Final Fantasy X

By Shamus Posted Tuesday Apr 18, 2006

Filed under: Game Reviews 27 comments

Pixy is just not down with Oblivion, and also has this to say:

There are two groups that know how to make a good computer role-playing game: BioWare and Japan.

Fair enough. I might give a nod in the direction of games like Fallout and Planescape: Torment. Not fabulous, but both had a lot of new ideas and took some chances. But in any case, Pixy is right: Americans can’t make good RPG’s. (BioWare is Canadian)

The problem with American RPG’s is that they aren’t. Diablo and Dungeon Siege are both successful games, but there are no roles to be played. No roleplaying, you see. They are threadbare stories with vague or nonexistant characters. They have their own appeal, but it has nothing to do with telling a story or meeting new characters.

In fact, Diablo is about killing lots and lots of monsters and searching for cool loot. The game itself has more in common with playing slot machines and bargain hunting at antique stores than it does with classic D&D.

Which brings me to Final Fantasy X.

I’ve ranted about this game before:

FFX was my first exposure the the franchise, and it left a big impression on me. It has a massive, richly-detailed world. I'm talking Lord of the Rings-sized fantasy world, here. Futhermore, it is a truly unique world. This isn't some third-generation Tolkienesque D&D ripoff. This isn't goblins with six-shooters, or Elves in space. This is a whole new kind of world with its own ideas about magic, technology, and culture. The world of Spira has different languages, religions, sports, ethnic groups, political struggles, clothing styles, and inventions. It is full of characters that are amusing, whimsical, frightening, sad, and inspiring.

The game is a technical wonder as well. Even now, years after its release, it still looks great. The voice acting is superb. The pacing is excellent. The game is a fantastic experience, and is even fairly accessable to people new to the genre.

I should add that under no circumstances should Steven Den Beste be allowed to play this game. The plot is… highly unusual and would generate the mother of all “too many words” if he were to follow the story of Tidus. (I’ve actually been thinking of doing this myself. I’m revisiting the game now and I’m still noticing little scenes and details I missed the last five times through the game. I have some explanations for the end of the story that I’ve been meaning to inflict on others for some time now.)

These screenshots are from one of my favorite moments in the game, when Yuna performs the “sending”.

I seriously doubt we’ll ever see an American game company come out with anything as ambitious, as large, and as deep. American RPG’s are inept when it comes to telling a story, and too obsessed with Tolkienesqe folklore to go out and try something new. Don’t get me wrong, I love the Tolkein mythology, but for crying out loud: We’ve been there. Go do something else already.

 


 

Indie Games

By Shamus Posted Tuesday Apr 18, 2006

Filed under: Game Design 8 comments

Over at Tales of the Rampant Coyote there are a few posts on the indie game he’s working on, titled Apocalypse Cow. It’s interesting to see the work in progress.

Indie games these days are hard. The tools available to indie developers are getting better, but not as quickly as the work required to bring a game to market. Big-budget games have larger teams behind them every year. They keep raising the bar on what players expect. This puts some games out of reach of indie games entirely. For example, I can’t imagine a couple of guys whipping up their own rendering engine and tools and making their own first-person shooter. Animated characters take 3d modeling and texturing and programming and animations, which means in most cases a single character running around the game world is the work of at least four people. Articulated characters are maddenly expensive, and there is no way around it.

I don’t think this is going to change anytime soon, either. Better tools might make creating an animated character easier, but it’s an inherantly complex task and there is only so much help the software can give.

This is a lot of the reason I feel like I can’t do anything with the dueling game I came up with. It’s fairly modest in scope, since it doesn’t require epic environments or dozens of voice actors. However, it does require well-animated human figures. If this were a game with a couple of tanks driving around blasting each other, the whole thing would only be a few of weeks of work at most. But since we’re dealing with humans, the time to implement it jumps from weeks to months, and the team goes from one guy to several. Suddenly the thing is too big to be a hobby project.

 


 

A Shout out to my Peeps

By Shamus Posted Tuesday Apr 18, 2006

Filed under: Pictures 3 comments



My Peeps



I got nothin’ today. So you get a picture of a peep.

Mmmmm…. peeps.

 


 

Sugar Update

By Shamus Posted Monday Apr 17, 2006

Filed under: Anime 5 comments

I just now finished watching the Sugar series and the additional “special”. Fantastic series. Lots of other people have been writing about it recently, and I’ve been avoiding reading their thoughts until now. I’m eager to read what I’ve been missing, but I think I need to let it all sink in first.

