Friday, 12 April 2013

  • TV Series Review: Freaks and Geeks

    There’s no shortage of high school dramas on TV. My So-Called Life epitomized high school life in the 90s. Friday Night Lights showcased the setting for the 2000s. These shows are often short-lived or have a hard time getting renewed because of the difficulty involved in portraying high school characters issues. This is the case with single-season Freaks and Geeks, one of the best high school comedy-dramas, which portrayed high school life of the early 80s.

    The main characters are siblings Lindsay and Sam Weir. Lindsay is a straight-A student and former mathlete who abandons her previous social circles to start hanging out with the titular “freaks.” This group consists of bad boy Daniel Desario, short-tempered Kim Kelly, perpetual stoner Nick Andopolis, and wisecracker Ken Miller. Sam is a freshman who has been relegated to the “geek” crowd by his peers. He spends his time with know-it-all Neal Schweiber and socially awkward Bill Haverchuck. Rounding out the cast are the Weirs’ wise but out-of-touch parents, Harold and Jean.

    Unlike most high school dramas of the time, none of the characters is part of the popular crowd. All of them are outcasts in different ways. The freaks spend most of their time smoking pot, talking about rock music, and causing shenanigans. They are feared enough that they aren’t bothered by the popular kids, but upper cliques consider them losers and still look down on them. The geeks enjoy talking about movies, comedy, comics, and science fiction. This leads them to be openly mocked and bullied by other kids in the school.

    The show is set in suburban Detroit the 1980 to 1981 school year, but its portrayal of high school life goes beyond its setting. The show avoids making fun of 80s culture and fashion (a trap of much media set in the period) and instead focuses on what high school life was actually like. You see the cliques that you expect to see in high school and students who struggle to find out where they belong. Kids are experiencing things for the first time, including their first love and close friendships, while also experimenting with sex and drugs. Some students plan for their future, while others live in the present. Some characters have to deal with bullying or ridicule from their peers. There are more dimensions to every character with realistic reasons for why they act the way they do and why they have become part of the clique they are in. I found this to be the most realistic portrayal of high school life of any show I have seen.

    That realism applied also to the authority figures, both for better and for worse. The Weir parents are portrayed as loving and genuinely concerned about their kids, but they were also out of touch with modern high school life and refused to see what life was like outside of their own middle-class socioeconomic group. Other parents had their own issues that caused problems for their kids, such as broken homes, harsh punishments, and apathetic nurturing. Teachers at the school sometimes harassed kids as much as the bullies did. On the other hand, they were shown to be real people themselves with their own issues that they had to deal with. Some of the students had to face what they teachers were like in the “real” world outside of school, and that led to some moments that we could all relate to.

    The character arcs focus mostly on Lindsay and Sam, although every character gets some time to shine. There are numerous supporting characters who stand out and become essential the development of the starring roles. Lindsay has to balance her academic achievements with her desire to fit into the freaks. Nick is confronted with the effects that marijuana has on him. Daniel, a surprisingly deep character, is fully aware of the fact that he is a loser, and he is constantly finding a way to change that. My favorite characters are probably Bill and Ken. Bill is far behind every other major character in the series, both mentally and socially, but there is wisdom hidden in his apparently idiocy. Ken was ultimately the least-developed character, but the way he handles his girlfriend’s secret shows a large amount of maturity. The progression of the characters follows what one might really expect from high school students who are trying to find themselves around of the peer pressure surrounding them. Their development is sometimes surprising and dramatic but always believable.

    I was particularly interested in seeing how being a “geek” has changed between now and then. Unlike the self-proclaimed geek pride you see today, being a geek was undoubtedly an insult in the time of the show. The geeks aren’t particularly smart, unlike today’s association with the term, nor were they necessarily technically inclined. Home computers were virtually unheard of, and the closest they come to being tech-savvy was being part of the AV club, which they mainly do to watch movies in the days prior to home video. On the other hand, they are fans of comics and science fiction, showing some link to modern day geekdom.

    Freaks and Geeks lasted only one season, but it packed a lot into that season. It is easy to find at least one character to relate to, and you’ll probably find aspects of every character in yourself. It addresses the perils and joys of high school life unashamedly and compassionately. This is a short-lived classic that anyone who experienced public school life in the U.S. should be able to enjoy.

Wednesday, 30 January 2013

  • Video Game Review: The World Ends with You

    A lot of major game developers have been focusing on their well-established, popular franchises. Square Enix has enough time invested in its myriad of sequels and spin-offs of properties like Final Fantasy, Dragon Quest, and Kingdom Hearts, not to mention its Western acquirements like Deus Ex and Tomb Raider. It’s comforting to see companies like this take a chance on something new and innovative. That’s certainly what they did with the uniquely-named The World Ends with You, and it was a risk that has certainly paid off.

    The World Ends with You takes place in the Shibuya district of modern-day Tokyo. That’s right, instead of a fantasy or science fiction setting, you get an ordinary shopping mall. That’s an odd locale for an RPG, but it surprisingly fits well with the theme of the game. Having never been to Japan, I do not know first-hand what this district looks like, but I have heard that the game is a reasonable reproduction of the area and faithfully replicates major landmarks of the shopping district.

    The main character is Neku, a teenage loner who vocally expresses his dislike of other people and his desire for independence. He wakes up in the middle of Shibuya one day with no memory other than his name and sees a digital billboard telling him that he has seven days. No one around him seems to be able to see or hear him, but he has a pin that allows him to read their minds. He soon learns that he has been involuntarily thrust into a competition called the Reapers’ Game. Each day, he or the other players in the game must complete a mission that will be sent to them on their cell phone. Failure to complete the mission will result in their erasure from existence. Their antagonists in this game are Reapers, who are attempting to erase players for points themselves. While reapers are usually not allowed to attack players directly, they can summon beings called Noise to attack players.

    Players are provided psychic powers to defend themselves, which they execute through pins. Unfortunately, players are incapable of using pins on their own. They must make a pact with another player, and the two partners must compete in the game together. Neku quickly meets a girl named Shiki who talks him into making a pact. While Neku is untrusting of his partner at first, he must learn to trust her if the two of them are to win the game. Throughout the course of the week, they also meet and form alliances with other players, including two named Beat and Rhyme.

    Combat in The World Ends with You is some of the most unusual that I have ever seen in an RPG, and it makes great use of the Nintendo DS stylus. Combat occurs on two screens. Neku fights on the bottom screen with the stylus, while his partner fights on the top screen and is controlled by the directional pad. Neku can take up to six pins into battle. Pins activate psychs that are performed by certain stylus controls. For example, one psych might require simply touching the screen while another may involve making a swipe on an enemy. Some psychs actually require you to blow or yell into the microphone. Pins have a limited number of uses, but they recharge over time.

    Top screen combat is much simpler and just involves tapping directions on the directional pad to determine which direction your partner aims the attack. Most of the attacks are the same, but there is a combo map allows you to select cards with an attack. Selecting the right combination of cards will allow both players to perform a Fusion, an extremely powerful attack that involves both characters. Neku and his partner also have a puck that gets passed back and forth whenever one of them performs a combo. This increases the attack multiplier for whoever currently possesses the puck.

    Fighting on both screens can be very confusing, and the puck exists so that the player can focus on only one screen at a time. If you don’t want to bother with this, you can set the top screen to auto-play. This is what I chose to do most of the time because I found Neku’s combat to be more fun and didn’t want to bother with the top screen. However, the auto-play AI is very poor, and most of the damage I would take from combat came from my partner. This made the top screen a liability in difficult encounters. However, I still thought that it was an interesting addition to combat, and players that are more competent may be able to use both screens to their advantage.

    The combat is very fast-paced, especially if you are watching both screens. It was fun figuring out the best way to touch, swipe, draw on, or yell at the screen to defeat the Noise. This made it one of the most action-oriented RPGs that I’ve ever played. My only gripe is that using some pins, especially those with similar commands, can get confusing. The game is supposed to give priority to pins on the left side of the list, but it would inexplicably use other pins when I tried to use a pin’s command. There’s also a “scratch” command that I never could get to work properly. Overall, the variety of commands that you use to activate psychs makes the game a lot of fun, and battles never get boring.

    The difficulty of the game is up to you. The game offers four different difficulty levels that can be changed at any time outside of battle, and you can also temporarily lower your level. This only affects pin drops. Enemies drop a different pin at each difficulty level with better pins usually at higher levels, and lowering your level improves the probability of a pin drop. Furthermore, almost all battles are voluntary, and you are only forced into boss battles and a few other encounters. If you simply want to experience the story, you can cruise through the game on Easy difficulty. Players who want a challenge can ramp up the difficulty to Ultimate and drop their level to 1.

    There is a wide variety of pins available for Neku to use. Pins also have the ability to improve through battle by gaining Pin Points (PP). Gaining enough PP will cause a pin to raise a level, and when a pin reaches its maximum level, it will be mastered. Some pins will also evolve into different (usually stronger) pins once they get enough PP. While there are over 300 pins to attain, many of them have the same psych with differences only in their stats, number of uses, or recharge time. I stuck to the same pins throughout most of the game, rotating in others only as necessary. Mastering all the pins has a “Gotta catch ‘em all!” feel to it since most of the pins will go unused. This can be tedious, but I personally enjoyed completing my pin collection.

    The pin evolution system has a twist to it because there are different types of PP. Battle PP (BPP) is the most straightforward and comes from fighting battles. Shutdown PP (SPP) comes from not playing the game. When you continue your game, you get SPP for the amount of time you spend not playing, up to seven days. Mingle PP (MPP) comes from connecting wirelessly with other devices. This is the most difficult to obtain if you don’t have a partner to play with. The game provides a way to obtain MPP when you’re alone, but it’s random and unpredictable. Pins will only evolve if they collect the right type of PP. If you’re not using a guide, this requires a lot of trial and error, especially in the case of SPP, which would take months to obtain if you do not cheat the system. I have mixed feelings about this odd use of PP, which rewards you for not playing the game. It is annoying to have to figure out which type of PP to use, but they make things spicier than grinding PP through battles, and SPP and MPP both fit with the underlying themes of the story.

    About halfway through the story, you will come across a minigame called Tin Pin Slammer. In spite of my general dislike for minigames, this one was actually fun. It requires you to use your pins to knock you opponents’ pins off of a board. Each pin has its own set of Tin Pin Slammer stats, including “whammies” than can temporarily stun your opposing pins. The game is tough at first because the computer AI can react much faster than you can. Once you learn the strategy behind the game, it’s easy to get into. Fortunately, this game is mostly optional. You’re only required to play the minigame twice in the main story, and winning is not required. You can get some unique pins later on by playing the game, and the optional bonus level that you access after completing the story revolves almost entirely around Tin Pin Slammer. In addition, you can wirelessly connect to other players to compete in the minigame, and doing so nets you MPP.

    The game does a great job of integrating the setting into its story and gameplay. The soundtrack is one of the best I’ve ever heard for a handheld game, consisting of songs from existing pop musicians in Japan. Many of the songs would stick in my head long after I had quit playing. Fashion is also incorporated into the game. Neku can shop at various stores in Shibuya to purchase pins or “threads” (clothing). Threads will change the stats of characters who wear them, and most of them offer passive abilities. Furthermore, each area of Shibuya has trends that cause certain brands of pins to receive bonuses while one brand is penalized. However, the player can alter these trends by fighting battles in the area while having threads and pins of a brand equipped.

    The game’s story is as engaging as its setting. Neku learns more about himself and the game he’s in as he progresses through the week. There are some surprising twists that you discover, and you eventually learn that every character—even the villains—are much more complicated than they first seem. Nearly every character has issues that need to be addressed, and they develop in ways that seem appropriate for teenagers caught up in drastic situation. There is also much more to the Reapers’ Game than first appears, and the lore behind it is fascinating. Once the game is over, you can play an unrelated bonus mission that is much more comical than the rest of the game. You’ll also have the option to go back to any previous level of the game with your current stats, items, and abilities.

    The World Ends with You breaks new ground by introducing a setting and gameplay that you rarely see in video games. The story incorporates a modern pop-culture setting seamlessly into an RPG setting. It has a story that seriously handles emotional baggage that teenagers deal with while including a fair share of humor and lightheartedness. There are plenty of things to pull the player into the game world, but anyone who just wants to see the story can do so as well. RPG fans will not want to miss this brilliant execution of a pioneering gaming concept.

Tuesday, 18 December 2012

  • Video Game Review: Kingdom Hearts: Birth by Sleep

    My next venture into the Kingdom Hearts universe was Kingdom Hearts: Birth by Sleep for the PSP. As a prequel to the original game, this introduces us to some new characters whose conflicts provide the background to the war that plagues the rest of the series. This game answers many questions about the complex story while simultaneously making it that much more complicated. However, by going back to some tried and true gameplay features, it brings back much of the magic that made the series so much fun.

    Birth by Sleep features three main characters: Terra, Ventus, and Aqua. All three are in living in the Land of Departure and training to become Keyblade Masters. Ventus, the youngest of the three, races outside to see a meteor shower on the night before Terra and Aqua take their Mark of Mastery exam. The three of them get together to affirm their friendship. From here, you can choose which character’s story you wish to follow. All three must be completed to finish the game.

    Some unexpected things happen at the exam, resulting in disappointment for one of the trainee Keyblade Masters. This is when the friends go their separate ways. Some strange creatures called the Unversed have turned up in the various worlds and now threaten their safety. Master Xehanort, one of the few experienced Keyblade Masters, has also gone missing. Terra is sent to find Master Xehanort and prove himself. Ventus is persuaded by a masked boy named Vanitas to explore other worlds, so he leaves to follow Terra. Aqua is ordered to handle the Unversed problem, but upon seeing Ventus depart, she is also told to bring him back while additionally keeping an eye on Terra. Along the way, the three of them explore various worlds, often just barely missing each other and occasionally reconnecting with one another. However, while they each have separate paths, they all lead to the same denouement.

