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Wednesday, March 28, 2018
Mass Effect 3's Padok Wiks
And no character better embodies this idea of lost excellence, I think, than Padok Wiks of Mass Effect 3. Most players will never get to know Wiks, because he’s a character whose role in Mass Effect 3’s story is simply to fill in for Mordin Solus, if Mordin died during the events of Mass Effect 2. But the vast majority of players are going to go through the lengths that Mass Effect 2 requires to keep their whole team alive and earn the best ending from that game. Heck, even in the case of players who choose not to finish ME2 with everyone on the team alive, Mordin’s the kind of exceptionally likable character who they’ll probably have made sure survives even when others didn’t. I mean, I can see someone who doesn’t care all that much about the ME2 cast shrugging as they see Jacob kick the bucket, but being much more likely to quit and reload a previous save if the same happens to Mordin, simply because Mordin is far more universally appealing.
So, for most people, the role of salarian hero and visionary who cures the Genophage in Mass Effect 3 will go to Mordin. And that’s good! Because it has more thematic weight when tied to Mordin, and his final and greatest act in life being the salvation and second chance for the krogan as a species and as a culture, is the perfect end to Mordin’s character arc. It completes arguably the greatest and most thoughtful character and personal journey in the series in a way that is satisfying and right. But it does mean that for most players, Padok Wiks will be no more than a minor NPC that Shepard converses with momentarily, never to be seen again. And that’s too bad, because Wiks is actually a terrific character, 1 of the best in the Mass Effect series and, by logical extension, 1 of the best in the RPG genre. So today, I want to make a rant in appreciation of this guy, and whoever the folks were on Bioware’s team who wrote him.
First of all, I want to say kudos to the writers for Padok Wiks just in general for making an awesome character. Padok Wiks manages to walk that line between funny-quirky and deep-meaningful perfectly, with amusing and engaging speech mannerisms and jokes that make his presence enjoyable and allow him to interact with and fit into the cast well, but also frank and creative philosophies governing his actions that draw you in and make you think, give him the depth he needs to stand as a legitimate part of the Mass Effect universe. And it’s such a creative depth, too! Padok’s musings on evolution and cosmic design as higher powers are fascinating to listen to and contemplate. He’s a character of faith in greater designs and fates, whose beliefs and evidence for his religious outlook stem from science itself--very cool. And he manages to be a character of great faith and beliefs without it being the defining trait of how he acts, which is pretty damn hard to pull off--how many other characters do you know for whom religious beliefs are the core of their motivations and depth, but who are subtle and well-rounded enough in personality that they seem as personable and conversationally nuanced as every other character in their group?
I also appreciate Wiks for being just an overall stand-up person. Without seeming like a deliberately over-ethical kind of guy, Wiks puts his career and very life on the line without a moment’s hesitation to right what he (correctly) sees as a great cosmic wrong: the slow extinction of the krogan people due to the Genophage. His view of the universe and the grand, overarching purpose of evolution tell him that to destroy the krogan for being what they were both evolved and called upon to be is a heinous mistake, and that they have a purpose and destiny that they must be given the opportunity to fulfill--a perspective which is, once again, quite interesting to hear him speak about, and makes him ultimately a very laudable hero.
Yes, Padok Wiks as a character is terrific, among the best that Mass Effect can offer--and 1 of ME’s major selling points as a story is its engaging and well-rounded cast, so that says something. But I also appreciate the fact that Bioware managed to fit him into the role he has to play as well as they did. First of all, they managed to make a significantly engaging, deep character that you can easily grow emotionally attached to, with only about, what, a fifth of the game’s time to work with? Padok has the screen time and role in Mass Effect 3 that in other RPGs would be relegated to an overall forgettable secondary or tertiary NPC who’s used as a plot device more than a character. No player is going to have anything more than a faint amount of respect and affection for, say, Dr. Emma from Wild Arms 1, or Sergei from Tales of Zestiria, because while these characters fulfill significant roles in the plot, and are overall basically likable, they don’t really have a lot of time to develop in, nor is there any real interest on the part of the writers in having them do so. Characters given the time and significance that Padok Wiks is afforded tend to just be static, reliable friends to the heroes who do and say little that makes them stand out as someone interesting or layered. They’re functional, they’re perhaps mildly likable, but that’s it. So the fact that Bioware makes so much of Padok in such a limited time is impressive.
Of course, that probably is largely because, let’s face it, Padok’s a stand-in for a well-known, well-beloved character in the franchise, so the room and focus is already there on that role in the game--it’d be a dick move, not to mention probably even a little challenging, to fill the role of such character-driven weight as Mordin’s with a character written carelessly. Still, they didn’t have to go as far as they did for Padok to make him work--just look at the Legion VI that can replace Legion in the next major arc of the story--so I do applaud Bioware on this point.
On the subject of how well Padok fits into Mordin’s role, let’s also look at the quality of his motivations and beliefs. I have to once again tip my hat to Bioware on this point, because Padok fits flawlessly as a character into the role of Genophage-curer created for Mordin, for reasons that are entirely Padok’s own. That has got to be tough--to have designed a role to perfectly fit the personality, history, development, and motivations of 1 character (Mordin), yet then have to find a way to fit another character, who has to be substantially different, into the same role, and make it work. We know why Mordin feels compelled to cure the Genophage and save the krogan people--the guilt that he’s become less and less able to rationalize away from the period of ME2 through ME3 about his involvement in continuing the genophage, and the firsthand experience he’s had with the krogans and Tuchanka that has helped him understand the horrors of not just what the Genophage has done to them physically, but spiritually. It’s why the completion of his character arc, which started in Mass Effect 2, is such a profoundly moving and meaningful part of Mass Effect 3, possibly the greatest component of its excellent (until-the-last-second) story.
And yet, somehow, Padok manages to comfortably fit into this story slot written for Mordin, yet for reasons entirely his own! Padok owns none of the guilt of Mordin, and we’ve never seen him experience the Genophage’s horrors up close. His reasons for his unassailable need to restore the krogans are, as far as we can tell, purely philosophical and belief-based, in no way personally motivated, the way Mordin’s are. For Padok, it’s a question of the bigger picture of the universe, a (well-reasoned) faith in the need for each species to serve its purpose or die out naturally. It really is a fascinating blend of the spiritual and the scientific...but in so being, Padok’s cause for solving the Genophage is completely divorced from Mordin’s, yet fits just as well. Mordin is motivated to risk his all for what he has come to understand is right, emotionally, while Padok is motivated to risk his all for what he has come to understand is right, spiritually and logically.* Padok’s sincere belief that all species have a part to play that they must allowed, and in evolution as a form of fate and higher power, gives him just as great a cause to wish to end the Genophage, an artificial limiter placed on a species’ development, as Mordin has. So long as we believe that either character is willing to give everything he has and pursue his cause to the end, each fits exactly what is needed for the game’s role of Salarian who sacrifices himself to save a people not his own. Again, impressive work on the part of ME3’s writers.
Oh, and as an aside, I like the fact that this confirms that the Genophage is an atrocity on every level, in that we see a character that feels its wrong in Mordin, and a character that knows its wrong in Padok. And hey, beyond my personal feelings, that fact does kind of strengthen the impetus that the plot gives us to guide Shepard and company in curing it, so in a small, indirect way, Padok is good for that, too.
I also appreciate Bioware’s making Padok a character that, despite needing to be available to replace him physically, doesn’t attempt to replace Mordin emotionally. Although the characters of the game cannot know, of course, that they were supposed to be working with Mordin in this part of their tale, the presence of another quirky Salarian scientist on the Normandy is understandably enough to remind Shepard, Joker, and several others aboard the ship of their fallen comrade, and even as they talk about Padok and the player gets to know this new character, everyone also reminisces about Mordin. Mordin is not forgotten by the characters, and the player clearly isn’t being asked to ignore him and his history with the series. Joker even calls Padok ‘Not-Mordin.’ If anything, it’s another perspective we’re given of Mordin as a character, to see the emotional hole his absence creates. Hey, don’t knock that--sometimes a huge part of a character, and other characters through their relationships, can only be understood and explored after death. Shadowrun: Dragonfall does this quite well with Monika, and Alice’s death creates a far better and more nuanced character of Yuri in Shadow Hearts 2, for examples. Anyway, Mordin’s far from forgotten with Padok Wiks in his place, and that’s an appropriate, believable, and respectable thing.