A Little Later: Many people commented that the additional episodes (the summer special) were really required for proper closure. From the Chizumatic review:

However, I would say that theSugar summer special is an essential part of the series, something you really need to buy and watch after watching the regular series if you want a satisfactory sense of closure. The series doesn’t really feel complete until after you’ve watched the summer special.

I finished the last disc of the regular series and thought it ended well enough. I didn’t think it needed more. (Although I didn’t really take time to think about it)

But after watching the summer special I can see it really does offer a fuller ending. It answered questions I hadn’t thought of yet, mostly because I watched the end of the series and the special back-to-back. It was all very satisfying and very rewarding.

The next day: I think the only part that didn’t work for me was the “piano chase”. It was bit contrived and went on WAY too long. This town had been firmly established as being fairly level all along, and at the start of the piano chase the thing goes downhill for a long, long time. The town would have needed to be on the side of a very large hill for that to happen. Plus, with all that weight on those tiny wheels, those cobblestone streets should have shaken the sucker apart long before it ever got to the drawbridge. I lived on a steep brick street when I was a kid, and let me tell you: That piano would not have survived the trip down the hill ONCE, even if it hit a stack of fluffy-puffy pillows at the bottom. That much weight on those narrow legs on a flat piece of wood with tiny wheels over cobblestone? Going up and down hills all over town? For crying out loud. The thing wasn’t even out of tune when it finally stopped.

It was odd that they resorted to Three-Stooges level comedy for that episode. They hadn’t really done anything like that before, so it felt like it didn’t fit. It was like having ten minutes of Scooby-Doo inserted into Snow White.

It didn’t ruin the series. I still love the story and was still quite impressed with the ending. It was charming and thoughtful. In fact, right after that point in the story are some of the most impressive character moments. Greta’s decision was surprising, but it fit. Same goes for the way Saga acted afterwards. That was a big moment for those kids, and the result was very satisfying.

Still later, but just one more thing: A favorite moment for me was at the end when Saga is playing the piano in the shop again and we see the shop owner at the coffee house, having a cup and listening to her play. All this time I wondered where he kept going every afternoon. It seemed so unlikely that he always had an errand to run right when Saga came by each day. Now we learn that all this time he’s been doing this on purpose, just to hear her play while at the same time not being exposed as a softie. I love that he never speaks. They get a LOT of mileage out of a character with no vocals and only one facial expression.

Brilliant.

Okay, I’m done now. I hope.

 


 

Big O

By Shamus Posted Monday Apr 17, 2006

Filed under: Anime 22 comments

Big O had me hooked right from the start with some interesting ideas, and then failed to follow through. Or at least, it failed to go where I hoped it would. There are several conflicting ideas in here, and I would have liked the series a lot more if it had just picked one and done it well. No real spoilers here. I’m going to mostly talk about what I thought I was going to see.

Side note: I watched it cold. I didn’t know what it was about, who the characters were, or even what genre I was dealing with. Because it came through Netflix and I didn’t pick it myself, I didn’t even know what the box art looked like.

The story opened up with an interesting premise: It takes place in Paradigm City, a domed but othewise very Gotham-style city that seemed to be more or less isolated. Many years ago everyone in the city lost their memories all at once. Nobody knows why or how. They eventually put things back together and life is more or less normal now, but here you have an entire city that lost their identity and had to find themselves a new one. The implications are pretty astounding.

The story follows “Negotiator” Roger Smith as he takes various dangerous jobs. He looks a bit like Bruce Wayne, has a butler that looks a LOT like Alfred, and lives in a very gothic building that is not dissimilar to Wayne Manor. His first job has him recovering a one-of-a-kind android who looks like a young girl but is very strong, deadly, humorless, literal, and without emotion. Oh, and she has (I’m not kidding) a DVD-style disc tray built into her forehead.

Near the end of the first episode I noticed that it wasn’t going where I thought it was going. I was hooked by the amnesia idea, and I was anxious for the story to get back to it. I was still trying to get a handle on what sort of story this was when a huge robot started stomping around the city. I’m thinking, “Wow. This is a toughie. How is Roger Smith going to get rid of it? Talk it into going away?

Then Roger shouts into his watch, “BIG O!” and a massive Robot comes out of the pavement right where he’s standing. He gets in, and the two robots punch each other for a while. They have trouble doing real damage to each other, but they give the surrounding city a real pounding.

So for me the series started out with this idea about mass amnesia, then forgot all about it and drove us right into anime cliche’ hell. We went from interesting sci-fi premise to Batman ripoff to Cliche Robot Girl to Mechas having a Godzilla-style brawl in the big city. This series is like frankenstein’s monster: There are a whole lot of seperate ideas crudely sewn together and animated without thought to what the consequences might be. As you might have guessed: The end result isn’t pretty.