    As with the other Kingdom Hearts games, the characters will venture to several worlds based on animated Disney movies and television shows. In keeping with the prequel theme, most of the worlds are either from the earlier days of the Disney library or from prequel material to later movies. The works represented here are Sleeping Beauty, Snow White and the Seven Dwarfs, Cinderella, Fantasia, Disney’s Hercules, Lilo & Stitch, and Peter Pan. There are also a number of classic Disney characters who play featured roles, along with a world dedicated to them. The Final Fantasy characters are lacking, but in an ingenious move, we do see an appearance of Zack from Crisis Core: Final Fantasy VII, one of the few Final Fantasy prequels. The game also includes earlier versions of worlds and characters that will go on to play prominent roles later on in the series.

    Progression through the game is mostly linear, although there are a couple of points where you get to choose the order that you take on two or three worlds. All three characters will ultimately move through the same worlds, although they do so at different times. It is interesting to see how the situations set up in one character’s story get resolved by another character as you play through their story. My only complaint here is that it felt repetitive to see the same worlds with each character in mostly the same order. I would have like to have seen the order of events shaken up a little better. There are also some references to later Kingdom Hearts games. Some of them are merely character cameos, while others reveal surprising background details about the worlds. In particular, we find out what the relationship is between Ventus, Sora, and Roxas and why Destiny Islands is important to the rest of the series.

    The basic gameplay remains unchanged from the main Kingdom Hearts games. You hack and slash your way through worlds using your Keyblade, although each character has slightly different fighting styles. Terra is slow but powerful, Ventus is weak but lightning fast, and Aqua makes the best use of magic. Repeated attacking charges up a gauge that releases an ultra-powerful Finish Command when filled. Magic spells are replaced with Deck Commands, which are stylized physical or magical attacks. You can only have a certain number of Deck Commands at once, although you get more as you progress through the game. Using a Deck Command moves the deck to the next command, and each command takes time to recharge after use.

    Other new features are Command Styles, Dimension Links, and Shotlocks. Command Styles are similar to Forms in Kingdom Hearts II and allow for more powerful basic attacks and Finish Commands. They occur when appropriate elemental attacks are used and wear off after the Finish Command is executed. Dimension Links (or D-Links) let you use commands from another character that you have encountered and can only be used when an appropriate gauge is filled by drop prizes from enemies. Shotlocks are powerful attacks that hit groups of enemies, although they take time to charge. They can only be used when the Focus Gauge is filled by attacking enemies.

    With all these different types of attacks and gauges, it sounds like the controls would be overwhelming. I thought so at first, but the game does a good job of keeping the gauges visible while not covering too much of the screen and making the controls easy to manage. I occasionally forgot all the options I had available to me, especially D-Links and Shotlocks, but skilled players will learn how to make use of their entire arsenal.

    The challenge of the game varies with each character. I found that Ventus was by far the easiest of the three stories to complete, partly because he is most similar to Sora and Roxas. Terra’s story started rather difficult but quickly got easier, only to have the most difficult final boss of the game. Aqua’s story was extremely hard at first, but it got progressively easier and had a pushover final boss. All three stories must be completed to unlock the final chapter, which consists only of the true final boss and the real ending.

    The bane of this game, as with most Kingdom Hearts games, is the mini-games. Here we have a coliseum, a racing game, a rhythm game, a board game, and a few other games. The coliseum is actually fun since it consists only of challenging battles that let you gain more money and experience. Many of the other games can be completed quickly, making them mostly inconsequential. The racing and board games were my biggest upsets, partly because they have to be completed twice to get all the prizes (once in the main game and again in the coliseum) and partly because they both demand massive amounts of time to complete. The board game in particular is very slow moving and involves a random element to winning. On the normal difficulty, it is necessary to win these games to unlock the final chapter, and it is probably faster to simply restart the game at a higher difficulty. That being said, the mini-games are not as bad as they were in Kingdom Hearts II.

    The overall experience of this game is much more comparable to the main Kingdom Hearts games such as the original Kingdom Hearts and Kingdom Hearts II than it is the intermediary games like Chain of Memories and 358/2 Days. Anyone who had a bad experience with the latter games will find this one much more refreshing. There is also more original content in this game than some of the others, so you don’t see the duplication of past worlds like you did in Chain of Memories or coded. It is a fundamental part of the main story rather than feeling like it was wedged into the series.

    Kingdom Hearts: Birth by Sleep lives up to the expectations of the Kingdom Hearts series. While it doesn’t break a lot of new ground, the gameplay was designed masterfully and has everything we would expect in a good action RPG. The story is told wonderfully and it weaves the experiences of the three protagonists in a unique and entertaining manner. While the lack of Final Fantasy characters was disappointing, the included Disney characters fit into the game nicely. Fans of the series will not be disappointed with the game, and even casual players will find a lot to enjoy about it.

Wednesday, 07 November 2012

  • Video Game Discussion and Review: Final Fantasy IV: The After Years

    After developing sequels for Final Fantasy VII, X, and XII, it came as a bit of a surprise when Square Enix reached further back into its history with a sequel to one of its classic Final Fantasy games. Widely recognized as the game that raised the standard for RPGs, Final Fantasy IV is highly regarded among long-time fans of the series. Final Fantasy IV: The After Years carries on the story of its characters by introducing its world to another peril.

    The After Years was first released in Japan as a mobile phone game. Instead of being released at once, it was instead released as a series of episodes throughout 2008, each of which had to be purchased separately. A North American release was uncertain since mobile phone games are less popular here. However, the North American version was ported to the WiiWare in 2009, which allowed it to be played on the Nintendo Wii. Once again, it was released in episodes that had to be purchased separately. In 2011, the game was remade for the PSP and released as part of the compilation Final Fantasy IV: The Complete Collection, which also includes Final Fantasy IV and a new segment called Final Fantasy IV: Interlude that links the stories of the two games.

    Setting

    Final Fantasy IV: The After Years is divided into 10 chapters: “Ceodore’s Tale,” “Rydia’s Tale,” “Yang’s Tale,” “Palom’s Tale,” “Edge’s Tale,” “Porom’s Tale,” “Edward’s Tale,” “Kain’s Tale,” “Lunarian’s Tale,” and “The Crystals.” (The WiiWare version of the game divides the tales a little differently.) “Ceodore’s Tale” must be completed first, and “Lunarian’s Tale” does not become available until all of the other tales are completed. “The Crystals” is unlocked after “Lunarian’s Tale” is finished and includes the ending of the game.

    Most of the game takes place on the Blue Planet, the same world as Final Fantasy IV, 17 years after the ending of that game. There have been some changes to the world during that time, but it mostly remains the same until “The Crystals,” which causes many more changes to the world. The world is now at peace after the defeat of Zeromus and the departure of the Red Moon, and the kingdoms of the world have been rebuilt. “Lunarian’s Tale” takes place on Red Moon, which has been roaming through space. The end of “The Crystals” takes place on True Moon, a new moon that has appeared over the Blue Planet and now threatens its existence.

    All of the final playable characters from the GBA version of Final Fantasy IV are back for The After Years. In addition, there are 12 new playable characters in the game. This makes a total of 22 characters in the final party. Some of these characters will only be brought to “The Crystals” if certain conditions are met in the earlier chapters. There are also another 13 characters who are only temporarily playable and cannot remain permanent party members. The party is predetermined during most of the chapters, but the final part of “The Crystals” allows you to switch out characters into your active party by talking to them at the Lunar Whale.

    Story

    In “Ceodore’s Tale,” Ceodore, the son of Cecil and Rosa and prince of Baron, is in training to become a member of the Red Wings. After Ceodore accomplishes his goal, the Red Wings head back to Baron. They are attacked by a swarm of strong monsters, causing the airship to go down. Meanwhile, the Castle of Baron is also attacked by monsters coming from the sky. Cecil, Rosa, and Cid try to fight off the monsters, but Cecil eventually orders the others to leave. He makes his last stand against Bahamut, who is accompanied by a Mysterious Girl. Looking up, all of the characters in the game witness the arrival of the True Moon from their respective locations around the world. The dwarves see a flash from the Tower of Babil, while the Mysterious Girl also goes to Feymarch, where she restrains the Eidolons.

    At the airship crash site, Ceodore’s order from the dying Biggs and Wedge is to return to Baron. He is saved from a monster attack by a mysterious Hooded Man. The Hooded Man accompanies him to nearby Mysidia. They travel to Baron through the Devil’s Road, but Ceodore finds that his is not welcomed there. After sneaking in, Ceodore and the Hooded Man realize that the soldiers have all been replaced by impostors. They decide to go to Mist Village, escaping from Baron soldiers along the way. Once they pass through Mist Cave, the Hooded Man says that he is looking for Kain with the intent to kill him.

    In “Rydia’s Tale,” Rydia goes to the Feymarch to check on the Eidolons, only to find them frozen in place and her unable to summon them any longer. She returns to the Underworld, where she is rescued from a group of monsters by Luca. They learn that the Red Wings took a Dark Crystal from Dwarf Castle, and they must retrieve the remaining one from the Sealed Cave. After getting the Crystal, they are attacked by the Mysterious Girl, who steals the Crystal. Luca and Rydia leave the Underworld, but the Falcon is in need of repairs, so they head to Agart. They get the supplies they need from the Agart Mine. However, Titan appears and attacks Agart. Rydia and Luca manage to fight him off, and they are subsequently visited by a mysterious Man in Black, who urges them to go to the Tower of Babil.

    In “Yang’s Tale,” Yang’s daughter Ursula is once again refused the opportunity to be trained by Yang. Instead, she decides to go to Mt. Hobs to train herself but gets attacked. Yang rescues her, but they do not find the other monks who were training there. They investigate a nearby crater caused by a meteor and find a grave where the monks were buried. While returning to Fabul, they see a fleet of Red Wings on their way to the castle. Upon arriving, they defend the castle against invasion, only for their Wind Crystal to be once again taken by Kain. They set out by ship to Baron to confront Cecil. A monster attack damages Yang’s vessel, causing them to lose too much fuel. Stranded on a nearby island, they go in search of fuel. Yang and Ursula are forced to cooperate in a battle against a powerful monster to get the fuel. Yang finally agrees to train Ursula, and they return to the ship. Shortly after setting off, the ship is attacked by Leviathan.

    In “Palom’s Tale,” Palom is sent to Troia to train a new epopt named Leonora. They go to the Tower of Trials where Palom teaches her some basic Black Magic. After going back to Troia, the castle is soon attacked by the Red Wings. Palom and Leonora escape with the Earth Crystal through a secret passage. They catch a Black Chocobo and take it to Lodestone Cavern to hide the Crystal there. This revives the Dark Elf, who they defeat, but the Mysterious Girl catches up with them. With the help of Shiva, the Mysterious Girl defeats them and takes the Crystal, leaving them alone in the dungeon.

    In “Edge’s Tale,” Edge is training four new ninjas in Eblan: Gekkou, Zangetsu, Izayoi, and Tsukinowa. They each see the True Moon appear, so Edge sends each of them on a reconnaissance mission. Gekkou is sent to the Impact Crater near Mt. Hobs. Zangetsu is sent to the Dwarven Castle disguised as a dwarf. Izayoi is sent to Troia disguised as an epopt trainee. Tsukinowa is sent to Mysidia disguised as a mage in training. Edge decides to go to the Tower of Babil himself to investigate. Shortly after arriving, he is joined by each of the Eblan Four, who inform him of what they found. They find the Mysterious Girl at the top of the tower. She summons Ifrit, and the team of ninjas is forced to flee. They eventually reach the airship dock and make a blind leap off of it, landing on the passing Falcon with Rydia, Luca, and the Man in Black.

    “Porom’s Tale” begins with several flashbacks revealing that Palom desires to become a mage and that Rydia was banished from the Feymarch. In the present day, Porom is assisting the Elder in Mysidia when they both see the Lunar Whale emerge from the ocean and fly into space. Porom goes in search of Kain at Mount Ordeals. At the mountain’s peak, Porom enters the tomb of Kluya, whose mirrors are now shatters, and speaks to him briefly. After exiting, they are attacked by monsters and rescued by Kain. He goes with them back to Mysidia, but they find it attacked by the Mysterious Girl. She summons Ramuh, who severely injures the Elder. Kain gives the Water Crystal to the Mysterious Girl and offers to help her if she gives him the opportunity to kill Cecil.

    In “Edward’s Tale,” Edward’s concern over the nearby Impact Crater causes him to send his secretary Harley to inspect it. His concern for her causes him to go to the crater himself to find her. Upon returning, they see the Red Wings leaving Damcyan. Edward decides to confront Cecil at Baron, and they head to Kaipo to set out from its port. When they reach Kaipo, Harley comes down with Desert Fever. Edward goes back through the Underground Waterway to obtain a Sand Pearl from the Antlion’s Den. This revives Harley, and they head to Baron by ship. In Baron, they question Cecil about his actions, but he assures them that everything is under control. Edward is still suspicious, so he secretly leaves some Whisperweed in Cecil’s throne room. On the ship back to Kaipo, Edward and Harley listen in on Cecil through the Whisperweed and hear him conversing with the Mysterious Girl.