1 last thing I want to say in this appreciation for the unsung excellent character of Padok is that, and I know this is heresy but bear with me, in a couple regards Padok is actually better than Mordin. Yes, yes, I know I’m evil, but hear me out. In most regards, I agree that Mordin is a little better as a character, but there are a couple points that Padok beats him out in, minor though they may be. First of all, I would argue that Padok is actually an even better person than Mordin. Wonderful though Mordin is, a huge part of his motivation to do right and end the Genophage is a wish to make up for his past mistake. Now don’t get me wrong, that is a very noble and righteous motivation. But Padok? He has no personal stake like that. He just honestly believes that this is for the good of the universe, and for that, for no more than the very concept of right and wrong, Padok Wiks gives his life. Again, I am not knocking feelings of responsibility and the need to rectify past misdeeds, those are very good causes. But, to me at least, the wish to do good for no more than the sake of doing good is an even greater heroism. I suppose it’s subjective, but that’s how I feel, at any rate.
Secondly, well...as epic and inspiring as Mordin’s speech is, is pretty damn hard to top Padok’s final words to Shepard as he goes to give his life for his cause. They’re awesome in text form, but honestly, a lot of it is in the voice actor’s delivery, too, so I’m just gonna link you to it. 0:55 - 1:16 of this: https://youtu.be/7Sw1Pxn9Djo?t=55s. Damn if that’s not magnificent to me. Mordin’s great in this scene, but Padok’s is a final speech for the ages.
I’ve said it before, and I’ll say it again: when you discount the ending, Mass Effect 3 is a truly spectacular RPG. Really, you can see the transition from Mass Effect 3 into its ending as the symbol of Bioware’s transition from a dignified collection of storytellers capable of creating excellent products into the sloppy shit-show the company is now. But if I am to frequently point and laugh at the garbage Bioware presently makes, and criticize their now constant failures as creators and people, then I must be fair, and remember to credit them for what they once were capable of. And few of their accomplishments is as underappreciated as Padok Wiks. So I give full praise to Bioware for this character. Not many players may know Padok, and fewer still may care to pay attention to him enough to appreciate him for his unique traits...but to me, at least, Padok Wiks is as much and as worthy a part of Mass Effect as any other among its unforgettable cast.
If you’re interested in getting to know this character, and either enjoying him as much as I do or shaking your head in disgust and wondering what the hell I’m going on about, you can find a compilation of pretty much every part of Padok’s time in Mass Effect 3 here: https://www.youtube.com/watch?v=6O4iVhyNnKc
* Not to say that Padok is some stoic Spock type, or that Mordin isn’t thinking long and hard about the important long-term, or anything. Padok is very warm and engaging with everyone, including the krogan Bakura, and Mordin has clearly put significant thought into what the future holds for the krogan, as seen by his assessment, once the Genophage cure is about to be put into effect, of how the krogan as a whole will be as they go forward, depending on whether Wrex and Bakura have survived. I’m just saying that the primary motivation for Mordin is what’s morally right emotionally, while for Padok it’s what’s morally right intellectually, and what justifications they have beyond that starting point are simply built upon their primary motivator.
Sunday, March 18, 2018
Fallout 4's Best Mods
Fallout 4 is awesome and I love it. I wouldn’t change a thing about it!
...
No, wait, I totally would. And so would quite a damn lot of other people, it seems, because the modding scene for Fallout 4 seems to be even more ferociously prolific than for the previous installments in the series. The mods for this game range from the useful (such as many fixes to bugs in the game--it may not seem like much, but those sparking wires and misplaced elevator buttons were really driving me crazy!), to the shamelessly bizarre (wanna fire baby-shaped nuclear explosives at Macho Man Randy Savage as you travel the wasteland with a supermutant wearing a milk vending machine, searching for hidden caches of cadbury cream eggs to steal from Doctor Zoidberg? Go right ahead, my friend).
Beyond outrageous fun and improvements to basic functionality, however, there are also many mods for Fallout 4 which legitimately improve it as a Fallout title, mods which I, personally, believe enhance the game to an extent that they should be included in any playthrough, not just for fun or utility, but because they make it a truer Fallout experience. And so, as I did for Fallout 3 and may at some point do for Fallout: New Vegas, I’m going to share with you all a list of the Fallout 4 mods that I believe are an essential addition to Fallout 4, which capture its essence and enhance it.
Do keep in mind, of course, that there are many enjoyable and well-made mods out there in addition to the ones below which are quite good--I’m quite partial, for example, to We are the Minutemen, which basically solves a bit of a logic hole regarding the representation of the faction’s strength over time, Diamond City Expansion, which makes Diamond City feel more like the major city it’s supposed to be, and The Secret of Huntress Manor, as it’s pretty much the only campaign mod I’ve seen in a Fallout game that’s immersive and captures the feel and style of the series. What’s below is just a list of mods that I believe, in 1 way or another, make Fallout 4 a more whole experience overall. Like, if a flavor mod such as The Secret of Huntress Manor is icing on Fallout 4's cake that enhances it without any contradicting flavors, then the mods below are the ingredients you add to the cake to make it the best that it can be.
I'm not sure that metaphor is especially good, but I'm hungry.
UPDATES:
05/03/19: Rsiyo's Location Pack added.
03/19/18 - 05/02/19: Commonwealth Supply Caches, MSRae's Interiors, and MoreXplore added.
09/09/20: Fourville and The Sewers added.
The Wild Wasteland: 1 of Fallout 4’s few real weaknesses as a Fallout game is that it’s largely forgotten that occasional random silliness is a core element of the series. From the very start, the Fallout series has been an entrancing mix of 90% serious, thoughtful storytelling and cultural analysis, and 10% ridiculous gags. Dead red shirts, seeing the TARDIS taking off, encountering characters from Monty Python or Pinkie + The Brain, finding a bar in which character models from the first Fallout gripe about their roles (or lack thereof)...the first couple Fallouts have tons of instances of wacky nonsense scattered throughout, and Bethesda just doesn’t seem to remember/know/care about it. Fallout 3 didn’t have nearly enough goofy little scenarios and references, and Fallout 4 has even fewer.
This mod, however, takes a page from Fallout: New Vegas’s book, and adds a ton of locations, encounters, and items to Fallout 4, scattered around the wasteland, that you can stumble upon and chuckle at, all denoted by New Vegas’s little weird sound chime when you find them. From a Steven Universe reference, to an alien outcast who seemed to go renegade for his obsession with Giddyup Buttercup, to a gaggle of callbacks to previous games in the series, this mod’s got a lot of fun stuff to find, and is a worthy part of the Fallout 4 experience by not only restoring the comedy to the soul of the series, but also adding a substantial amount of locations to the game to explore and enjoy. I will say that at times The Wild Wasteland feels a little like it’s going overboard, or adds an item or reference that does feel slightly out of place even considering the spirit of the mod...but ultimately, the increase and improvement to the Fallout experience that it brings to the table far outweigh these slight and insubstantial misgivings.
The Sewers: This neat mod adds a sewer system to the Boston and Cambridge areas of Fallout, allowing you to traverse between many city locations underground through some simple but well-made sewers with a bunch of enemies, and quite a few little hidden loot spots to uncover. It's clear that a lot of thought and effort went into these sewer interiors (while many are similar to one another, as sewers, to my understanding, tend to be, there's also a lot of areas and paths that are quite individual), and the various entrances/exits they lead to through the city are sensible, practical, and even, at times, kind of cool. This mod is a neat way to enhance your Fallout experience for a number of reasons--it provides an alternative method of travel through parts of Fallout 4's map that's authentic to the post-apocalyptic style, it adds a good chunk of new exploration that feels true to the setting and series, and it even provides a fun little reminder of Fallout's past, in that the sewer tunnels through Boston are a bit like the metro stations and tunnels through Washington, D.C. in Fallout 3. Definitely a solid addition to your game!