Did I mention there is also a sexy woman who is so mysterious we don’t even know why we should care about her? Or the goofball religious iconography? Or the Joker-looking villian?

I stopped watching around disc 4 or so. Maybe the story got better, but it was already such a mess I didn’t want to hang around and find out.

Having said that, I still love the idea of an isolated city where everyone lost their memories, and where almost all other records were lost. What sort of effect would that have on they way people interact? What would their culture be like? How would they go about even choosing names for themselves? What would it be like if everyone had to choose their own name? If the online world is any indication, guys would be named stuff like, “DaReapaMan” and “Ph3arless”. Maybe they would name themselves after mythological creatures or heroes. It’s a very safe bet nobody would name themselves Roger Smith.

What do you do with all the money in the bank now that nobody knows who owns it, or even who owns the bank? How would people decide where to live? Would they roam the city, trying their key in every lock? What do you do with the people in prison now that you no longer know their crime or the length of their sentence?

But no: The whole memory loss thing is just a plot device used to explain why people don’t know about the mechas or where they came from. To me, this is a sloppy plot device. Everyone loosing their memories is a much bigger deal than giant robots. The mass amnesia, not the robots, would be the central story of the city.

Imagine how people would act in that moment when their memories go. You’re riding an elevator with a woman. You look at each other. Who is she? Your sister? Wife? Boss? Nemesis? Someone you’ve never met?

What if a woman found herself standing over the body of someone who was just shot to death, and she was holding a gun? Did she do it? Or was this a friend, who she was rushing to help? Perhaps the two of them were undercover cops together? Maybe they were lovers. Maybe one of them is a burgler.

What about the guy who is in prison? Now he’s forced to wonder what he did to get in here? Murder someone? Steal a car? Fight city hall?

I could go on like this forever. This premise generates an endless number of facinating situations that could lead to great stories. Unlike in Big O, where people just shrugged and muddled on, I think this event would have a huge significance to everyone. They would, at the very least, have a name for the day. It would be something simple, like “day zero”.

Roger Smith would be some sort of investigator, working a few years after this event. Each episode could have someone coming to him for help. As in, “I have this picture of a woman in my wallet and I wonder if she has a picture of me. Maybe we were married. Help me find her.”

His clients would tell their versions of Day Zero in flashback, and then Roger would go about trying to help them. Sometimes he’d learn things they didn’t want to know. Sometimes he wouldn’t be able to help them at all, and the mystery would remain.

Imagine this one: A guy was released from jail on Day Zero, since nobody knew what he did. He’s spent the intervening years helping old folks find and secure homes for themselves, as well as running an ad-hoc orphanage for kids who weren’t with their parents on Day Zero. All this time it’s been nagging at him what he’d done to get into jail. Roger Smith out finds that the man was one of the most sadistic and prolific murderers the city had ever seen. The man (and thus the audience) get to ponder some big questions about what makes us who we are. It’s said that our actions define us, but what if we no longer know what those actions are?

Now the man has to decide what to do with himself, knowing what he used to be. Would he take Roger’s evidence to the authorities and turn himself in again? Kill himself? Would curiosity drive him to learn more about who he was, or perhaps try to become him again?

As the story progressed, we would learn more and more about the events before Day Zero. We’d get little glimpses of the pre-amnesia city and how it worked. There would be clues and dangers and occasionally there would be people who seemed not quite as lost as everyone else. There would be secrets and battles and eventually the end of the series would explain the events that led to Day Zero.

All of that would be a lot more exciting than the robot punching thing they have going.

 


 

Dear Spammers

By Shamus Posted Sunday Apr 16, 2006

Filed under: Rants 6 comments

To all the spammers who are using the holiday as a chance to spam my comments with links to freakish pronography:

Please feel free to die puking.

That is all.

 


 

Holiday

By Shamus Posted Sunday Apr 16, 2006

Filed under: Random 3 comments

To my Christian friends: Have a blessed Resurrection Day.

To my more secular friends: Happy Easter!

To everyone else: I hope you enjoy all the cut-rate candy the stores will be selling tomorrow!

I plan to do all three.

 


 
From The Archives:

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Black Desert Online

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Final Fantasy X

A game about the ghost of an underwater football player who travels through time to save the world from a tick that controls kaiju satan. Really.

 

Are Lootboxes Gambling?

Obviously they are. Right? Actually, is this another one of those sneaky hard-to-define things?

 

Quakecon Keynote 2013 Annotated

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Mass Effect 3 Ending Deconstruction

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Programming Vexations

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Why The Christmas Shopping Season is Worse Every Year

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Blistering Stupidity of Fallout 3

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Tenpenny Tower

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