    “Kain’s Tale” begins with a flashback to just before the events of the game. Kain visits the tomb on Mount Ordeals and confronts his dark half, but he seemingly fails. He then sees Porom and participates in the events of her tale. He follows the Mysterious Girl back to Baron, where she tells him that she will let him kill Cecil only if he retrieves the Wind and Fire Crystals for her. Meanwhile, Ceodore and the Hooded Man climb the cliffs near Mist Village and head to Damcyan. They arrive just in time to see Kain leave with the Fire Crystal and Rosa, who had come to Edward for help. Cid soon arrives with the Enterprise, and he returns to Baron with Ceodore, Edward, and the Hooded Man. They confront Kain inside the castle, where it is revealed that this is Kain’s dark half, with the Hooded Man being the real Kain. Kain faces his dark half again and succeeds, becoming a Holy Dragoon. The group steps into the throne rooms to face Cecil and the Mysterious Girl.

    In “Lunarian’s Tale,” Golbez awakes from his sleep on Red Moon and finds Fusoya missing. He leaves through the Lunar Subterrane, finding Fusoya along the way. They notice that the Crystals are losing their light and decide to check on Bahamut, but they find him petrified. They investigate a recently-formed Impact Crater and defeat the Mysterious Girl, but another one appears in her place. They return to the Crystal Palace and defeat another Mysterious Girl, but the Crystals begin to shatter. They quickly head down the Lunar Subterrane, but they are too late. All of the Crystals have broken, allowing another Mysterious Girl to summon Zeromus’s Malice. It begins to destroy the Crystal Palace, but Fusoya is able to summon the Lunar Whale and teleports Golbez to it. Golbez uses it to return to the Blue Planet.

    “The Crystals” is the final chapter of the game. True Moon begins getting closer to the Blue Planet, and meteors from it start pelting the world. Rydia, Luca, Edge, and the Man in Black try to enter Baron, but the castle is protected by a barrier. A visit to Mist causes Rydia to realize that she must get the power of Eidolons back. The four of them travel around the world, defeating the Eidolons and freeing them from the control of the Mysterious Girl. They also find characters from the other chapters of the game, each of whom stay on the Falcon to recover from their injuries. With most of the Eidolons free, they return to Baron, where the barrier has been weakened. They arrive just in time to see Ceodore, Kain, Rosa, Cid, and Edward fight Cecil and Odin. Odin refuses to fight his own people, and he turns on Cecil instead, freeing him from control of the Mysterious Girl. The rest of the team defeats the girl, only for several other Mysterious Girls to appear around them. The Man in Black reveals himself to be Golbez, and he pilots the Lunar Whale to the True Moon at the girls’ invitation.

    The Lunar Whale crash lands on True Moon, and Cecil remains in a catatonic state. The party makes its way into the Subterrane, fighting the revived versions of various people from their past, including the Four Elemental Archfiends. Rydia also frees the Eidolons Asura and Leviathan. Eventually, they find the Dark Knight Cecil. With help from Golbez, Ceodore, and Rosa, Cecil defeats his dark half once and for all and recovers completely. The party continues to make its way into the moon, now encountering powerful creatures from other worlds along the way. They also free the final Eidolon Bahamut by defeating yet another Mysterious Girl. Eventually, they come to a room full of many pods of Mysterious Girls, which are called Maenads. One of them opens, revealing a very young Maenad who obeys the party’s instructions.

    At the core of the moon, the party finally encounters the Creator. He claims that he experimented with evolution and created the Crystals to monitor life on other planets. The Maenads were created to do his bidding. He deemed the Blue Planet to be a failure of evolution, and it was his responsibility to consume it with the True Moon. The party defeats the Creator, causing the moon to start to explode. The Creators pursues the party as they escape, and he is eventually killed by a team of his own Maenads. The heroes leave on the Lunar Whale, but they take the young Maenad they found earlier with them. The True Moon leaves the Blue Planet.

    The world begins to recover from the effects of the True Moon. Leonora is offered a position as epopt at Troia, but she turns it down. The Elder of Mysidia appoints Porom and Palom as the next elders of Mysidia. Leonora joins them and says she wants to train to be a Sage. At Dwarf Castle, King Giott and Luca join Cid and Mid as they work on an airship and disarm their weapons. Yang begins training Ursula at Fabul. Edward and Harley discuss plans to help Cecil rebuild the world using the Crystals. The Eblan Four swear their loyalty to Edge, and he visits Rydia in Mist. Rydia is raising the Maenad as a Summoner and named her Cuore. At Baron, Kain is now leader of the Red Wings, and he recruits Ceodore to help rebuild the world. They join Cecil on a trip to Damcyan to see Edward. Golbez takes the Lunar Whale to search for the Lunarians.

    Gameplay

    Most of the core gameplay in Final Fantasy IV: The After Years is unchanged from Final Fantasy IV. It uses the same ATB system, and the party still consists of up to five characters. Throughout most of the game, the party is determined by the story, but once you reach True Moon, you can change party members at the Lunar Whale and at certain teleporters in the dungeon. Levels continue to be gained through experience by fighting battles, and stat gains are predetermined for each level. For most characters, magic is learned automatically upon reaching a certain level, although Summons are learned by fighting battles with Eidolons or through storyline events. Every character has a set of abilities that they can use based in part on their job, and only a few new abilities are learned during the game due to special events.

    One of the new features is the Moon Phase. Every time the party rests for the night using an Inn, Tent, or Cottage, the moon will cycle to the next of four phases: New Moon, Waxing Moon, Full Moon, and then Waning Moon. This will also happen after 30 minutes of play. At each phase, some commands will be weakened while others will become stronger. For example, the Full Moon will cause Black Magic to be stronger, but Attack commands will be weaker. This affects both characters and enemies, so it can be used strategically to help you characters. There are also some rare enemies that only appear during certain moon phases.

    The other addition to the game is Bands, which are an evolution of Twin magic from Final Fantasy IV and bear some resemblance to limit breaks. Bands allow two or more characters to combine their powers to perform an even stronger action. All Bands require MP, so even characters who cannot use magic will need MP for Bands. Some Bands are learned automatically through storyline events, but most of them must be learned through experimentation. You have to choose the characters who participate in the Band and the command they use and hope that it works. Once a Band is found, it will permanently appear on the list of Bands that the character will perform and can be done simply by selecting it from the menu. Considering how many characters and abilities there are in the game, the number of possible Bands is astounding.

    Review

    When I first heard about a sequel to Final Fantasy IV, I was a little unsure how I felt about it. Final Fantasy IV is still one of my favorite games in the series, and the story wrapped up with such finality that I didn’t see how a sequel could develop it further. The more I heard about it, the more open I became to the idea. I never played the WiiWare version of the game, but I did complete the PSP version in The Complete Collection.

    In terms of gameplay, not much changes in The After Years. That’s not necessarily a bad thing, and too much change probably would have detracted from the game. This is based on Final Fantasy IV, so it makes sense that it would have similar gameplay. The lack of innovation means that you’re mostly playing the same game as the original, just with a different story. This is fine if you loved the gameplay of IV as I did, but people who weren’t fans of it will just find it bland. The introduction of Bands was a welcome feature though, and the variety that comes from discovering new Bands will entertain those who wanted to experiment with something new.

    One thing that the game does do well is force you to come up with new strategies. In most chapters, you will only have access to two characters. In some cases, both characters are mages, and many chapters don’t have healers at all. This is a stark contrast from the previous game, where you always had Cecil as a high damage-dealer and usually had a healer with you. As a result, you have to get creative and regularly change your approach to the game. This is annoying at times, especially in “Palom’s Tale” where Palom is the only damage-dealer, and he is limited by his MP. Most of the time, it works by regularly adding some variety to the game.

    The Moon Phase system was an interesting addition. It fits well with the story since so much emphasis is placed on moons in this universe. However, most of the time, you can just ignore the Moon Phase. It rarely has a meaningful affect on the game, and when it does, it can be just as annoying as it is helpful. I don’t think that the Moon Phase detracted from the game, but it really didn’t add much either.

    Repetition is probably my biggest complaint about the game. Many of the plot elements of the game are only slight variation of its predecessor. For example, you have fights with your dark side, people falling ill from Desert Fever, Baron using the Red Wings to collect Crystals, and antagonists manipulating your characters into getting the Crystal from the Sealed Cave. Even the battle at Fabul is nearly an exact reenactment of the same battle in Final Fantasy IV. You have to make four trips through the Underground Waterway through the course of the game. The laziness of the developers was also apparent in many of the new dungeons, some of which are merely copies of other dungeons. It didn’t help that the final dungeon was full of bosses from previous Final Fantasy games rather than original designs. I often felt that a little more work could have been put into this game to make it better.

    Breaking the game into chapters was a nice diversion from most Final Fantasy games. I enjoyed exploring each character’s story separately, knowing that another team with completely new characters would be waiting for me once I finished a chapter. The only downside to this is that it makes it easy to permanently miss certain items since there is no way to go back once you start the final chapter. In fact, once you reach True Moon, you cannot leave, preventing you from revisiting dungeons, towns, and shops on the main world at all. On the other hand, missing something in a chapter means that you only have to replay that chapter instead of restarting the entire game from the beginning.

    I see Final Fantasy IV: The After Years as being more of an extension of Final Fantasy IV than a new game. It’s played in mostly the same way, and the story is an expansion of its predecessor. This makes The Complete Collection the best way to experience the series. As a result, you’re not going to get anything new out of the game, and anyone who is apathetic towards Final Fantasy IV will have no reason to play it. On the other hand, fans of IV will love having more to do, and it’s interesting to see what happens to the world and its characters when the next generation comes around. This makes The After Years a great experience for fans for IV and of classic RPGs in general.

    Trivia

    • The logo for Final Fantasy IV: The After Years is two moons, one much larger than the other.
    • This is the first video game sequel to a Final Fantasy game from the 2D era of the series.
    • The WiiWare version of the game is based on the continuity established in the NDS version of Final Fantasy IV. The PSP version in The Complete Collection updates some storyline information to make the game consistent with the version of IV that was released in that compilation.
    • With 22 characters in the final party, this game beat Final Fantasy VI to have more playable characters than any other game in the series (excluding the tactical games).
    • The Chocobos in the game match their appearance in Final Fantasy IV. Yellow and White Chocobos can be found in Chocobo Forests. Yellow Chocobos can be ridden to avoid enemies and cross rivers. White Chocobos restore MP when found. Black Chocobos can fly, but due to their rarity, they only appear in a storyline event. All of these Chocobos disappear in “The Crystals.” There is also a Chocobo Eidolon that can be summoned by Rydia if the player finds it.
    • Much like Final Fantasy IV, Moogles do not appear in this game. However, Namingway and the Hummingways somewhat resemble Moogles.
    • The Cid of this game is Cid Pollendina, returning from Final Fantasy IV. He is still an airship engineer and is also Luca’s teacher. He is briefly playable in “Ceodore’s Tale” and “Kain’s Tale,” and he becomes a permanent party member in “The Crystals” after reaching True Moon. Mid also appears in the game as Cid’s young grandson.
    • Airships remain common due as party of Baron’s fleet of Red Wings. The three airships from Final Fantasy IVEnterprise, Falcon, and Lunar Whale—also return in this game. The Falcon is the only one controllable by the player and only in “The Crystals.” The other airships only appear as story events.
    • Bahamut returns as the Hallowed Father of the Eidolons. He still lives in the Lair of the Father on the Red Moon. He is the Eidolon that attacks Cecil at Baron in the beginning of the game, and he cannot be obtained as a summon until almost the end of the game. His ability Megaflare is the most powerful Summon attack and one of the most powerful attacks in the game.
    • The Gilgamesh who appears in this game is taken directly from Final Fantasy V and fought in the final dungeon along with the other Final Fantasy V bosses. After defeating him, the party members remark that he wasn’t a bad person.
    • Although there is no job system in this game, all of the characters are assigned a job, much like its predecessor.
    • Four characters go through a job change throughout the course of the game. Ceodore starts out as a Prince and becomes a Red Wings. Ursula starts as a Princess and becomes a Monk. Leonora goes from being an Epopt Trainee to an Epopt. Kain begins as a Dragoon, has a job called ??? as the Hooded Man, and then becomes a Holy Dragoon.
    • The identities of the Hooded Man and the Man in Black are left obscure through most of the game. The Hooded Man is revealed to be Kain at the end of “Kain’s Tale,” and the Man in Black is revealed to the player as Golbez in “Lunarian’s Tale.” However, the other characters do not identify Golbez until the battle with Cecil, so he is still called the Man in Black for the first half of “The Crystals.”
    • Ceodore’s name is a combination of Cecil and Theodor, Golbez’s real name.
    • Leonora is revealed to be the young girl talking to Palom at the end of Final Fantasy IV.
    • Several characters can be permanently killed in the game. Calca and Brina are damaged during “Rydia’s Tale,” and if the proper supplies are not found in the Agart Mine, they will not be brought back for “The Crystals.” Each of the Eblan Four will be permanently killed if they die in their respective reconnaissance missions during “Edge’s Tale.” Finally, Golbez will be permanently killed during the battle with the Dark Knight if either Ceodore or Rosa is not in the party.
    • The girl disguised as Rydia in Final Fantasy IV: Interlude is most likely a Maenad from this game. Interlude explains where they learned summons. The voice that Cecil hears in his dreams and that speaks to the Mysterious Girl at the end of Interlude is the Creator.
    • When he first appears, the Creator strongly resembles PuPu, a recurring alien character in the Final Fantasy series.
    • The Creator’s ultimate attack is Explode, which does heavy damage to all party members. He is also able to use the traditional Black Hole attack.
    • There are several optional superbosses leading up to the final battle, all of them taken from previous Final Fantasy games. Omega and Nova Dragon are superbosses from Final Fantasy V, while Ultima Weapon is a boss from Final Fantasy VI. The Complete Collection has another optional superboss that becomes available after completing the game. Lost Babil is a massive superboss that is fought in three stages, each with a different set of party members.
    • One of the most powerful Bands in the game is called Final Fantasy. This Band is a joint attack by the five main heroes of the two games: Cecil uses Attack, Kain uses Jump, Rosa uses White Magic, Rydia uses Black Magic, and Edge uses Throw. This is the only attack named Final Fantasy in the entire Final Fantasy series.
    • The world of this game is the Blue Planet. The characters sometimes call it “earth,” but this is apparently a generic name rather than the name of the world. Part of the game also takes place on Red Moon and True Moon. Red Moon is the home of the Lunarians and former satellite of Blue Planet. True Moon is a space vessel that suddenly appears over the Blue Planet.