Beantown Interiors Project: Remember that great Fallout 3 mod, my favorite of the ones I outlined as improving that game, DC Interiors Project? Well, in that same spirit comes Beantown Interiors Project!
As I said while recommending its predecessor, a huge part of Fallout is the exploration of the post-apocalyptic wasteland. Fallout’s setting is the most integral part of the series, and exploring it is a vital part of Fallout’s soul. Much of the series’s gravity and narrative comes from its ambient storytelling, which is only accessible through exploration. Fallout 4 is leaps and bounds above New Vegas and 3 in this department, with far more settings to explore, dotting a larger map, than any other installment of the franchise to date. And yet, in spite of the vast number of buildings you can enter and explore in this game, there are still significantly more that are boarded up, inaccessible, just soulless scenery. Boston, Cambridge, Lexington, Concord, and so many other locations have so much more potential than is being used! So, any mod that expands this unused real estate into more immersive, interesting locales for us to explore and experience the postapocalyptic Commonwealth is a very good one, in my book.
With that said, Beantown Interiors doesn’t entirely live up to its legacy. DC Interiors, I think, had far more creativity and detail put into most of its locations...Beantown Interiors has a bad habit of simply filling the buildings it opens up with a tremendous amount of debris and clutter, and calling it a day. Which is still a positive addition, make no mistake, and admittedly does mesh better with the whole post-nuclear-war thing than much of the actual game’s content does. But it does seem like less thought went into this iteration than DC Interiors, at times. Also, I don’t really see the point of adding the lawn gnomes and the mad bomber items; it’s like someone just mashed 2 separate mods into this project because Beantown Interiors is the only mod of the 3 that anyone’s gonna pay any attention to. Nonetheless, it’s still a positive addition, and there are some spots that Beantown Interiors adds that are pretty neat, so I do definitely recommend it.
Rsiyo's Location Pack: Like Beantown Interiors, this mod changes several outdoor locations in Fallout 4, adding points of interest where none existed previously, all of which are lore-friendly, enhancing the exploration aspect of the game further. They're nothing major or complex, but the little spots of interest bring the wastelands of Fallout to life just as much as the big ones do, so download this mod and enrich your immersion into the Commonwealth!
Note: There is a single location conflict with this mod and 1 of the mods listed below, MoreXplore. It's nothing major, or anything, just 1 of MoreXplore's locations containing a fence that cuts off part of 1 of Rsiyo's locations. No problem with a quick little console command action, but figured I should mention it all the same.
Commonwealth Supply Caches: This mod adds several small spots through the Commonwealth in which you find supply caches left behind by the Minutemen for fellow faction members in the area to use. Most of these are quite small little hidden spots, although there are some larger caches to find, as well. 1 of the new locations also adds some lore for the history of how these caches came about, which is competently written. Overall, this, like Beantown Interiors, serves to enhance your experience of exploring the Commonwealth's wasteland with more spots of interest to find, which is a major and pleasant part of the Fallout experience. And it makes the legacy of the Minutemen feel more appropriately present in the Commonwealth, as well, providing physical remnants of their history rather than having all of their past come from stories and information you merely hear and read.
Everyone’s Best Friend: Alright, which moron at Bethesda did it? Who was the guy/gal with the IQ of a mollusk who decided that you have to choose between having Dogmeat or any other companion accompany you? This is Fallout. You’re not supposed to have to make a tradeoff to have Dogmeat. You’re supposed to just be able to have a dog at your side, always! No questions, no sacrifice of having any other party member! 1 of the biggest inspirations for this series is the (fairly disturbing) 1975 film A Boy and His Dog, for Garuda’s sake!
Thankfully, this mod exists, and with it, you can have Dogmeat stay by your side, without having to go without a regular party member. Having Dogmeat by your side is a Fallout staple, and hearing the reactions of the various party members to new locations and situations is an important part of the narrative of Fallout 4, so this mod is definitely 1 that I think every player should make use of.
Combat Zone Restored: A lot of the intended content of the Combat Zone in Fallout 4 didn’t manage to make the deadline, and unfortunately, it shows. Sometimes stuff cut for time isn’t obvious--I like the mod The Lost Building of Atlantic, but I wouldn’t have been able to tell there was anything more that had been planned for Atlantic Offices on my own--but since the Combat Zone is where you recruit Cait, it piques your interest a lot more than a random raider location otherwise might, and this extra scrutiny highlights just how abrupt it seems.
This mod restores the content that was cut, and adds/fixes what’s missing/bugged to bring the place up to the standards that were originally set for it. The Combat Zone Restored makes the process of recruiting Cait more involved, which better fleshes out her character and the character of her manager, and recovers the Combat Zone’s functionality as an arena. It’s good for both the character and the lore, so it’s worth having.
Piper Interview Restored: Not everything can make the cut in any game. Hell, not everything should. Still, sometimes you have to look at what got left on the cutting room floor, scratch your head, and wonder why in the world it didn’t make it in. Such as the content that this mod restores. Some of the questions and responses during Piper’s interview early in the game apparently didn’t make it into the finished product, yet, from every way I look at it, they’re completely compatible to the lore, character integrity, and themes of the game. Not only that, but these extra bits make the interview better overall, and assist in developing the Sole Survivor, as well as potentially underscoring the major message of Fallout. Reminds me a bit of Bioware’s inexplicable removal of several lines from Anderson and Shepard’s final conversation in Mass Effect 3. Anyone playing Fallout 4 absolutely should have this mod installed, so they can hear the full thing.
Cut Content: Sanctuary Terminals: Another bit of content that it just doesn’t make any sense to have cut from the game, here. There’s a couple terminals that were created for Sanctuary which didn’t make it into Fallout 4, but they’re still coded and have the entries in them, and given that they better develop Nora and Nate as people (in ways that are completely compliant to their characters, I want to emphasize), I think it’s preferable, even advisable, to use this mod to restore them.
Stumble Upon Interiors: This, to me, is a truer successor to DC Interiors than Beantown Interiors is. This mod adds 8 new interior locations to the Commonwealth, utilizing several otherwise unused boarded-up locations scattered about Fallout 4 to provide you with a bunch of new places to explore and experience, all of which feel completely true to the game, in both their construction and in their light ambient storytelling. Great stuff!
MsRae's Commonwealth Interiors: In the same vein as Stumble Upon Interiors, this mod also adds several new locations to the Commonwealth that you can come across while exploring, all of which, again, feel authentic to the Fallout universe. I had an issue with a couple of the new locations causing slowdown for me, so be aware of that, but since this mod is pretty new, I can only assume that will be addressed in a future update, and all but 2 of the locations worked just fine. This is another mod that provides more of the classic Fallout exploration that the game, huge though it may be, could use a lot more of, so check it out.
MoreXplore: This is another exploration mod, which adds 12 more locations, mostly interiors, to the wasteland to come across. There's not much to say about MoreXplore that hasn't been said about the others so far, save that most of its locations felt, to me, even more authentic to Fallout 4 than the other exploration mods I've mentioned so far. And yeah, it must seem, now, that I'm recommending an awful lot of exploration mods, but keep in mind, Fallout 4's map is BIG. The more new, immersive ruins to explore scattered about the Commonwealth, the more enjoyment you'll get out of Fallout 4, and with as many ruins as this and the other mods open up, you've got a chance to make a replay of this game feel almost like a new Fallout experience.
