’s sake, Arroyo, there are people in the Capital Wasteland who count themselves well off if they can secure a shack in the shade of a crumbling piece of a highway overpass. There are ghouls in the Commonwealth so hard up for a solid living space that they’ve created an entire settlement around the remains of a communal swimming pool! And you assholes are just sitting around in tents, ignoring a fortress safe haven that makes most of the actual fortresses in this series** look like rickety little cabins built by someone using Fallout 4’s Settlement Builder for the first time?! I feel like an exasperated parent scolding a picky child to appreciate his dinner because there are starving people over in such-and-such country!
Hey, Arroyo, remember that time in the middle of Fallout 2, when the Enclave showed up to kidnap your entire village’s population and savagely gun down everyone who resisted? Yeah, that was awful. Too bad you guys didn’t have a giant mountain fortress with defensible solid steel doors you could have holed up in, huh?
Screw the Temple of Trials, man. It’s a bad decision in terms of gameplay, it’s completely wrong aesthetically to the Fallout series, and it just makes no goddamn sense conceptually.
* Even if one would be dead fucking wrong 3 times on this matter.
** The Brotherhood’s Citadel (Pentagon), the Master’s Cathedral, and the Minutemen’s Castle, for example.
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