Monday, 17 September 2012

  • In Defense of Lost

    When I attended Dragon*Con this year, I went to a panel discussing J. J. Abrams and whether or not we can still trust him. Of course, the focus of the panel turned to Lost since that is probably his most famous work. While we all loved it at first, it went on to become the show that everyone wanted to criticize. I heard many of the same complaints from other people about the show: the ending didn’t make sense, they were making things up as they went along, or they didn’t explain everything. I’ll admit that some of these complaints bothers me. I’ve been a fan of Lost since I started watching it, and I still consider it my favorite show of all time. I understand that everyone has an opinion, and it’s perfectly fine to not like the show. However, I believe that many of the show’s criticisms are not justified, and I wanted to take some time to defend the show in hopes that it makes people readdress what they think about it.

    Lost was a heavy serialized show. I don’t think that there was a single stand-alone episode in the entire series. You might be able to miss an episode every now and then and still get what is happening, but skipping a string of episodes (or especially an entire season) will leave you behind. It would be like skipping a few chapters in a book. It was a different approach to television writing than most popular shows prior to that point. I think that was a good thing since that set the show apart at the time. Of course, if you’re a casual TV watcher who can’t keep up with the show week to week, it wouldn’t be for you. That’s not a problem with the show though; it’s just a result of having different tastes.

    The biggest complaint I hear is that the show kept introducing more mysteries instead of providing answers. An interesting thing is that I have heard some people complain just the opposite, that the show revealed too much instead of maintaining the mystery. I think that the show revealed about as much as it needed to, although I lean a little towards the “too much” camp. This is a show that was built on mysteries. Finding out the answers is what kept us coming back week after week. If all the answers are revealed, we would not have a show at all. This is why answers were revealed gradually over the show’s six-year run. Yes, new mysteries had to be introduced. Otherwise, we would get bored seeing the same puzzles rehashed all the time. However, I don’t think we ever got to the point where there were more mysteries than we could handle.

    Many people claim that a lot of the show’s mysteries were never answered, but I don’t think that this is the case at all. Lost didn’t spoon-feed us answers. It rarely came out and said, “This is the answer to your question.” That would be lazy writing, and I’m glad that the writers didn’t resort to that too often. Many of answers were revealed gradually over time, requiring you to piece together evidence to figure things out. One example is the polar bears on the island. I still hear people say that the show never explained this even though I figured out the reason as early as season 3. There were further hints in later episodes, and for those who still didn’t get it, the answer was flat-out given in the epilogue. In the end, I would say that nearly every major mystery of the show was answered, and those that remained unanswered either weren’t that important or were better off without a revelation. If there’s something that you still don’t understand, you can always look it up on Lostpedia.

    This leads me to my next point: there are some things that are better left without an explanation. For this, I like to use Star Wars as an example. In the original trilogy, we had the Force. It was never explained, and by all appearances, it was just some kind of supernatural power similar to magic. When Episode I came out, it explained the Force through midi-chlorians. Few people were happy about that. The Force was always better when it was mysterious. When George Lucas tried to provide a sciency-sounding explanation for it, it took away that mystery and just sounded silly.

    The same thing applies to Lost. One of its biggest questions was, “What is the Island?” and that was never fully answered. I think that was a good decision. Lost always used a mixture of science fiction, fantasy, philosophy, and religious mysticism. How could they have possibly explained the Island in a way that wouldn’t seem ridiculous? Any attempt at a rational explanation would have only made it worse. Instead, it left it open to interpretation, so that we as the viewer can always have our own ideas about what the Island is. This is the area where I think the show revealed too much. I would have been happier if they simply left the Heart of the Island as a mysterious glowing cave without revealing what was inside. Even I’ll admit that the idea of a cosmic stone cork was a little corny.

    I also hear people complain that the writers were just making everything up as they went along. There is only partly true. Showrunners Damon Lindelof and Carlton Cruse admit that they were just winging it through the first season. From the second season on, they made a rule that they wouldn’t introduce a new mystery without deciding ahead of time how it would be resolved. They were given a definite ending date at the end of the third season, so from the fourth season forward, the storyline was mostly planned out.

    Even I still think that the showrunners had, at best, a vague idea of where they were going, but why does that matter? It’s not that unusual for writers to let the story take on its own life as they write, and they don’t always decide on the ending until they get there. Television in particular is rarely planned more than a season ahead of time. The medium also has to prepare for issues outside of the showrunners’ control, such as budgetary constraints, actor availability, union strikes, executive meddling, and the threat of cancellation. Careful planning can keep the story on track (which is a big reason why seasons 4 through 6 were much tighter), but the execution of the story is more important than how much of it was planned.

    One of the most controversial aspects of the show—and for some, the most disappointing—was the ending. Either they say that it didn’t explain enough (which I addressed above) or they didn’t like what they did with the characters. Personally, I thought that the ending was perfect. There were always many religious and mystical allusions on the show as well as themes of faith, relationships, and redemption. The ending in the church brought all of that together perfectly. Again, if you were looking for something completely rational or scientific to wrap up the show, you were watching the wrong show. A spiritual ending was the best way to resolve the characters’ storylines.

    One thing that I have little patience for is people who think that the Island is purgatory or that all of the characters died in the crash. There are many confusing things about Lost, but this is not one of them. In the church, Christian flat out says that everything on the Island was real. Everything leading up to the finale indicated that the Island was real and established the “flash sideways” universe was the afterlife. Making the characters die in the initial crash would undermine the themes of the entire series. The only way to come to that conclusion would be if you hadn’t been keeping up with the show or if you hadn’t been paying much attention to it. There are many legitimate reasons for not liking Lost, but if you don’t understand the ending, I think that reflects more poorly on you than it does on the show.

    Going back to the original topic of the panel, J. J. Abrams had very little creative involvement past the first episode. As a producer, he was mainly responsible for the business and financial side of the show, not the creative side. The showrunners Damon Lindelof and Carlton Cruse were the main ones responsible for the story. If you don’t like the way the story turned out, they’re the ones you should blame for it, not Abrams.

    I can understand if there are still some unanswered questions about the show, but don’t let confusion about the story prevent you from enjoying it. Part of the fun of the show is putting all the pieces together to comprehend what’s going on. Just like a puzzle game, not everyone is going to be able to figure it all out. That’s by design, not a product of poor writing. If you still can’t figure some things out, there are resources to help with that. As mentioned earlier, you can find answers to almost anything on the show on Lostpedia. For some more complicated issues, there’s Lost Answers, although I don’t quite agree with all of the author’s conclusions.

    When it comes down to it though, enjoying show is more about the journey than the destination. Let’s say that you don’t like the ending to Lost, even though you do understand what happened. Sure, a bad ending is disappointing, but does that negate the enjoyment you had in the show for the six years leading up to it? A show doesn’t have to be perfect to be a great show. You can still appreciate many aspects of show without liking every detail of it. I know that not everyone is going to like Lost, and that’s fine. However, I hope that people can think about why they do or do not like the show and not let minor problems hinder their enjoyment of the series as a whole.

Thursday, 06 September 2012

  • Video Game Review: Amnesia: The Dark Descent

    People enjoy video games for a lot of different reasons. Adventure games appeal to those who enjoy the mental stimulation of solving puzzles. Action games and shooters provide fast-paced excitement and a sense of danger. Role playing games let you create a character or experience a world in a way that you could never do in real life. Horror games are different. They are for people who like the psychological torment of being in constant fear for your life. Not many games have done that as well as Amnesia: The Dark Descent.

    Horror games aren’t necessarily a new thing. Nearly a decade ago, I experienced Clive Barker’s Undying, which was unexpectedly fun and legitimately scary. Earlier this year, I played Alone in the Dark for the first time, and in spite of being a twenty-year-old game, it still freaked me out at times. Although I’ve never played any of the Resident Evil games, they are well known for popularizing the survival horror genre. Amnesia is a little different though. These other games focus on the puzzle or shooter elements in addition to the scares. In Amnesia, it’s all about the horror.

    The game takes place in 1839. You are seen running through the corridor of an old castle telling yourself to remember that your name is Daniel. You then collapse, and that’s when you gain control over your character. You follow a trail of red liquid to a note that was apparently written by you and addressed to yourself. It says that you deliberately drank a concoction that would erase your memory, but it instructs you to locate and kill someone named Alexander in the castle’s Inner Sanctum. From there, you must explore the castle, delving into its deepest levels in search for this person and learning why you must kill him. Along the way, you are confronted by hideous creatures that will kill you on site and are pursued by dangerous entity that has been hunting you for some time.

    What makes Amnesia different from other survival horror games is the utter helplessness of your character. You have no weapons and no way to defend yourself. If you see a monster, your only options are to run or hide. The monsters can run faster than you can, so running is only a limited option. The best thing to do is to avoid being seen by them. If you are seen, you must find a way to impede them until you find a hiding place or escape to the next area of the castle.

    Complicating the matter is that Daniel is on the verge of losing his mind. Staying too long in the dark, witnessing supernatural events, performing a disturbing action, and looking directly at a monster will diminish his sanity. When his sanity is low, Daniel will experience both visual and auditory hallucinations, making it harder for the player to see or control him. When his sanity is gone, he will cry out and collapse for a few moments, leaving him vulnerable to nearby monsters, and he will lose some health. Remaining in lit areas will improve his sanity, but only a limited amount. The only way his sanity significantly improves is by progressing in the game.

    The addition of the sanity meter complicates the gameplay. Monsters have limited vision in the dark, so dark rooms are the best places to hide. However, spending too much time in them will risk losing too much sanity, which has long term implications since you don’t know when you will be able to improve it. You have to balance these two elements in order to get through the game.

    Darkness is prevalent throughout the entire game, and there are few well-lit areas. Most areas have small patches of light from torches, candles, or windows. Daniel’s only resources to combat the darkness are tinderboxes and a lantern. Tinderboxes that light torches or candles are plentiful, but only the area immediately around the source will be lit. The lantern is a mobile source of light, but turning it on consumes oil, which is harder to find.

    It may surprise you to know that there actually isn’t much danger in the game. You don’t encounter any enemies at all for the first quarter of the game, and the first ones you see are harmless as long as you do not approach them. When you do start encountering monsters, they tend to be quite rare, only a few in each area. The rarity of the danger actually adds to the fear. It becomes that much more startling when you do see a monster since you never become completely accustomed to seeing them. The game uses sounds and darkness to give you a constant sense of danger, so you will always be on edge regardless of the actual threat.

    The pacing of the game is one of its best parts since it is set up to ensure that you experience as much terror as possible. If enemies had been thrown at you constantly, you would eventually get used to it and no longer be freaked out by them. Instead, you occasionally come across “safe areas” where there are no enemies to fear. This calms you down just enough to make it that much more terrifying when you do encounter a monster again. Even the safe areas have enough of a horrific atmosphere (especially if your sanity is low) that the impeding sense of gloom never goes away completely.

    The game is divided into several sections, each with a few puzzles you have to complete to progress to the next area of the castle. None of the puzzles are particularly difficult. Most of them simply require you to find the right item, and once found, it’s pretty easy to figure out what to do with it. Most areas of the game are straightforward, and the few maze-like areas that exist are generally the ones where you will be threatened the most with monsters. The purpose of these puzzles and mazes is to keep your attention focused on the game, making it easier for monsters to startle you when they appear. If the entire game consisted of running from monsters, it would become rudimentary after a while.

    My only real complaint with the game was the stinginess in regards to light. Torches and candles provide light only for a few feet around them, making them a waste of tinderboxes in many situations. The lantern is the best sources of light, but it’s easy to run out of oil while searching in new areas, making it nearly impossible to progress in the game. I came very close to restarting the game when I forgot an item and had to return to an area to retrieve it, doubling my oil use in the process and causing me to run out. I understand that the lack of light is an essential component to the challenge, but being unable to see made it harder for me to explore the castle, which is part of the fun.

    Another minor complaint is the difficulty in handling objects, particularly doors. Objects move with your mouse, so you could supposedly open a door simply by swinging your mouse to the side. However, objects are held a constant distance from you, so in practice, you often have to take a few steps back while holding the door to open it. That may sound like a minor complaint, but when you’re being pursued by a monster, those few moments can make the difference between life and death. In real life, I don’t have to walk to move an object in arms length, and it shouldn’t be that way in the game either.

    The story is revealed through notes and diary entries that you find scattered throughout the castle. Daniel will also experience flashbacks (or possibly hallucinations) when he reaches certain points. This is not a story-driven game, but it effectively captures the eeriness of the situation. It’s particularly horrific as you learn what Daniel and Alexander did that drove him to drink the amnesia potion. The mere descriptions of some behaviors are more disturbing than the things you actually see.

    The game is quite short and can probably be completed in less than ten hours as long as you do not have to restart it. A lot of fear is compacted into that ten hours, and making it any longer would have drawn it out and caused it to become repetitive. As it stands, there is just enough of the game as there needs to be.