Inside Jobs: Same deal as the last 3 mods, really, in that this, too, adds many interiors to those unused buildings in the game, which all feel authentic. And I gotta say, a lot of these locations look great; the author of this mod really knows how to create atmosphere with lighting. Seriously, some of these locations are basically art. I absolutely love this mod, and heartily recommend it.
Fourville: This quest mod is huge, it is awesome, and it is, at this moment, basically the last authentic Fallout experience we're likely to get for a long time, possibly ever, given what Fallout 76 shows about Bethesda's current perception of what Fallout is. Fourville is way too big and worthy of praise to just fit into a blurb here, so if you want the run-down of this great user campaign, check out the rant I've done on it here!
Atomic Radio: The last mod I’ll be recommending today is also my absolute favorite of all the ones I’ve seen for Fallout 4, Atomic Radio. This is a rather simple mod that adds a new radio station to the game for you to listen to whenever the mood strikes you. Not a big deal, right? There are tons of radio mods out there. But what I really love about this 1 is that in between playing the standard Fallout music that you can find on Diamond City Radio, Atomic Radio has all kinds of commercials and radio shows which use Fallout 4’s lore. There are ads for dozens of the items you find in the game, from Nuka Cola on down to brands of the junk items you find, such as Suprathaw Antifreeze and Abraxo, as well as various prewar businesses whose locations are found in the Commonwealth, such as Wicked Shipping and Joe’s Spuckies. There are also various trailers for old timey movies, as well as for episodes of Grognak based on the covers of the Grognak comics you can find in the game. Added to that are various Cold War era-esque propaganda PSAs, a couple lore-friendly talk shows and game shows, and several radio skits dramas, including little Twilight Zone-styled episodes. Remember how much I liked the Fallout 3 mod that restored cut commercials to Galaxy News Radio? This is like a whole radio station of those enjoyable tidbits!
And it’s worth noting that the execution is as great as the idea itself. The voice acting in these is clean, clear, and spot-on, and the production value is so high that you would never know this wasn’t intended to be a part of the game. It’s all written really well, too, with most of these ads and programs having the same sort of commentary on American past and present culture as Fallout itself makes. Not to mention, almost all of it is really funny, and a few of those little dramas are actually pretty cool and/or compelling. And, of course, it checks out completely in that most important of categories to me: it’s completely, 100% immersive; Atomic Radio feels truer to Fallout than some parts of the actual game do! Kris Takahashi, the mod’s creator, clearly possesses a perfect understanding of and appreciation for both the lore, and the heart, of Fallout, not to mention a great sense of humor. This is professional work, no 2 ways about it, and it’s a great way to give yourself something new and fun to listen to as you explore the wasteland and build up your settlements--especially since this mod does not skimp out on the content; back-to-back, all the shows and ads and whatnot in Atomic Radio total to around 4 hours! When regularly interspersed by the normal radio songs, this mod will last you a good, long time. It’s definitely my favorite mod for Fallout 4, and I heartily recommend it. No playthrough of Fallout 4 should be without Atomic Radio.
Thursday, March 8, 2018
Energy Breaker's Attention to Background Details
There is, however, 1 aspect of Energy Breaker that I really was impressed with, small though it may be: the care and attention that the game’s background details got. As you go through this game, Myra can examine and comment on a remarkable number of objects and nuances of the background. She can complain about the dustiness of a bar’s counter, or admire how great she looks in the reflection of a bucket of water, or comment on the weather though a window...there’s all sorts of stuff she has to say about her environment. It actually serves to characterize Myra a bit, in that her flippant and spunky personality and outlook is quite well-cemented simply by the way she frequently cracks wise or grumbles about all sorts of stuff as she comes across it.
Now, of course, this is not unique to Energy Breaker. Plenty of RPGs do this, having protagonists comment on the various objects of interest in towns and dungeons as they come across them. Sometimes games even make it a recurring joke, like Atelier Iris 1’s odd thing of having party members shout “Barrel!” every time you investigate one, or make these comments on surroundings into an entire conversation, as some Tales of games have conversation skits devoted to landmarks and oddities you discover while wandering around towns and dungeons. And there are certainly some RPGs out there in which there are as many and as frequent opportunities to have characters comment on (or the narration do so) the various parts of the environment you can examine. Embric of Wulfhammer’s Castle and Undertale are quite amusing and charming in this, with lots of quirky and funny comments to be found throughout each game, as are Earthbound and Mother 3.
But even if Energy Breaker isn’t the only RPG to use commentary on its environments as a method of characterization, or even the only one to do so to a major extent, I can say that it’s still the most impressive to me for how meticulous it is with it. Because, see, Myra’s observations on a bit of the environment around her are not necessarily static. Oh, certainly, some things never change--she’ll be forever annoyed with the lack of dusting the innkeeper does in Myra’s room, for example--but where appropriate, Myra’s commentary changes as the game marches onward. When looking out the window, for example, Myra may comment on how nice the day is...but later in the game, after there’s been some huge explosion, examining the same window will see Myra commenting on the plume of smoke she can see in the distance. Later still, when some serious plot shit goes down and the world’s ending with the sky turning red, examining the window again has her comment on the current situation.
The game’s even careful of details for small stuff. I mean, the window thing gives you an idea of how much focus Energy Breaker’s creators put on having the ambient details of the game line up correctly, but you could point out that the window is slightly connected to plot events (in that the changes to Myra’s observations always seem tied to things that are actually happening), so it deserves a little extra focus. But Energy Breaker even makes accommodations for the changes to game environments that are too tiny to have any story importance. For example, there’s a married couple who stay at one of the Olga Town inn’s rooms for...let’s say about half the game, or so. If you have Myra examine the beds in the room, she makes a comment for each on the state the bed is in. After the couple leaves the room, however, if you have Myra examine the beds, her commentary changes. Now, really think about how tiny a thing that is. The developers of this game wanted to make sure that, on the off-chance that a player actually cared to examine the beds not just once, but multiple times through the game, Myra would have a relevant observation to make at all times, whether it be noting that 1 of the beds smells of man sweat while there’s a man staying in the room, or later discovering that said smell is no longer present now that the room is empty of boarders.
Most other RPGs would just have Myra’s initial comments on the state of the beds stand, unchanged for the rest of the game. There’s no substantial cause to go to trouble to change examination script for any given object in the whole damn town each and every time the slightest event might, conceivably, alter how a character sees or otherwise interacts with that object. As far as most games care, no amount of washing and changing will ever remove those bedsheets’ saturation of masculine stink. But Energy Breaker has such incredible dedication to keeping every tiny part of its environment alive and flexible that even tiny things like this are carefully kept up with. And while the dividends of this focus and effort may seem quite meager, it nonetheless does promote a greater desire to keep interacting with Energy Breaker’s world in the player, a greater immersion into the game, and also assists in giving the protagonist a little extra personality here and there. I’ve said it before on issues like the skits from the Tales of series, or party members bantering with each other during/after battle, but when it comes to creating memorable characters in your game, the little stuff is at least as important as their major, plot-related character arcs. And that’s true here, too, for a lot of the quirks in Myra’s personality really come out and stick in your head through her interactions with the world around her.
So kudos to Energy Breaker on this point. Not a lot about its story and cast stands out to me overall, but I do think that its dedication to its ambient details is very laudable.
Wednesday, February 28, 2018
General RPGs' AMVs 15
FINAL FANTASY
Final Fantasy 8: Final Devotion, by Lunarstudios: https://www.youtube.com/watch?v=h1My5qRNntQ
The music used is To the Moon and Back, by Savage Garden. This is 1 of those AMVs that’s so damn good that it’s really just barely shy of deserving its own rant. The timing and scene selection is excellent, perfectly following both the mood and rhythm of the song, and its lyrics. And the latter is a real accomplishment, because this is a long song, and it’s 1 of those songs whose focus is on telling its story, making the act of following along with said story much more challenging. The only flaw I can say this video really has is the fact that it’s kind of hard to sustain a roughly 6 minute song with FF8’s FMVs alone, particularly when they’re so carefully restricted to coordinating with the song’s nearly always present lyrics...but even as it gets a little old, it’s still really good. Really, this is just an expert AMV from start to finish; that’s all there is to say about it.