    Amnesia: The Dark Descent is by far the scariest game I’ve ever played. The ambiance is constantly spooky, and the level design is perfect for keeping you in a constant state of fear. The instructions recommend that you play the game at night with the lights off, but even though I have no belief in ghosts or the paranormal, I still had to turn on the lights a few hours into the game. Not everyone is going to want to play a game whose purpose is just to freak them out, but it’s a uniquely satisfying experience for anyone who enjoys horror.

Tuesday, 28 August 2012

  • Video Game Review: Ghost Master

    I consider myself a pretty hardcore gamer. I usually stick to popular game series that take hours of dedication to win, like Final Fantasy or Assassin’s Creed. However, every now and then, I like to relax by tackling a shorter, easier game that isn’t quite as intense. When I saw Ghost Master on sale at GOG.com, I was intrigued by its premise and thought that it would be a nice diversion from my usual fare. That’s how I ended up playing a ghost simulator.

    The story for Ghost Master is really just a framing device for the levels. A bunch of teenagers go to an abandoned school in the town of Gravenville and start playing around with a Ouija board. The next thing they know, they’ve inadvertently summoned you, the Ghost Master. After you send some of your ghosts after them to scare them away, you set up shop in the school and begin your mission to scare everyone out of the city. There’s also a subplot about your attempt to get a powerful ghost called the Darkling to join your cause while a mad scientist attempts to detain that ghost and use it for his own purposes.

    Various reviewers have called Ghost Master a Sims clone, a real-time strategy game, and a puzzle game. It has elements of all three. Each level takes place in a different building or area of Gravenville. You have a small number of ghosts at your disposal, each with their own strengths and powers. As the Ghost Master, you cannot affect the game world on your own. However, by summoning your ghosts and giving them orders, you can frighten the mortals in each area. While some levels have special objectives to complete, the goal in most cases is to scare away all the mortals that appear in the level or make them go mad.

    While you begin with only a handful of ghosts, most levels have anywhere from one to four other ghosts that are already located somewhere in that area. Although you can give these ghosts orders much like any other ghost, they cannot leave their fixed locations at first. You must find some way to release the ghost, the method to do so being hinted when they introduce themselves to you. Once released, the ghost will join your cause permanently, allowing you to summon them anywhere in that level and in other levels. Finding out how to release these ghosts is often more difficult than the main puzzle of each level. Freeing the trapped ghosts is optional in most cases, but it is the best way to grow your ranks since you only get a few ghosts added to your supernatural army by progressing in the game.

    You can end up with a large variety of ghosts in the game. Most of them are based on ghosts from folklore or fiction. For example, there are some blob-like ghosts that resemble Casper, some humanoid ghosts, ghosts based on animals, elemental ghosts, and even a headless horseman. Each ghost has a different fetter that limits where it can be summoned. Some ghosts can only be summoned indoors while others are limited to outside. Some can only be attached to a certain type of object, such as an electronic object or something associated with a murder. You begin each level with a certain amount of Plasm that slowly trickles away over time. Summoning ghosts takes Plasm with stronger ghosts requiring more of the substance. Ordering your ghosts to use stronger abilities also takes more Plasm. You increase your Plasm by frightening the mortals in the level. When each level is finished, you are rewarded with Gold Plasm depending on how well you did. Gold Plasm can be used to teach new abilities to your ghosts.

    This latter issue is what concerned me because I feared that I could permanently mess up my ghosts by learning the wrong abilities. Ghosts can have up to nine levels of abilities but can only know one ability at each level. They start out with a few levels of abilities already learned, but the gaps have to be filled in with new abilities costing Gold Plasm. Missions can be repeated, so it’s possible to get enough Gold Plasm to max out the abilities for every ghost. However, it can take a long time to earn enough Gold Plasm to do so, meaning you have to be wise about which ghosts you choose to train. While many ghosts only have one ability to learn per level, some ghosts have two abilities to choose from. You can only learn one of the two, and the choice is permanent, so you can make a bad choice with lasting consequences. My fears ended up being abated as I progressed through the game. All of the important abilities are learned by default, so it’s not possible to put yourself in a situation where the game becomes too difficult because of your choice of abilities. It is possible to give a ghost a less than ideal build, but since many abilities are not that different from one another, there’s no reason to bother trying to get a “perfect” build on every ghost.

    The real-time strategy elements of the game come from the way that ghosts are deployed. You choose where to summon the ghost, which is limited by its fetter, and you decide the highest level of ability that the ghost can use. Once summoned, the ghost behaves mostly on its own. It will automatically use abilities once they have charged (higher level abilities require longer charges), and it will target mortals as it sees fit. The movement of ghosts is very limited, and most abilities do not extend beyond the room that the ghost is haunting. This can be annoying when mortals move from room to room, which will happen with frequency once they start running in fear. Letting ghosts chase mortals would relieve some of the micromanagement involved in re-summoning ghosts in each room to follow the fleeing mortal and would have felt more like a malicious haunting, but that probably would have involved some rebalancing by the developers.

    There are some rather frustrating elements in regards to the level design. The objectives for some levels involve very specific behaviors from the mortals. As the Ghost Master, you only have indirect control over the ghosts, who in turn only have indirect influence over the mortals. Getting a mortal to perform a certain action can often be irritating, and in some cases, you have to wait a long time (several minutes in some cases) before the mortal is in the right place to do something. Generally, doing nothing isn’t a fun way to play a game. I can’t fault the game too much for this because manipulating mortals in such a roundabout way is part of the puzzle element of the game. However, it would have been more enjoyable if these elements were set up in a way to make them more predictable so that the player wouldn’t have to do so much waiting or rely as much on a mortal’s random behavior.

    There really isn’t much to the story of the game, which is fine, and it more than makes up for it with humor and satire. The name of nearly every level parodies a classic horror or supernatural work of fiction. The descriptions of many mortals are full of humor. Many pop culture references work their way into the script. My personal favorite is the Ghost Master’s archenemies, the Ghostbreakers, whose name spoofs a classic 1980s movie that should be obvious. However, the appearances and descriptions of the three Ghostbreakers come from The Three Stooges. For a game that deals directly with death, it doesn’t take itself too seriously, and that’s part of its charm.

    Ghost Master is by no means an outstanding game. I don’t expect anyone to rush out with the urgency to play it. However, it is an original idea with some novel gameplay. Unfortunately, it struggled to find its footing and never really decided what genre it wanted to fall into. The game doesn’t promise a whole lot, but it does deliver exceedingly well on the gameplay that it does promise. I wish that the franchise had taken off because a more polished sequel could have cultivated it into a much richer game. Instead, we are left with a casual game that is very promising but still highly flawed. In spite of this, it’s a fun game if you need a few hours to try out an innovative gameplay concept.

Sunday, 26 August 2012

  • TV Series Review: True Blood Season 4

    People can’t seem to get enough True Blood, and HBO doesn’t seem shy about keeping the series going. Season 4 is loosely based on the novel Dead to the World, the fourth book in The Southern Vampire Mysteries, although by now, the series has deviated far from its source material. It explores the dynamics of the relationships that Sookie Stackhouse has with both Bill Compton and Eric Northman, which have changed dramatically after the events of the previous season. It also expands the mythology of the series to include magic, witches, mediums, ghosts, and demons, most of which have only been hinted at in previous seasons.

    After being drawn into the fairy world at the end of season 3, Sookie learns that the fairies are not as benevolent as they first appeared, and she escapes back to Bon Temps with the help of some rebellious fairies. Time passes differently in the fairy world, and more than a year has gone by when she returns. Bill is now the vampire king of Louisiana, Tara Thornton is living with her girlfriend in New Orleans, Jason Stackhouse is a police officer, Hoyt Fortenberry and Jessica Hamby are now living together, Arlene Fowler has given birth to a son, and Sam Merlotte has joined with a group of other shape shifters. The main plot concerns a coven of witches led by Marnie Stonebrook that has set up in Bon Temps. While the group is initially harmless, they gain the ability to control the dead, a power that can be devastating to vampires. Bill orders Eric to handle the situation, but when Marnie is possessed by the ghost of a vengeful witch named Antonia, she puts a curse on Eric that causes him to lose his memory. Sookie finds Eric in this vulnerable state and starts taking care of him. She falls for his now gentile demeanor, which results in a relationship between the two. Meanwhile, the Antonia-possessed Marnie plans to start a war with the vampires that threatens their existence.

    The number of subplots in the series has increased dramatically, but more amazing is that most of them connect seamlessly to the main story. The exception is Sam’s plot, in which he gets involved with another shifter named Luna Garza. This ties into the story of Alcide Herveaux and Debbie Pelt, the werewolf couple from season 3. While this plot crosses over to the main pot occasionally, it is primarily an independent story. What makes this awkward is that the climax to this plot occurs at the same time as the climax to the main plot, and the shift between them messes with the mood of the show. In spite of this, I liked the werewolf plotline in this season much better than the one in the previous season.

    The love triangle between Sookie, Eric, and Bill is the crux of the season, and the show had an interesting way of handling it. I had some doubts about the authenticity of Eric’s proclaimed love for Sookie. Her love for him in his amnesia-afflicted form was believable since he was essentially a different, more sensitive character at the time. At the same time, his treatment of her in previous seasons could hardly be considered loving. Much like Edward Cullen from Twilight, it was more of a stalker-like obsession in which he manipulated her to get what he wanted under the guise of love. In spite of this, the triangle was resolved in a way that I was satisfied with, at least in the sense of showing that the obsessive love of Sookie’s vampire suitors is not healthy, regardless of who she ends up with on screen.

    Of course, this isn’t the only relationship in the show. A number of other relationships, both romantic and familial, got shaken up this season. Some of them were welcomed since they were the natural progression that those characters would take. Others I wasn’t so fond of. It felt like the writers were breaking up relationships just to cause drama as the characters behaved in ways that were atypical for them. This was some of the weaker writing of the season since the goal seemed to be rewriting the characters from scratch rather than letting them evolve naturally.

    I was also rather annoyed with the portrayal of Bon Temps. It’s supposed to be a small town in rural Louisiana. So why is it getting so much attention from the vampire community? It’s not the likely location for a tolerance rally featuring nationally-recognized vampire leaders. I know that Bill is the king now, but I would think he would be doing the bulk of his work in bigger cities like New Orleans. Suspension of disbelief can only go so far, and Bon Temps is looking more and more like a major city made to look like a smaller one. That ruins the small city feeling that I got from the first couple of seasons.

    On the other hand, I enjoyed the villain of the season. Marnie and Antonia represent the first time that humans have been a threat to vampires. They have a valid reason for opposing the vampires, so it’s reasonable to see why other humans joined with them. I’ve become more and more frustrated with the vampire leadership, who don’t seem to embrace the equality that they try so hard to achieve, and it’s good to see them meet a match from a human. The actress who played Marnie was amazing, able to shift between her Marnie character and Antonia character flawlessly. It also gave an opportunity for Lafayette Reynolds and Jesus Velasquez to show off what they can do. I’m particularly fond of Lafayette, and he has been underutilized in the past couple of seasons. I was annoyed at how his powers came out of nowhere at the end of last season, and both he and Jesus became too powerful too quickly for my liking this season, but they’re such awesome characters that I was able to overlook it.

    In spite of all the negatives I heard about season 4, I found it to be better than the previous season. The show has lost its charm from the first couple of seasons, which was probably inevitable, but it has maintained much of its production quality. It continues to live up to its reputation of being a sex-obsessed show, but they managed to tone it down to reasonable levels this season. The villain of this season is much more interesting than the villain of season 3, and the characters are becoming much more dynamic with numerous storylines to liven up the plot. All of this makes True Blood continue to be the best vampire series on television right now.

Saturday, 11 August 2012

  • TV Series Review: Carnivàle

    Some shows keep you drawn in because of the mystery. In Lost, you keep asking what’s going on with the island, what caused the crash that brought the characters there, and how are they all connected. In Twin Peaks, you want to know who killed Laura Palmer and what is the cause of all the mysterious happenings in the city. Carnivàle is that kind of show. From the very beginning, you know that there’s something mysterious and supernatural going on, but you don’t know for sure what it is. Unraveling this mystery is what keeps you coming back to the show. The depth of this mystery and the gradual revelation of its secrets is what makes Carnivàle such a fascinating series.

    The show takes place in the American Southwest during the Dust Bowl. This is the lowest point of the Great Depression, and many people live in poverty. The show follows two sets of storylines that gradually converge over the course of the series. The first story is that of Ben Hawkins, a young fugitive who has just lost his mother and his home. Ben is picked up by a travelling carnival called Carnivàle, who takes him in as a roustabout despite the reservations of some of its members. This is the primary focus of the series as the carnival finds Ben in Oklahoma and gradually moves west. The second story is that of Brother Justin Crowe, a Methodist minister in southern California. Justin is well respected by his congregation and his sister Iris, and he seeks to expand his ministry to the people who are often looked down upon in society.

    Ben and Justin are both revealed to have supernatural abilities from the first episode. Justin can cause people to have dark visions that convict them of their sins, although many of these visions manipulate them into doing his bidding. Ben can heal people of serious injuries, but doing so kills the plants or wildlife around him. Both of them have prophetic dreams that sometimes include one another even though they have never met. The duality of their natures is the source of the good-versus-evil premise of the series, which includes many references to Gnosticism. Much of the first season illustrates the potential good or evil that either character could wield, leaving it vague as to who is on which side.