It’s a shock to me that this isn’t the best AMV of today’s lot, actually, but I suppose that really just emphasizes how truly excellent All About Us one further below really is.
Final Fantasy 8: Mentos, by Jimbo Studios Entertainment: https://www.youtube.com/watch?v=UWPQ6t4uQXw
The music used is from a Mentos commercial, by who the hell knows. There’s nothing to say about this. It’s just glorious.
Final Fantasy 9: Demons, by Argol: https://www.youtube.com/watch?v=IYdb5DJzV_4&
The music used is Demons, by Imagine Dragons. This is a really well-made AMV that consistently matches the scenes of Final Fantasy 9 to the lyrics of the song extremely well, and has a good eye and ear for keeping the visuals of the AMV appropriate to the tone of the song, as well. It’s one of those cases where it’s more the game being worked to fit the song, rather than the song fitting to the content of the game, but there’s still plenty of synergy between them that goes both ways. Overall, this is just a really strong AMV.
FIRE EMBLEM
Fire Emblem 14: Believer, by TheHeroStainedRed: https://www.youtube.com/watch?v=zhafaABIVdc
The music used is Believer, by Imagine Dragons. This is a solid AMV that shines for how well it pairs the game’s footage and action to the heavy, powerful beats and tone of the music. I hadn’t really noticed just how much of FE14’s cinematics were devoted to pain, death, and heavy movements, but apparently there’s enough there to adeptly coordinate with this entire song.
Fire Emblem 14: Hey Brother, by Artishe: https://www.youtube.com/watch?v=u4DJTP8ApLY&
The music used is Hey Brother, by Avicii. Alright, in fairness, when it comes to making a Fire Emblem 14 AMV, pretty much half the job is already done for you the moment you get a song primarily about brothers and sisters. Still, this is a skillfully made AMV which competently takes advantage of the automatic connection between song and game, and ties them together into a solid video about the focal point of Corrin’s character and motivations: her family. The tone of the song is pretty well connected to the scenes shown, too, which is also nice.
Fire Emblem 14: This is War, by Hawkscape: https://www.youtube.com/watch?v=tYVobQRsY2o
The music used is This is War, by 30 Seconds to Mars. Again. Ugh. Okay, so this is a very strange AMV, because its first half is such a creative, thoughtful, and well-executed take on the lyrics of This is War that it actually makes the song seem fresh and interesting again. Awesome! And then...the AMV transitions into the second half, skipping to the end of the song and the end of the game, and it’s just boring. I mean, the scene and actions in it fit to the song well enough, but overall you’re just watching an almost unaltered video of the end of FE14, to a song which sucks. It’s baffling, honestly; this boring section is by the same guy who actually managed to breathe new life into the song in the first half of the AMV?
As it stands, the first half’s quality still outweighs the second half’s lack of originality or skill, to me, so I’m still sharing it here. But what started out looking to be a truly excellent AMV turned out to just be a fairly okay one, and that’s pretty disappointing.
KINGDOM HEARTS
Kingdom Hearts Series: Wide Awake, by Sarady: https://www.youtube.com/watch?v=axl1xw3SD_c
The music used is Wide Awake, by Katy Perry. Kingdom Hearts has a natural resonance with certain types of songs, and that’s definitely present here; Wide Awake definitely holds the kind of tune and lyrics that really just meld well with the game. That’s not to say that Sarady deserves no credit for this combination, however. To the contrary, this AMV’s creator has skillfully used the song and game footage to glimpse at the stories of the Kingdom Hearts series’s protagonist Sora, and 2 semi-protagonists Roxas and Aqua, and the result is a high-quality AMV that’s engrossing from start to finish.
THE WORLD ENDS WITH YOU
The World Ends with You: All About Us, by Digital Surgeon: https://www.youtube.com/watch?v=cfxe24iut1M&
The music used is All About Us, by t.A.T.u. Ugh, t.A.T.u. What is this, 2002? I thought I was done having to listen to this duo’s shitty music after my sister moved out for college. I guess I should just count my lucky fucking stars that Digital Surgeon didn’t go with All the Things She Said.
Okay, well, regardless of my at this point arguably lifelong dislike of t.A.T.u, this here is a damned good AMV. The tone of the song coordinates nigh perfectly with the style of The World Ends with You, both in terms of its art style and its sequential-art-esque animations, and the AMV’s creator does a spot-on job of coordinating scene changes so that almost all the actions and scenes shown are matched to not just the lyrics, but the beats themselves of this energetic, aggressive song. I just freakin’ love the part from 0:59 - 1:10, for example. The chorus...the obnoxious, incessant, so-repetitive-that-level-grinding-in-The-7th-Saga-is-starting-to-look-fresh-and-interesting-by-comparison chorus...obviously works very well conceptually with this game, a game all about finding the value in bonds with other people. This is one of those cases where you almost don’t know where the game ends and the song begins, because they’re fitted together so well that you can’t tell which is supposed to be the one supporting and emphasizing the other.
My one complaint is that the video uses a few lines of dialogue from the game, which should be a plus (why do AMV-makers shy away from this so much?), but unfortunately, the music isn’t adequately subdued during these moments, and so everything said is completely lost in the noise. It’s too bad, because a few well-placed lines from TWEwY would have doubtless been solid gold for this AMV. Even with this flaw, though, this is a really great music video.
Sunday, February 18, 2018
General RPG Characters' Preoccupation with Hand Warmth
So, something that happens now and then in RPGs is that you have a character, almost invariably female, and also usually sappy and annoyingly positive, who takes someone’s hand in theirs, and from this small touch divines that the person whose hand they grasp is a good person with a good heart. What is the source of this intuition, you wonder? How have they so confidently inferred the hidden nature and plumbed the depths of the soul before them? Why, it’s very simple!
That person has warm hands.
Yup. That’s it. That’s all there is to it. The person has warm hands, so according to your oracular party member, they must be trustworthy. Background history? Discussion of one’s ethics and beliefs? Personal experience with the individual? Considering the person’s actions to this point? Even just looking them in the goddamn eye? All unnecessary. This person’s hands possess a higher temperature than the party member’s own, so they must be a trustworthy and laudable person within.
It’s just...so idiotic. I don’t even know where to start with this trope. I don’t know why I should HAVE to. Hey, uh, assorted RPG writers of companies both big and small, did you guys just...miss fourth grade science, or something? See, there’s this thing about human beings. And that is that we’re mammals. And mammals, it turns out, are warm-blooded. It means our blood--the blood that circulates through our body, including the extremities like the hands--is meant to stay at a specific, constant, regulated temperature, regardless of the environment around us. And 1 of the side effects of that usually-learned-in-elementary-school fact is that we give off body heat. Like...ALL of us. Regardless of the moral fiber of our character!
How exactly does this reasoning work, anyway? The person’s heart must be warmer if their hands are warmer, and warmer heart = better heart? Or maybe the person’s heart is extra functional, pumping their warm blood into their hands much faster than a regular person’s? Because I’m fairly sure these are less a sign of moral integrity than they are of cardiovascular diseases!
And even from the perspective of whatever bizarre reasoning RPGs have for this trope, it still doesn’t make much sense to use as a moral barometer. I mean, even if having naturally heated hands were somehow indicative of a good person, it’s still not a reliable measure to use. What if a decent person happens to just have bad circulation? What, no good human being ever got diabetes, or had a blood clot? For that matter, no evil person ever had a fever?
What about characters like Deekin from Neverwinter Nights 1, Mipha from The Legend of Zelda: Breath of the Wild, Frog from Chrono Trigger, Koops from Paper Mario 2, and Psybe from Cosmic Star Heroine? You’d have a hard time arguing that any of them weren’t highly decent people, but lizards, fish, amphibians, turtles, and most insects are cold-blooded; there’d be no warmth in any of their hands. Or characters like Spar from Breath of Fire 2, and Camellia from Arc the Lad 4? Pretty sure that anthropomorphic plants wouldn’t have much in the way of body heat, but that doesn’t bar either from being decent individuals. There’re plenty of ethical characters in RPGs who are aliens, like Raja from Phantasy Star 4, and Garrus and Padok from the Mass Effect series. Even if they might be warm-blooded, their physiology could be such that the warmth was less than our own. And then there are good-hearted vampires like Joachim from Shadow Hearts 2, helpful ghosts like Pamela from Mana Khemia 1, friendly skeletons like Papyrus from Undertale, and just a whole hell of a lot of nice robots. Go ahead and try to tell me Aegis from Shin Megami Tensei: Persona isn’t a truly wonderful person. Go ahead, try to say it. You’ll live the rest of your life knowing you’re a fucking liar.
And even beyond the fact that body temperature can be affected by health problems, and the problems that arise from RPGs’ trend toward especially peculiar casts, it also seems like it would be easy for a villain to dupe this format of moral checkup. All any villain needs to do is keep his hands in his armpits for a few minutes before shaking hands with the heroes he wants to dupe, and he’s golden! Or hell, why settle for his pits? He’s a villain! He can shove his hand down between his asscheeks for a bit--he passes the moral test, and gives the heroes a good stink palm at the same time! Effective, and diabolic!
It’s just a really stupid, nonsensical trope. It’s silly and dumb to anyone with common sense and even a beginner’s grasp of human biology, and even if you were to take it as somehow legitimate, it still seems absurdly unreliable and easy to fool. Thankfully, though it does pop up now and then in games from developers both mighty* and minor**, this bizarre little cliche shows up in RPGs far less frequently than it does in anime. Still, every time I come across it, the sappy stupidity of the warm hands = good heart thing just makes me groan and shake my head.
* No, Grandia 3’s Alfina, Yuki is not a good person because his hands are warm. He is a good person because he keeps saving your stupid ass.
And maybe also because he actually has the patience to be able to put up with you. Hell, if the measure of character actually were hand heat, then that level of sainthood would require Yuki’s hands to be outright on fire.
** No, Marine from the Millennium series, Bokden showing up and proving that your faith in him was justified is an occurrence independent of the fact that his hand was a degree hotter than yours when you grabbed it.
Thursday, February 8, 2018
General RPG Valentines 2




















But of course, if you're a sourpuss about Valentine's Day and want everyone to know about it, while also letting them know that you're an RPG addict beyond saving...well, I've got a few of these things for you, too!





Sunday, January 28, 2018
Tales of Zestiria's Sorey's Sacrifice
This fact, however, means that we may be a little too eager, sometimes, as creators and as audiences, to jump into this idea more than we should. Villain redemption through heroic sacrifice is so common that half the time it just doesn't make an impact, characters that the writers aren’t finished with can get axed off prematurely because someone wanted a dramatic moment which just means that they need to be half-assedly resurrected later, and sometimes characters kill themselves when a much simpler, non-fatal course of action was readily apparent.* And on the audience’s side, sometimes we’re too eager to get carried away and make more of heroes’ sacrifices than they’re actually worth.
Such is the case, I feel, of the sacrifice made by Sorey at the end of Tales of Zestiria (obvious spoiler alert here, by the way). From cruising through a few message boards and looking in on some conversations between Tales of fans, I’ve gotten the distinct impression that most players of ToZ view Sorey’s sacrifice as having the same gravity, tragedy, and nobility as any other RPG hero’s sacrifice possesses, like, say, Maxim in Lufia 2, or Tidus in Final Fantasy 10. And I think that may be just a tad of an overreaction to Sorey’s case.
Now, don’t get me wrong: I respect the sacrifice Sorey makes at the end of the game. He chooses to leave his friends and world, to chain his spirit to that of the god of Seraphs, so that Sorey can undertake the process of purifying said Seraph and save the world from the malevolence that has afflicted it for so long. This will take centuries to accomplish, meaning that Sorey is going to sleep through the chance to see the good that his actions have brought to the world, and will never again see his human friends again. It’s a heavy sacrifice to have to make, to be sure, and he’s a brave, heroic man to take it upon himself.
But all the same, to view this in the same lens as your typical end-of-adventure protagonist self-sacrifice is, I think, maybe to exaggerate its level of tragedy a bit. Let’s really look at what Sorey’s actually having to give up here.
First of all, the guy ain’t dying, in any sense of the word. It’s a known fact, going into the final battle, that for Sorey to do this is for him to simply be isolated for a few centuries. Barring some extreme outside event, Sorey will be waking up good as new once he’s done with this whole purification hullabaloo. And since he wouldn’t normally have lived centuries anyway, one can only conclude that this act will not shorten his lifespan in any way, like, say, going into a coma would (since one continues to age in a coma). There’s no ambiguity about this: he’s not dying. So that alone cuts down on how tragic this sacrifice can really seem--we rightly make a big deal of Yuri choosing to die for his love of Alice at the end of Shadow Hearts 2, because the understanding is that he’s, y’know, not coming back, but we rightly don’t make a big deal of Bleu/Deis going back to sleep at the end of Breath of Fire 1, because even though it won’t be for centuries, she will, eventually, wake up right as rain.
Of course, one’s simple physical and mental existence are not the only things one can give up, and the weight of Sorey’s sacrifice comes from what else he’s losing. By having to leave for centuries, as I said, it means he’ll never get to see his human friends again, and the world will be drastically different from what he knew. Well, that’s certainly a sizable loss for him, and it does make his sacrifice meaningful and heroic...but even then, I have to say, it’s not quite as heavy a thing he’s giving up as you might initially think.
Let’s look at the friends he loses in this deal. Is it tragic that he’ll never again get to hang with his BFF Rose, or see Alisha again? Absolutely! Very sad on both sides, especially for Alisha, since she doesn’t know what he’s doing in advance and thus has no chance to actually say goodbye to Sorey. But...besides Rose and Alisha, every one of Sorey’s meaningful relationships is with a Seraph. His lifelong buddy Mikleo is a Seraph. The friends he’s made on his journey, Lailah, Edna, and Zaveid, are all Seraphim. And all the people of the town in which Sorey has lived his whole life are Seraphim, too. Given Seraphim’s long, perhaps even outright endless lifespans, this means that nearly everyone in Sorey’s life that he really cares about will still be alive centuries later, when his life resumes! It’s tragic that Sorey will never again see Rose and Alisha, but this is a far cry away from giving up on all the people he loves; at least 2/3rds of them are going to be kicking around when he wakes up.
I feel like I did when watching that episode of My Little Pony: Friendship is Magic in which Rainbow Dash is going through the stages of grief because her pet turtle’s going to be hibernating through the winter--like I’m expected to be devastated by a tragedy that isn’t happening. It’s unfortunate when you have to be separated from someone you care about for a while, but it’s not an adequate narrative substitute for death! It’s sad, but not THAT sad. That turtle’s gonna wake up in a few months just fine, and Sorey’s still gonna be able to continue all but 2 of his meaningful relationships.**
In addition, having to give up on his world, awakening centuries later to a world of countries and societies that he knows nothing of...that could be a big loss, for most characters. A lot of protagonists are defined by a love for their world, and their dreams and ambitions in life. But, uh...Sorey’s case is actually remarkably free of tragedy, here. Sure, it kind of sucks that Sorey won’t be able to witness the kingdoms of Rolent and Hyland as they enter a new golden age thanks to the efforts of Sorey and his friends, but...how attached can he really be to the world as a whole, honestly? Guy only left his super-isolated little Seraph town a few months ago! He hasn’t seen enough of the world to be able to really miss it. The only thing he might lose is his hometown, but his attachment to it seemed more based on his relationship to the residents of his community, rather than the place itself, and as stated above, they all have the potential to still be alive and kicking. Waking up in a new era is going to be little more than just the same experience of stepping out into a new world that Sorey had early in the adventure.