    While Carnivàle and its performers are there to reinforce Ben’s plot, many of them have stories and subplots that are just as intriguing as the main narrative. The day-to-day operations of the carnival are managed by a dwarf named Samson, who seems to know something about Ben in spite of remaining aloof. Sophie is a tarot card reader that gets telepathic messages from her catatonic mother Apollonia, who is the one who really possesses any powers. Jonsey is a crippled Ferris wheel operator who becomes friends with Ben. Lodz is a blind mentalist with apparent supernatural gifts, and along with his lover, the bearded lady Lila, he encourages Ben to hone his powers. Ruthie is a snake charmer that takes a liking to Ben. There is a family of performers in a cootch show, who all get wrapped up in a mess of romantic subplots and life-threatening crises. The carnival is run by the enigmatic Management, who never leaves his wagon and speaks to no one but Samson. I enjoyed learning about these characters as much as the two main ones, so there was never a plot that lost my interest.

    Much of the first season hints at the mythology of the show. Both Ben and Justin learn more about their powers, and situations determine how they use them. This becomes more intense as Ben learns of a man named Henry Scudder, a former Carnivàle geek who also seemed to possess supernatural powers. Meanwhile, a crisis causes Justin to abandon his ministry, and his soul search causes him to confront his past. Much like Lost, answers come very slowly, which adds to the mystery. Creator Daniel Knauf developed a deep, calculated saga to the show’s supernatural elements with just enough real history mixed in to make it more believable. The consistency to which these rules are applied is one of its greatest strengths, since far too much speculative fiction compromises its mythos for the sake of the story. In the case of Carnivàle, the mythology is the main story, so the show stays focused on it even as it carries out its other plots.

    The pace picks up in season 2 as the true nature of the two main characters is revealed. Now with little doubt as to whom the heroes and villains are, the focus changes from revelation of its secrets to the showdown between its main characters. Answers come much more quickly, and the intensity of the show picks up. Although the philosophical issues are rarely addresses directly, their implication is often obvious. For example, what is the nature of good and evil? Can an evil person truly choose to be good? I was also fond of how the show addressed how charisma and personality affect people as even good people are persuaded to do evil things. While there is a very clear dividing line between good and evil in this show, it still questions how much choice we have in the matter.

    Even though I knew that Carnivàle was the kind of show I would get into, I avoided watching it for a long time because I would never be able to know how the story ends. It was originally envisioned as having three “chapters” with each chapter comprised of two seasons. Since the show was cancelled after its second season, we may never know how those final two chapters play out. That being said, the final episode provides a reasonable conclusion to the conflict that was chronicled in the first two seasons, so there is a sense of finality to that plot. However, the final minutes of the show hold a cliffhanger that will likely never be resolved.

    Carnivàle is a unique take on the traditional good versus evil story. It invokes a setting that is rarely seen in fantasy, and it does an excellent job of portraying the helplessness that people had in that period. The mythology of the series is deeper than what we see in most fiction, and the consistency with which answers are revealed was paced excellently. The wide range of interesting characters and subplots maintains constant attentiveness to the show, and there are always surprises where they need to be. In spite of lacking a real conclusion, this is a definitely a show that stands out in its genre and should not be ignored.

Tuesday, 07 August 2012

  • Video Game Review: Assassin’s Creed: Revelations

    I have been a fan of the Assassin’s Creed series since the second game. The story was fascinating, the gameplay was addictive, and the lore behind the series kept drawing me in. It was fun watching the life of Ezio Auditore da Firenze play out in front of me. Assassin’s Creed: Brotherhood took all of the elements that made that game great and added to them to produce an even more amazing experience. Ezio’s story concludes in Assassin’s Creed: Revelations, but how does the conclusion to his saga live up to the previous games?

    As always, there is a framing story that takes place in the year 2012. After the startling conclusion of Brotherhood, Desmond Miles’s mind has fractured, leaving him in a comatose state. To save him, the other assassins place him in the Animus in hopes that it would keep his mind from going completely. Desmond experiences the Animus as testing area called the Black Room, which resembles an island. He meets Subject 16 (whose real name is Clay Kaczmarek) here, who had downloaded his memories into the Animus before he died. Clay tells Desmond that he must finish reliving the experiences of his ancestors until there is nothing left for him to see. All that’s left are the final missions of Ezio Auditore.

    Ezio’s story takes place in the years 1511 and 1512. Now a middle-aged man and mentor in the Assassin Order, Ezio wants to unlock the history of the assassins, so he seeks out the secrets of their ancient leader Altaïr ibn La’Ahad, who reformed the Order into what it is today. Unfortunately, when he arrives at the assassin stronghold in Masyaf, he finds it overrun by Templars. After a narrow escape, he learns that Altaïr’s vault has been sealed by five keys that have been hidden in various locations around Constantinople. Ezio travels there to locate the keys. During his visit, he helps strengthen the city’s Assassin Order, gets tangled up in a Templar attempt to overthrow the sultan, and falls in love with an Italian librarian who has made her home in Constantinople. However, the keys to the vault are no ordinary keys. They also store memories of Altaïr and reveal his role in rebuilding the Order centuries earlier.

    The core gameplay from Brotherhood is unchanged. Almost all of the weapons, items, and skills from that game return, including the crossbow and parachutes. In spite of his age, Ezio can still practice parkour better than anyone, assassinate people with his hidden blade without being noticed, and fight off groups of soldiers with all kinds of weaponry. Combo kills, counter-kills, and execution streaks are still in full effect, although battles are generally tougher. Ezio still has Eagle Sense, and he has honed his talents to now be able to see trails and enemy patrols. Most of the game takes place in Constantinople with a few excursions to Masyaf and Cappadocia. The main story is mostly linear, although there are plenty of side missions, and Ezio is generally free to explore Constantinople as much as he wants between missions.

    A new piece of equipment is Ezio’s infamous hookblade, which replaces his second hidden blade. It functions just like the original hidden blade, but it can also hook onto walls. Supposedly, this gives Ezio some extra reach so he can grab ledges that he couldn’t before, but I didn’t notice much of a change from previous games. It can also be used to latch onto ropes so that they can be used as zip lines. While this would be an excellent idea to speed up getting around the city, in practice, these zip lines aren’t very common and are not placed in areas where they would be most useful. The hookblade was a great concept, but it was too underutilized to be an effective addition to the game.

    Another notorious addition is bomb crafting, which replaces the smoke bombs of previous games. Early in the game, Ezio becomes able to assemble various types of bombs using four varieties of shells, three kinds of gunpowder, and ten types of effect ingredients. These bombs can be used to injure guards, distract them from their posts, or give Ezio a tactical advantage in battle. The best ingredients tend to be rare, but Ezio shouldn’t have trouble finding the core ingredients he needs for basic bombs. The large number of options means that you can probably find one to help in any situation. Many people have complained about the bomb crafting system, but I was rather fond of it. Bombs are rarely necessary, and you’ll probably only use three or four of the many options available, but they still add more to the game than they detract.

    Unfortunately, that cannot be said of the assassin recruitment system. This was one of the best additions in Brotherhood, and it returned for Revelations. The basic system for recruiting assassins isn’t changed. Most of them are obtained by rescuing them from Templar soldiers, although a few are recruited through unique side missions. They gain experience by being called by Ezio to fight enemies or by being sent on missions to other cities through the Mediterranean Defense mini-game.

    This latter option is the main weakness of the system and possibly the entire game. Unlike Brotherhood, your assassins can retake Mediterranean cities from the Templars and increase their own control in these cities. This grants additional experience, money, and bomb ingredients. On the surface, this sounds like a good idea since it provides a tangible purpose behind these missions, and it could have been good in the right situation. The problem is that the Templars will regain some control over each city on every game day (about 20 minutes of play time), and if you don’t keep your assassins on missions, the Templars will retake them. The amount of control that Templars regain is immense, and since missions take a long time, you rarely have time to make up for it before the next day. The only way to keep control over your cities is to regularly seek out a pigeon coop whenever your recruits finish a mission so that you can immediately send them on another one. This is a constant distraction from the core gameplay, and it means that you will rarely have your recruits by your side to help you on your own missions, which is the one thing that made them fun to have around.

    Another new feature related to assassin recruits is Assassin Dens. Much like Brotherhood, you can regain control over districts of Constantinople by assassinating the Templar leader residing in certain towers. This turns that tower into an Assassin Den, and it lets you renovate shops and landmarks in that area. Once a recruit reaches level 10, he or she can be assigned to a free Assassin Den. Completing certain missions with that recruit will allow him or her to become a level 15 Master Assassin. The renovation system and side missions are fine, and they actually made up some of my favorite missions in the game. My problem with it is the Den Defense mini-game, which is probably the most highly-criticized portion of Revelations. If Ezio’s notoriety gets too high (easier now since renovations now increase notoriety and wanted posters no longer exist), the Templar may attack an Assassin Den. Ezio has to go to the Den to start a Den Defense.

    The concept of Den Defense is similar to tower defense Flash games that you find online. Ezio is positioned on a rooftop, and he must assign assassins to other rooftops or barricades to snipe at hoards of Templar soldiers as they rush through the streets. I like tower defenses, so I thought that I would like this as well. However, the execution was very poor. In most tower defenses, you get a top-down view of the entire field. However, in the Den Defense, you only see from Ezio’s perspective, which provides a limited view of the battlefield. You have to turn to see things on the ground or to your side. It is very difficult to see distant rooftops, so it’s hard to assess the status of your forces. Assassins are slow to respond to your commands, and the placement of assassins is not intuitive. You get very little time between waves to prepare, and enemies can wipe out your forces quickly. The difficulty of these missions rises quickly, and you get few attempts to practice them. Fortunately, only one of these missions is required in the story, and Assassin Dens become immune to them once the resident den leader reaches level 15. As a result, they can be easily avoided unless you are striving for 100% completion, but I still think that the game would have been better off without them.

    Much like Brotherhood, most missions in Revelations have a secondary objective that must be completed to reach 100% synchronization. This is only for completionists since there is no reward for getting higher synchronization. While this objective is sometimes logical for the mission, it’s often nothing more than an arbitrary rule. If you fail a secondary objective, you have to restart the mission from the beginning if you want to get 100% completion, making it worse to fail the secondary objective than to fail the main objective of the mission. A simple “Restart from Checkpoint” option would have gone a long way towards making secondary objectives more fun to handle. On the plus side, missions are broken into smaller chunks than before, making repetition slightly less of a nuisance.

    Constantinople was an interesting choice for the setting. I think it was a great idea to choose a setting so different from the Italian cities of the last two games. The Muslim garb and Ottoman architecture is a welcome change, and it’s a setting you don’t see that often in video games. However, the city design was inferior to any previous game, even the original Assassin’s Creed. Even though Constantinople is larger than any other city in the series, it’s also less remarkable. Other than a few landmarks, every part of the city looks alike. It’s often impossible to tell what district you’re in because they all look the same. This is a disappointment after Assassin’s Creed I and II, where you had several cities to explore, each with a unique design. Even though Brotherhood only let you see Rome, each district of the city had a distinct feel to it that made it seem larger than it really was.

    Much like the Glyphs in Assassin’s Creed II and the Rifts in Assassin’s Creed: Brotherhood, Revelations has a special side mission that has to do with modern times rather than Ezio. In this case, it is Desmond’s Journey, which is unlocked by finding Animus Fragments in Ezio’s memory and accessing them through the Black Room. Instead of being puzzles like the last two games, these are first-person platform mazes that Desmond must get through by placing blocks to get around obstacles. Now, anyone who has played first-person perspective games before knows that platform puzzles do not work for them simply because you can’t see your feet or determine where you are in relation to an edge. These missions are no exception and represent a grievous error on the part of the developers. They should have known better. In spite of this, these segments provide insight into Desmond’s past and work better than simply reading about it.

    Even though you’ll spend most of your time as Ezio, the story isn’t so much about him. Whereas Brotherhood is a direct continuation of the plot that began in Assassin’s Creed II, Ezio’s story in Revelations is altogether different. It has something to do with a scheme by the Templar-controlled Byzantines to take control of the Ottoman Empire by placing one of their sympathizers in the sultanate. It’s passable, but it’s not that important in the grand scheme of things. The important part of the story is Ezio’s collection of the five Masyaf keys, which are found in secret locations resembling the hidden areas of Assassin’s Creed II and Brotherhood. Once a key is found, it is followed by a memory of Altaïr. These are the best parts of the story. We’ve experienced the important parts of Ezio’s life, but we haven’t heard much about Altaïr since the first Assassin’s Creed, even though that ending implied that there was much more to tell. In this sense, the story of Revelations is more about Altaïr than it is about Ezio, even though it concludes the lives of both protagonists.

    After the outstanding advances in gameplay made by Assassin’s Creed II and Brotherhood, Assassin’s Creed: Revelations is a step backwards for the series. The few additions to the gameplay add too little to the game to make up for the many aggravations that were added to it. This game exists mostly to finish Altaïr’s story and doesn’t do much to advance Ezio’s story or improve gameplay. This isn’t to say that it’s a bad game though. It’s still fun to play, and it’s far better than the original Assassin’s Creed. All the things we like about the series, such as the hiding, blending, parkour, fighting, and assassinating, are still there. They just weren’t used to their fullest extent. This makes Revelations worthwhile if you want to see how the story continues, but it’s better to stick with the earlier games if you just want to do some assassinating.

Friday, 15 June 2012

  • Video Game Review: Deus Ex: Human Revolution

    In most cases, first-person shooters are of little interest to me. The exceptions are the ones that contain RPG elements or focus on stealth rather than aggressiveness. The first FPS game to draw me in was the original Deus Ex. The compelling story was surpassed only by its strategy-based gameplay, which allowed multiple ways to complete each mission. It was followed by Deus Ex: Invisible War, a sequel that was better than it was given credit for but still failed to live up to the original. While Invisible War was by no means a bad game, it changed some of the fundamental mechanics that made Deus Ex great. It would be many years before we would see another game that lives up to the Deus Ex legacy. That would be its prequel, Deus Ex: Human Revolution.