And finally, Sorey doesn’t have to give up on any of his life’s ambitions or interests. Although a decent character, Sorey really only has 1 interest and life dream: to explore ruins. Well, the great thing about ruins is that they aren’t going anywhere, especially not in RPGs, in which leftover locations from lost, legendary eras are usually somehow so perfectly preserved that every damn puzzle switch in the things still works over a thousand years later. So Sorey has every chance once the world’s saved and the land is purified to go back to his life’s passion of ruin-exploring.*** Hell, a few centuries later, there’s probably MORE of the things to go spelunking in, and there’s certainly going to be more history for him to read up on. This sacrifice of his actually does his hobby a favor!
So, ultimately, is Sorey’s sacrifice at the end of Tales of Zestiria sad, noble, and meaningful? Absolutely. I don’t want to imply that it’s not. But should we see it on the same level as other heroic RPG sacrifices? Not really. A character like Lufia 2’s Maxim gives up his life, gives up on a world he’s been a part of for a substantial amount of time, gives up a chance to raise his infant son, gives up on ever seeing any of his friends again. Sorey’s sacrifice just doesn’t compare to that.
* Flash Season 1 Spoilers: Dammit, Eddie, you didn’t have to shoot yourself in the heart to save the world! You could’ve just shot yourself in the balls instead, and actually lived to see Season 2! Hell, a stern promise to get a vasectomy might’ve been enough!
** Not counting the meaningful relationships that were forcibly ended by different circumstances. Sadly, Dezel and Gramps are gone, and I feel for Sorey’s loss on both counts, but those have nothing to do with the losses associated with his end-of-game purification sacrifice.
*** Why does he even want to, though? I don’t mean that archeology and history and all that jazz isn’t interesting, mind you. I mean that just about every ruin you encounter in Tales of Zestiria is incredibly basic and boring! Even by RPG ruin standards, ToZ’s dungeons are dime-a-dozen copies of one another with little to differentiate each from the last. It’s like Bandai-Namco outsourced dungeon creation to Bioware’s Dragon Age 2 team, or those clowns who programmed the dungeons in Conception 2. Just seems ridiculous to me that ToZ would make the passion of its protagonist and his besty archeology, and then put almost no effort into more than half of the historic sites you can visit in the game.
Thursday, January 18, 2018
Energy Breaker's Time Limits
I mean, really. Think back to any and every RPG you’ve played in which you had to defeat your enemies within a set amount of time, or else get a game over. Which of those battles were fun? Hmm? Any of them? Certainly none that I can immediately think of.
Oh, to be sure, there are times when it’s narratively sensible to put a time limit on battles. When you’ve gotta beat a boss before a time bomb goes off, then sure, a timer on a battle makes some sense. When you’ve gotta take out some guards as part of a heist before the next part of the plan is set to start, restricting how long a battle can go on can draw the player a little more into the situation, engross us a little more in the story’s events. Shadowrun seems to do this pretty well, for example. When you’ve gotta battle hostile sewer rats who inexplicably make their home not in the sewers but in the rafters of an opera house so that you can reach a narcissistic purple talking octopus before he drops an anvil on top of a military general masquerading as a performer so that she can trick a gambler into giving her a dirigible ride...well, in a situation like that, the time limit may very well be the only part of it that makes sense. But regardless, even if it helps sell what’s happening in the game’s plot at that moment, having to work against a timer is a gameplay mechanic that’s invariably annoying.
So what in the world was Taito thinking when it put a time limit on every single battle in Energy Breaker? From bosses on down to random encounters, every battle in this game has a set number of turns in which it must be completed, or else it’s game over. It’s incredibly damn annoying; even if you’re capable of defeating your foes, you may still lose to them over and over again because you can’t do it quite fast enough.
And besides the basic irritation of it, it’s also a really stupid idea given that Energy Breaker is a tactical RPG. Now, not every tactical RPG absolutely has to have battles that take a long time complete. Live-A-Live manages to have its battles go about as long as regular battle systems take, for example. But generally, tactical RPG battles are a longer process, for the simple reason that planning out what positions and strategies of advancement you want to adopt is inherent to the system. Sometimes just finding the right position for your units is more important than actually doing anything with them immediately, like getting an evasive tank into a bottleneck spot in any given Fire Emblem title, or grabbing the high ground when you’re a Jedi in an unspeakably shitty movie. But if you put a time limit on the battle, then a huge amount of your strategy goes flying out the window! In Energy Breaker, you don’t have the luxury of creating a formation, testing enemy movement reach, seeking out advantageous positions...you have to get in there and kill your enemies pronto! The turns you have to spend only moving toward your enemy are suddenly frustrating time wastes when you know they’ve cost you 20% of your time budget!
Always having a time limit on your battles also limits a player’s interest in exploring strategies in terms of party setup. Now I’ll grant you this isn’t too big an issue with Energy Breaker, since it, early RPG as it is, doesn’t have a lot of room for party customization, but on a conceptual level, it’s a problem. Because, you see, it narrows a player’s focus on character building down to over-valuing a specific kind of team member: the glass cannon. True, I trend toward glass cannon setups myself (I’m not the patient sort), so it wouldn’t be as big a problem for me, but still, anyone who might have enjoyed experimenting with creating defense-oriented setups is going to forego all versatility possible in favor of party members who hit as hard and as fast as they possibly can to end the battle within the turn limit.
Putting a time limit on some battles can add a gameplay dimension that requires the player to explore different strategies, and it can get you more invested in a particular scenario, story-wise. It’s annoying, but it has benefits. But putting a time limit on every single battle in the game? That’s just a frustrating, pointless gimmick with no benefit, and doing so in a tactical RPG undercuts a huge portion of the strategy component to the combat, which is the entire point of having a tactical battle system to the begin with. I don’t know who thought it was a good idea to do this with Energy Breaker, but they were, quite frankly, dead wrong.
Monday, January 8, 2018
General RPGs' Unusual Good Luck with Sequels 2
Not long ago, I wrote a rant about the unusually high success rate that RPGs have in terms of sequels, in which I pointed out that the genre is perhaps the most likely of any storytelling venue I’m familiar with to have a continuation of a series be good. Which is all fine and good, but having made this observation, the question then arises:
Why?
Is there anything we can attribute to this seemingly miraculous positive tendency? A particular aspect of RPG sequels that helps make them so much more likely than continuations of other genres’ franchises to do decently? Well, possibly. First of all, I’m sure that simple good luck plays its part. More than that, though, I’m sure that RPG sequels must more often have a large amount of genuine effort and care put into them for this to work--my suspicion is that RPG developers probably just take their creations seriously more often than the creators of sequels in Hollywood and so on. Perhaps the gaming industry, or at least this corner of it, is actually just more concerned with its art than other storytelling businesses in general. You certainly don’t get a true classic like Shadow Hearts 2, with its creative and well-paced story and its rich and compelling emotional impact, by half-assing it, while sequels in the cinematic world seem to have a 50-50 chance of being solely a cash-in on their predecessors. Disney’s done it so often with its direct-to-DVD animated sequels that it’s basically the poster child for the concept of lazy cash-grabs.
(I still think that Pocahontas 2 is better than the original, though).*
Beyond the likelihood that RPG developers more often give a shit about their sequels, though, I think that there is a factor that contributes to RPG sequels’ unusually high rate of success. See, it’s like this: I want you to think of Final Fantasy. And Grandia. And Wild Arms. And Star Ocean, Castlevania, Shadowrun, Shining Force, Fallout, Tales of, Breath of Fire, the Nippon Ichi games, and Shin Megami Tensei--to name a few RPG series in which this works. Just how much connection between titles do all the installments in these franchises have?