    The game takes place in 2027, about 25 years before the original Deus Ex. Nano-augmentation has not yet been developed, but mechanical augmentation is at its peak. Sarif Industries, the leader in augmentation technology, is about to announce a major breakthrough in its research, but shortly before this happens, their lab is broken into by a team of well-trained operatives. Adam Jensen, Sarif’s Head of Security and former SWAT agent, is sent to handle the incident. He is unsuccessful, and the entire lab is destroyed and all of the scientists killed, including Megan Reed, Jensen’s ex-girlfriend and lead researcher for Sarif. Adam himself is critically injured, and he only survives by undergoing substantial augmentation throughout his body. After a six-month recovery, he returns to his job at Sarif Industries, which puts him on track to finding out what really happened to Megan and her research team and involves him in a conspiracy of worldwide proportions.

    Human Revolution is a story-based first-person shooter with heavy emphasis on stealth. Each chapter of the game has a primary objective that must be completed. Some of them have optional objectives, which provide opportunities for more rewards. Jensen must fight or sneak his way through an area to arrive at a destination, where the objective must be completed. In most cases, there are multiple ways to reach the goal. Enemies can be fought or eluded, security cameras can be disabled or avoided, and locked doors can be forced open or circumvented through air ducts. The controls are designed to enable stealth-based movement. For example, crawling makes you a smaller target and silences your footsteps, while using objects as cover can let you see around them while remaining hidden.

    The RPG elements come into play through the game’s experience system, which combines the augmentation and skill system of the original Deus Ex into a simpler and much-improved arrangement. Jensen will get experience for various actions throughout the game. The most experience bonuses come from completing objectives, both required and optional, but he also gains experience through defeating enemies, hacking computers, exploring secret areas, destroying robots or turrets, and completing social battles. Once you get 5,000 experience points, you gain a praxis point, which can be used on the menu to activate software that enables the various augmentations that Jensen has. In most cases, activating a new augmentation will require two Praxis points, while upgrading an augmentation takes only one point. You can also find or purchase Praxis Kits throughout the game, which grants a Praxis point immediately. It is nearly impossible to get enough experience to obtain every augmentation in the game, so you have to be careful about choosing the augmentations to activate.

    The previous two Deus Ex games were a mixture of action and stealth. In both games, it was possible to complete the game without killing anyone but a few bosses, and it was usually possible to evade enemies rather than fight them directly. Human Revolution continues this tradition, but it places even more emphasis on stealth. Besides having more stealth-based controls (such as the ability to use cover), you get slightly more experience from stealth takedowns than you do from kills. You also get huge experience bonuses for completing objectives without being seen. Going the stealthy route is the only way to get enough experience for most of the augmentations in the game. You can certainly get by with a run-and-gun style of play, but that puts you at a disadvantage in the long run. The only feature that I would have liked to see is an indicator that specifies whether you’ve been detected. That would help with getting the stealth bonuses, since it’s not always apparent that you’ve been spotted.

    The inventory system from the first game made a welcome return, especially since its absence was one of the most maligned aspects of Invisible War. Inventory is stored on a grid with larger items taking up more squares on the grid. For example, a Cyberboost Proenergy Bar takes up only one square, and you can stack up to five of them in that square. In contrast, the Rocket Launcher takes up 24 squares. You can get augmentations that increase the size of your inventory, but it will be limited no matter what, requiring you to decide which items are most important to keep. It’s also much harsher than the first Deus Ex. Weapons take up more inventory space than before, ammo now requires inventory space, and items do not stack as much as they did previously. I thought that some of the inventory restrictions were overly severe. For example, ammo takes up far too much inventory space, and smaller items don’t stack as much as they should. However, the inventory system as a whole is an appreciated feature.

    Most of the augmentations are well thought out, and they offer definite advantages to each playing style. If you want to be stealthy, you’ll want augmentations that focus on cloaking and silent movement. If you just want to shoot people, you’ll want the ones that improve aiming while limiting recoil. Most augmentations are passive and always in effect one you gain them. A few require energy to use. Jensen starts out with two energy cells, although this can be upgraded to five. The problem is that only one energy cell refills automatically. Any additional energy cells require consumable items to refill. There is no shortage of these items, but there is a finite number in the game, and there’s often no telling when you will come across more. With no other way to refill energy cells, you’ll effectively go through most of the game with only one. This makes the cloaking augmentation far less useful than you would think because even with five full energy cells, it doesn’t last long enough to be of much value. A few other augmentations are less than useless. Most of the radar “upgrades” only clutter your radar screen, while some hacking augmentations don’t provide any more information than you already have.

    Hacking is much more involved than it was in the first game, where you simply pointed a tool at a screen or keypad to hack it. It now involves a minigame where you must hack through nodes in a system to reach a target before the system’s security detects you. This was definitely an improvement, and it makes you feel like you’re actually doing something when you hack. It did get old after a while, especially since you do a lot of hacking, and it becomes more luck-based as the game goes on. Once the system detects you, you have to race to the target before it reaches your point of origin. If you get detected on your first movement, which is very, very likely, you have no chance of succeeding. There are items and augmentations to help with hacking, but the items are limited in number while the augmentations have little effect. In generally, I thought that hacking was a favorable addition to the game, although it could have been better designed.

    There were a few control-based issues that I had problems with. One of them was the menu controls. This was most obvious in the inventory screen. Clicking on an item often had no response, or it would select an item somewhere else in the inventory. However, it was most detrimental during hacking, where commands are menu-based. The slow menu commands, where I often had to click multiple times to get a response, slowed down my progression and often cost me the hack. The hacking minigame should have allowed single-button hotkeys to keep up with its faster pace. Another control issue was moving bodies to prevent them from being found. Every tiny bump would make you drop the body, and you would sometimes let go them for no reason. Due to a bug, some unconscious enemies would suddenly die when you tried to move them. This makes it hard to move bodies quickly, which is often necessary to avoid detection.

    A lot is made of the boss battles in Human Revolution, which go against the stealth focus of the rest of the game. All of the major boss battles require direct confrontation, and if you have been getting augmentations and weapons that are more stealth-based, you are at a major disadvantage. Every boss has a trick that can be used to defeat it regardless of your choices up to that point, but they are still clearly designed for aggressive players. Yeah, it’s a design problem, but it didn’t really bother me that much. If you think of it as a puzzle, every boss can be taken about simply by taking advantage of the environment. If you’re desperate, there’s an augmentation that makes every boss battle ridiculously easy. Bosses definitely aren’t the strong point of the game, but Deus Ex has never been about boss battles anyway.

    When it comes down to it, these problems are mostly nitpicks and don’t take away from the value of the game. The stealth elements of the game were excellent, and in true Deus Ex fashion, you have to keep adjusting your strategy to handle the new situations that crop up. What works in one chapter may not work later on. There is a huge menu of weapons to choose from, each with relevant advantages and disadvantages. With all the different ways to complete the game, its appeal reaches pretty far.

    The story was less epic than either the original Deus Ex or Invisible War. You’re not a soldier, federal agent, or anti-terrorist specialist; you’re just the chief of security for a major corporation. It’s not until near the end of the game that you discover that your actions have global implications. This isn’t a criticism at all because keeping the major players under the radar for so much of the game makes it that much more extraordinary when the fallout of your actions is revealed. While the original Deus Ex has a classic story that is nearly impossible to beat, Human Revolution is an excellent follow-up that approaches the story from a different direction rather than trying to copy it.

    Being that this is a Deus Ex game, conspiracies play a central role in the game. Most of the classic conspiracies like the Illuminati, Majestic-12, the JFK assassination, net surveillance, and Area 51 were handled in the first Deus Ex, and there would be little value in repeating them here. Instead, Human Revolution addresses conspiracies that emerged in the past decade, such as FEMA camps, private military contractors, global warming conspiracies, government-created diseases, and manipulation by news media. These fit into the overall story very well, and they’re more relevant to people playing the game.

    What I found most interesting about the game is the social issues addressed by it. Augmentation is a major worldwide controversy in the story, and many of the arguments surrounding it mirror those of real-life issues, such as abortion, stem cell research, cloning, and other medical ethics. Some people oppose augmentation for religious reasons, while others contend that it is detrimental to society. Its supporters argue that they have the right to do what they want with their own bodies, or they cite the medical advances that are made through augmentation. Discrimination of augmented individuals exists, leading to hate crimes and protests. I imagine that if augmentation really existed, we would have similar issues to what is described in the game.

    When it comes to versatility, not many games do it better than Deus Ex: Human Revolution. Whether you’re into first-person shooters, stealth gaming, or RPGs, Human Revolution has something for you. There are issues with some unrefined controls, but these are overshadowed by gameplay that is constantly changing and requires frequent innovation. This is accompanied by an intriguing story that has relevant parallels to real-life issues. It would be nearly impossible for a sequel to live up to the original Deus Ex, but Human Revolution is as good as a follow-up as you can probably get.

Friday, 25 May 2012

  • TV Series Review: Chobits

    Since I was on staff for MTAC this year, I decided to try out some more anime series. Anime is something of which I have a lot of knowledge but relatively little experience since most of it isn’t good enough for me to spend time on it. However, I have had very favorable experiences with series such as Ghost in the Shell: Stand Alone Complex and Death Note. I had been hearing quite a bit about CLAMP but had never actually seen or read any of their work, so I decided to remedy that. My first attempt was xxxHolic, which I found to be mildly entertaining but ultimately mediocre. While at MTAC, I heard about Chobits, which is one of CLAMP’s more popular works of recent years. I decided to make it my next venture, if nothing else just to find out about those strange ears I see girls wearing at conventions.

    Hideki Motosuwa is a farm boy in Japan who failed to get into a university. To make up for it, he moves to Tokyo to attend a prep school. Here, he sees persocoms for the first time. A persocom is a computer designed to look like a human (usually a young, attractive girl) and can be programmed to perform many human behaviors. The only physical trait that distinguishes a persocom from a human is its ears, which house cables and ports that allow the persocom to connect to other persocoms or devices. Hideki can barely afford his rent, so a persocom seems out of reach. While coming home one day, he finds a very cute persocom in the trash. He takes her home and turns her on, only to find that she cannot say anything but the word “Chi.” Hideki names her Chi and takes her on as his own persocom. Chi is a blank slate with no memory or knowledge of the world, and Hideki cannot afford software for her. Fortunately, Chi has an uncanny ability to learn things on her own.

    Much of the early part of the series deals with Chi’s growth as Hideki teaches her how to talk and interact with the world. He hears rumors of “Chobits,” which are mythical persocoms so powerful that they possess true artificial intelligence that makes them capable of experiencing human emotions. During this time, Hideki is also trying to get through prep school, maintain a job, and handle his crushes on several women in his life. As the series continues, it changes focus to the relationship between humans and persocoms. People are becoming more and more isolated as they use persocoms to replace their relationships with others in their lives. This impacts Hideki more powerfully as Chi begins to fall in love with him, something that persocoms are not supposed to be able to do. In the meantime, other people have plans for Chi with less benevolent motivations.

    In spite of the sci-fi elements to the story, Chobits is a romance story at its core. There are hints of love between Hideki and Chi from the very beginning. Unfortunately, I believe that this is the show’s biggest weakness. Anime romances seem to follow the same basic structure with similar personality types. The male protagonist is romantically inexperienced, socially awkward, and has a tendency to say what he’s thinking out loud, creating embarrassing situations that defy reality. He also has an obsession with pornography while getting uncomfortable with sex or nudity from a real person, which keeps him from acknowledging the girls who flirt with him. Hideki fits that stereotype perfectly, and he is so similar to Kimihiro Watanuki from xxxHolic that the latter almost seems like a recycled character. While social awkwardness is a real trait that many people can identify with, it was taken to such an extreme that it challenged the believability of the romance.

    I honestly found the relationship between Hideki and Chi to be a little disturbing. Chi is very childlike, and Hideki’s role is closer to that of a father or teacher than a romantic partner. Chi presents a submissive demeanor throughout the show, having no dreams or goals of her own other than to make Hideki happy. Even the poses she takes, such as crawling on all fours when around Hideki instead of standing, portray submissiveness. Fortunately, Hideki does not take advantage of his position with Chi, so his love for her is conveyed as legitimate. However, it bothered me that the show saw the idealistic woman (as Chi was implied to be) as one whose only reason for existence to be in servitude to a man.

    Chobits was strongest when it dealt with the philosophical issues about a society with persocoms. Persocoms do not have free will and can only do what they are programmed to do. However, there are people who fall in love with their persocoms, and some even abandon their relationships with other humans so that they can spend more time with their persocoms (a parallel to real-life people who become obsessed with the internet at the expense of human interaction). However, if the persocom can merely be programmed to do what their owners want, is their love real? Is this healthy for the people who love persocoms? Do humans really have free will in the first place, and if not, how is this any different from their persocoms’ lack of free will? The show addresses this in a variety of ways, but it never gives a clear answer, as it shouldn’t. It works better when viewers are allowed to ponder these issues on their own.

    The end of the series picks up as it reveals more of Chi’s past and shows just how special she really is. This introduces some new characters who are put in place to prevent Chi from completing a purpose that she has no knowledge or control over. I found these new characters to be some of the most interesting in the series, but sadly, they were highly underutilized. I wanted to know more about these characters and their motivations, but we saw too little too late. This led to an anti-climactic ending that involved some sudden and unexplained changes in behavior from certain characters. The resolution occurred in the minds of the characters with little of that presented to the audience.