Some, like Shadowrun, Fallout, and Castlevania all take place in the same world, and have some characters make multiple appearances over various titles (such as Jake Armitage, Harold, and Maria Renard). The events of 1 title frequently affect that world and sequels in various ways (the events of Shadowrun Returns are mentioned in Shadowrun: Dragonfall, the Brotherhood of Steel’s victory in Fallout 3 leads to their faction role in Fallout 4, and Dracula’s unlimited respawns necessitates a family line of vampire slayers to keep taking him out, along with some far more interesting and awesome outsiders on occasion like Alucard and Shanoa). But honestly? These games, while definitely connected, are not nearly as directly tied as we tend to think of when we think of sequels. None of the protagonists for Shadowrun and Fallout are present in any but a single title, and their companions and antagonists are almost all completely new with each game, as well. The same is mostly true of Castlevania, too. The many sequels of these 3 series do build off of their predecessors in many story elements, but each one is ultimately its own story, borrowing lore and a few characters but not being shackled to what came before.
Then there are series like Breath of Fire, Star Ocean, and the Nippon Ichi titles. They’re franchises in which most or all of their titles take place within the same universe as previous ones, but ultimately only use those predecessors for lore-related purposes. Breath of Fire 2 builds on BoF1 in that its antagonist, DeathEvan, came about as a result of the battle against Miria/Tyr in the original game, and it takes place on the same world, but DeathEvan is his own evil who furthers his goals in his own way, and since BoF2 takes place centuries after the first game, the people and society of its world are tied only loosely to those found in the first game--you get cameos of some of the important characters of BoF1 here and there, such as a message Nina 1 leaves for her descendants, and admittedly the immortal Bleu is a secret party member again, but overall, BoF2 has all the space it needs to do its own thing and only take tiny bits of legend and lore from the original. Likewise, Star Ocean’s games all take place in the same universe, but its titles are frequently separated so vastly in terms of time and distance that their only real connection is lore-based, rather than anything hard and fast like recurring major characters. And while Nippon Ichi titles take pleasure in connecting to one another in fun ways, most of the time they’re still decidedly their own entities in a similar fashion.
And then, finally, we have cases like Final Fantasy, Grandia, and Tales of. These are franchises in which the majority of their titles aren’t even connected by taking place in the same universe! There’s nothing to my knowledge that suggests that Final Fantasy 4, 6, 7, and 12 have any connection whatsoever in terms of their worlds, for example. For all intents and purposes, they’re completely different stories taking place in completely different universes that have no overlap whatsoever. Likewise, there’s nothing that connects Grandia 1, 2, and 3 together at all, and while some Tales of games do connect directly to one another, most of them are distinct entities. The only thing that connects titles in franchises like these are aesthetics and style, really--Grandia’s comforting rainbow save points and lovely dinner conversations, Final Fantasy’s recurring systems of magic and summoned monsters, Tales of’s elemental creatures and skits, that sort of thing. Just connections of approaches to gameplay and story elements, rather than of lore or characters.
My point here is that RPG sequels are very frequently only loosely tied to their predecessors, if at all. And I think that helps give them the breathing room to excel. Most of the time with sequels, we expect to see most or all of the same characters returning, in the same settings, building off of the events of the preceding story. And while that can certainly work, I think it must nonetheless be more challenging to return to characters and story elements that you thought you have developed to their conclusion, and have to find something new to do with them. That’s not to say it never happens in RPGs, nor that it can’t be done quite well in them--Shadow Hearts 2 explores Yuri’s character and gives him depth and pathos beyond anything SH1 even attempted, and Knights of the Old Republic 2 finds powerfully philosophical story qualities to explore and expand on from the more basic plot of its predecessor, for example. But overall, RPG sequels tend to be almost entirely new stories, able to tell themselves without the burden of having to use anyone or anything from the previous story that isn’t useful to them. Is it any wonder, then, that they have a higher rate of success, when we do not burden them with the same expectations we have of sequels which more directly tie to their predecessors?
What’s also interesting about this is that it’s one of the only genres where this is even allowed by the audience. You can’t get away with this sort of thing in cinema, for example, at least not often. When we hear of a movie sequel, we expect to see the characters of the first movie return, we expect to see them doing their thing in the same world, and we expect the characters and world to be in a state in accordance with how the last movie ended. Sometimes a movie can trick us by using a bare minimum of its predecessor while still telling its own story--Mad Max: Fury Road, for example, is generally agreed on to be a pretty rad movie, even though the series’s titular character wavers between the roles of secondary character and unconnected observer--but generally, we go into a movie sequel with the expectation that it’s gonna be a direct continuation of its source.
And if you think I’m full of it on this point, well, hell, just look at the movie Final Fantasy: The Spirits Within! Now, I’m not saying it was a great flick by any means, but there’s really not a lot that’s terribly wrong with it; it’s a decent movie to watch once. Yet the thing was a staggering flop, kept Squaresoft on the verge of bankruptcy for years and years--have they, in fact, fully recovered from it even now? I remember reading only a few years back that they were still, amazingly enough, recuperating from their losses from a movie they’d released over a decade before! Real, actual shit movies like the Star Wars prequels, or the Pirates of the Caribbean sequels, or the Transformers franchise have managed to make serious bank, while this mildly decent film turned into a financial black hole. Why?
Well, because Square was following its own damn formula and expecting it to work, that’s why. Well, okay, there are lots of reasons FFTSW didn’t connect with audiences, but it’s a fact that one of the most frequent criticisms I’ve heard levied against the film is that it had nothing to do with Final Fantasy. Well, yeah, it has no recurring characters from the games, doesn’t take place on any of the games’ worlds, no chocobos or moogles...all it’s got is a Cid, and his name isn’t even spelled right. But, uh, so fucking what? That’s barely any less than ANY given Final Fantasy has with its fellow titles! Practically every Final Fantasy until that point and since tells its own story with no more than aesthetic connections to its peers! And while The Spirits Within doesn’t exactly stand shoulder to shoulder with the quality of, say, Final Fantasy 10, or Tactics, or especially 9, at least it’s not so generic as FF5, or obscenely confused and boring as 12, or just an outright idiotic fucking mess like FF8! In terms of quality, I don’t think The Spirits Within is even in the lower half of the Final Fantasy series canon! And yet, we all--myself included!--scorned it for having nothing to do with its series, even though, story-wise and character-wise, that’s the standard for Final Fantasy. If anything, FFTSW would have been less true to its franchise if it HAD tried to directly connect to it.**
And why did we make this complaint? I don’t know for sure, but I personally think that maybe it was because we’re just naturally geared to expect direct ties in our sequels outside the realms of RPGs. What was never a problem for the games in Final Fantasy suddenly became a huge obstacle for the series when it made a try at cinema. What might have been given a chance in game format and recognized as a pretty okay story--again, nothing great, but okay--was dead on arrival in movie form.
So anyway, that’s my theory as to 1 of the factors of why RPG sequels have the unusually good fortune I mentioned in my previous rant: the simple fact that our expectations for what an RPG sequel can and should look like are more open than our expectations of sequels in other genres and formats. We wouldn’t want to see a fighting game sequel that had none of the previous title’s characters come back again, we wouldn’t want to see a movie sequel that had virtually none of the story elements as its predecessor, and so on...but for whatever reason, we’re totally fine with this sort of thing in our RPGs. And I think that helps give game developers the space when continuing a series to write something worthwhile, and it helps us to give that writing the chance it deserves.
* Come at me, uh...some Disney fans? Everyone? Only a few people? I actually don’t really know where Pocahontas 1 and 2 lie in terms of the public’s overall feelings.
** And frankly, going by FF12: Revenant Wings, the FF7 spinoffs, and that unspeakable abomination FF10-2, we didn’t know how good we had it back when Square wasn’t making direct FF sequels. Hell, look at that Final Fantasy 7: Advent Children garbage. I never knew how much I would miss The Spirits Within until I saw what happened when SquareEnix decided to try making a movie that was directly tied to its franchise.