    Chobits actually isn’t that bad, and if you can get past a slow beginning, there is some payoff in the third act. It’s hardly an essential anime though. You can probably get more from the show by reading summaries about it than from actually watching it. The best parts of it are the philosophical issues it brings up, but it’s hardly the only medium to do so (for a western example, check out A.I.: Artificial Intelligence). If you really like anime, particularly those with a romantic bent, Chobits is a good one to check out. Otherwise, there isn’t much to recommend about this anime.

Tuesday, 17 April 2012

  • Movie Review: Blue Like Jazz

    Christian movies don’t exactly have the best reputation in Hollywood. Sherwood Pictures has put out a number of Christian movies that have gained immense popularity in churches due to their emphasis on traditional values, but these movies are notorious for their banal plots, deficient acting, and sermonizing messages. Is it possible for a Christian movie to reach beyond this mediocrity? Much like the book that inspired it, Blue Like Jazz attempts to do that by pushing Christians out of their comfort zone and addressing issues that few other Christian movies have been willing to mention.

    While the book is a collection of essays based on author Donald Miller’s life at Reed College, the movie takes a more narrative (though greatly dramatized) approach to Miller’s experience. Miller is a conservative Southern Baptist in Texas who is on the verge of heading to a nearby Bible college. He receives an invitation to attend Reed College in Oregon, which will provide a better education for him. Miller rejects this at first, but when he is faced with hypocrisy in his church that directly relates to his family, he breaks down and heads to Reed. He soon befriends a lesbian who advises him to hide his Christianity. As he struggles to fit into the college life of this more liberal culture, he begins to question his beliefs about God and the church. His doubts are aided by the college’s “Pope,” who makes an effort to attack religion any chance he gets. However, an activist named Penny complicates matters by showing Donald a different take on religion at Reed.

    At its core, Blue Like Jazz is simply another coming-of-age story. Miller starts out with a simple view of life; something challenges that, and he gains a greater understanding of the world through it. We’ve seen this story many times before. Does adding a Christian theme to it make it any different? Well, with the way this movie addresses it, the answer is yes. Blue Like Jazz directly addresses the hypocrisy and injustices inherent within most churches today, and it’s not afraid to call Christians out on it. This is no doubt going to make many Christians uncomfortable, but that’s exactly the reason why it does it.

    The director refuses to call Blue Like Jazz a Christian movie, and even Christianity Today cautions Christians about it in its review. The amount of profanity and sexual innuendo makes this something that even a liberal denomination would be careful about showing in church. Homosexuality is portrayed favorably, and there’s no shortage of drinking, drug use, and general debauchery. Even the movie’s strongest Christian character isn’t afraid to do some civil disobedience to oppose the corporate world. In general, I would say that both Christian and non-Christian characters get fair treatment with no one portrayed as getting everything right. This is in sharp contrast to the one-dimensional characters too often seen in Christian movies these days.

    There were a few jabs at atheism that seemed a little low. The “Pope,” who is the movie’s most anti-religious character, collects religious books to burn throughout the film. Burning books is seen as despicable by nearly everyone, and it’s kind of like the movie’s way of saying “This is the bad guy.” Many movies use book-burning Christians as way of portraying them negatively, and this felt like the equivalent of that. Also, in a debate between an atheist and a theist, the atheist was portrayed as a bit of a jerk who lowered himself to mocking Christianity rather than making logical rebuttals. To be fair, many atheists act that way in real-life debates. In spite of this, the movie avoids the tendency to become preachy. Atheists are not lectured about going to hell, and even for the “bad” characters, their atheism is clearly not the reason why they act the way they do.

    However, this leads to the matter of what the point of the movie is actually about. It’s not a call for people to come to Christ. The salvation message is not mentioned in it at all. If anything, it is apologetic about Christianity, showing how shallow it can be and how Christians need to be more in touch with the needs of those around them. Unfortunately, many Christians aren’t willing to listen to that message, and those who do probably don’t need this movie to reinforce it. It doesn’t apply at all to non-Christians, who will likely see this as just another coming-of-age story. As a result, the message of the movie can easily get lost with many people not knowing what to get out of it.

    This doesn’t necessarily make Blue Like Jazz a bad movie. Quite the contrary, I thought it was excellent as far as coming-of-age stories go. It’s also refreshing to see a Christian movie that admits that conservative Christianity has often missed the mark and that doesn’t portray atheists as amoral baby-eaters. If you grew up as a fundamentalist as I did, you will likely relate to the path that Miller takes as he faces reality for the first time in his life. You probably aren’t going to experience any life-changing decisions because of Blue Like Jazz, but you will see one of the fairest portrayals of Christians and atheists on film.

    Out of full disclosure, I will mention that I worked as an extra on this movie, and a good friend of mine donated to its production, which got her listed as an associate producer. It was my second time working as an extra, and it was far better than the first time, which was a bigger-budget film with some huge stars. The behavior of the film crew was also friendlier and more professional. This left me with a positive impression of the film before I even saw it. Unfortunately, the scene I was in was severely edited, and I’m not visible in the final cut.

Friday, 16 March 2012

  • Video Game Review: Vagrant Story

    I had been wanting to try out Vagrant Story for quite some time. It holds a special place in the RPG community due to its excellent story, unique weapon system, and genre-defying gameplay. I had held off on the game for far too long, and I recently decided that it was time for me to see what this game was all about. What I found was a highly flawed game with a terrible interface, but one that managed to move beyond its defects and become an excellent piece of work in spite of them.

    The protagonist of the game is Ashley Riot. He is a Riskbreaker, a group of elite knights in the kingdom of Valendia. A cult called Müllenkamp, led by Sydney Losstarot, infiltrates the manor of Duke Bardorba and kidnaps his son Joshua. Ashley is sent to stop Sydney, but he is hindered by Romeo Guildenstern of the Knights of the Cross or “Crimson Blades,” a militant division of a church that controls much of the kingdom. The Crimson Blades have come to capture Sydney in spite of having no authorization to do so. Although Ashley seemingly kills Sydney, the cult leader manages to escape with Joshua and heads to the ruined city of Leá Monde, where the game takes place.

    Ashley is aided by Callo Merlose, a fellow member of the Valendia Knights of Peace, but she is quickly captured by Sydney. Guildenstern has also laid siege to Leá Monde, and the Crimson Blades have captured much of the city. Ashley must manage both the defenses of Crimson Knights, the traps set by Sydney, and the inherent evil that occupies all of the mysterious city. Here, he learns to question his own past as the city’s dark powers begin to affect everyone who has come to it.

    While it is generally considered an RPG, it’s rather hard to accurately classify Vagrant Story. In many ways, it feels like a dungeon crawler along the same lines as Diablo. However, it’s not an action RPG, because even though Ashley and the enemies move in real time, time pauses as soon as an action is taken. Unlike most RPGs of the time, there are no shops or towns, nor are there any NPCs outside of cut scenes. Other than the introduction (which can be skipped), the entire game takes place in Leá Monde, so you do not travel to other cities or dungeons. Furthermore, the game is known for the frequency of block puzzles that are dotted throughout the ruins.

    The battle system is quite innovative for the time, and it continues to stand out today. When you try to attack an enemy, a menu comes up showing which body parts (arms, legs, head, body, and so on) are within range. You can choose which part you want to attack, and various enemies have weaknesses in different parts of their anatomy. In some cases, you have to trade damage for hit rate since the weakest body part isn’t always the easiest to hit. Armor also makes a difference. If an opponent is wearing strong body armor but no helmet, you may do more damage to its head. The type of weapon used also matters since some weapons have longer ranges than others.

    One thing that was sorely lacking with this system is that enemies are not hindered by attacking different body parts, except for their legs, which slows movement speed. This does not apply to Ashley himself, who suffers penalties when certain limbs receive critical damage. For example, a wounded right arm lowers his attack damage, while an injured body decreases his attack range. It would have been nice to see this applied to enemies as well.

    Early in the game, Ashley will gain the ability to chain attacks. This works much like a rhythm game. You can have up to three Chain Abilities assigned to the controller. If you press one of these buttons at just the right time in the attack, Ashley will continue to attack uninterrupted and will continue to do so until you miss the timing on a chain. Beneficial effects are also assigned to each chain, such as refilling HP or doing extra damage to enemies. Ashley can learn more types of Battle Abilities as he goes through the game, including Defense Abilities, which can protect him if you press the button at the right time while being attacked.

    Chaining is a necessary skill to develop in the game because even though it is essential for success, it’s very difficult to do. Enemies can be very, very strong, and you are often limited to less than 10 damage with each attack. This makes it necessary to chain attacks if you want to have a reasonable chance to kill stronger enemies before they kill you. However, the timing has to be precise, and there is very little margin of error. The game alerts you with an exclamation point to signal when you are supposed to press the button, but if you see that signal, it’s already too late. This requires some trial and error on the part of chaining, and you often have to rely on deceptive visual cues instead. This is especially annoying for Defense Abilities since you generally have no way to know when to time the button press until after you’ve seen the attack. In practice, I rarely had successful chains higher than three, and getting more than eight chains was particularly difficult.

    Another unique feature that applies to this system is Risk. Every attack adds a point of Risk to Ashley with stronger weapons using more Risk. Chain Abilities and Defense Abilities also add to Risk, and if you chain more than eight attacks, the Risk multiplies. Higher Risk means that Ashley will have both a lower hit rate and lower damage. This means that you have to manage you attack chains to keep your Risk from getting too high. This made long boss battles particularly difficult since your Risk could easily skyrocket as the battle went on. Fortunately, Risk decreases pretty quickly on its own when you’re not in battle mode.

    The Vagrant Story stat system is rather unusual, and it’s rather frustrating. There are no levels in the game. There are only two ways for Ashley to increase his stats. First, a stat wheel will appear after defeating certain boss battles, and Ashley will receive a bonus of 1 to 4 points in a stat depending on where the wheel lands. Second, certain elixirs or wines can be found that will increase a stat by 1 to 4 points. The stat wheel moves so quickly that it is nearly impossible to time it properly to land on a certain stat, so it’s not possible to game that system. Most of the time, you will get a HP bonus, and most of the stat-boosting items are also for HP, so your other stats will likely go neglected. This means that Ashley won’t be much stronger at the end of the game as he is at the beginning. This really causes some problems as enemies continue to strengthen as you progress through the game, and there is no way to grind for stat increases. I thought it was a little restrictive for the developers to limit your character development that way, and the only way to substantially improve your character is through equipment.

    Now let’s talk about equipment…

    Vagrant Story has one of the most complicated and sophisticated equipment systems of any game that I’ve played. As I mentioned before, there are no towns or shops to buy equipment, so any equipment you obtain must be from enemy drops or treasure chests. Even this is somewhat limited, and if you want to get the best equipment, you’re going to have to make it yourself. Throughout the game, Ashley will come across workshops that can be used to combine pieces of equipment, creating new ones in the process. A lot of factors go into the result, including the types of both items being combined and the material that each one is made of. For example, a short sword made out of bronze will be weaker than one made out of silver. All in all, there are hundreds of possible combinations, and unless you consult a guide, you’re going to have to use trial and error to find out the best ones.

    In and of itself, this wouldn’t be much of a problem, and it could even be fun except for the limited inventory system. Ashley can hold only 8 weapons, 8 shields, and 16 pieces of armor, including the ones he has equipped. Any additional equipment must be stored in a magical container. Fortunately, there is one located in every workshop, but accessing it is difficult. You will have to take equipment in and out of the container many times if you want to try out different combinations, and due to technical limitations, you have to save the game every time you access a container. This makes the workshop process very slow and arduous. I found myself spending an hour or more in the workshop every time I did any item crafting, and it significantly slowed the pace of the game.

    Another problem with the equipment is having to deal with enemy weaknesses. In addition to its base statistics, every weapon, armor, and shield has three additional characteristics: Type (edged, piercing, or blunt), Class (refers to six categories of enemies), and Affinity (refers to seven elements). The Type of a piece of equipment is set and cannot be changed except through combining with other equipment. However, Class and Affinity can be modified by attacking enemies of that Class or have a weakness to that Affinity. This is pretty cool except for one thing—increasing an item’s stat in one Class or Affinity can potentially decrease it in another. Furthermore, stats can become negative. Making a weapon strong against enemies in the Beast Class will probably make it weak against the Undead. Because of this, equipment needs to be somewhat specialized, and it is possible to give your equipment too many negatives if you don’t handle it properly.

    Enemies come in many different combinations, and it’s often not possible to take advantage of their weaknesses. For example, suppose you have an Edged weapon that you have developed to be strong against Beast enemies. You then encounter a Beast enemy that is strong against Edged weapons. Since your Beast weapon is Edged, it won’t be very effective against it. There are 126 possible combinations of Types, Classes, and Affinities, and you can’t create a weapon to handle every one of them. In fact, since you can only carry eight weapons at a time, there’s a good chance that you won’t have an appropriate weapon with you at all. It’s far too easy to get stuck with weapons that do 0 damage against an enemy with a unique set of weaknesses. I believe that giving enemies weaknesses that are so specific is a major hindrance in the game, and it led to a few instances where I came close to giving up completely because I didn’t have the right equipment on me for a boss battle.

    After all these negative comments, you’re probably thinking that I’m giving the game a scathing review. Quite the opposite—I loved the game, and I actually have a favorable opinion of it. The equipment problems are due in large part to the technical limitations of the PlayStation. This game pushed the system to its limits. Had it been released on the PS2, many of these problems wouldn’t exist. There are some issues with the user interface, and in particular, there was a need to be able to quickly swap weapons without going through multiple menus. However, the core gameplay is amazing once you get used to the interface problems. Even the equipment crafting system is ingenious, and I found it to be an innovative, if toilsome, feature of the game.

    I have not discussed the story yet at all, and any player will say that this is one of best features of Vagrant Story. I agree, and it’s one of the things that will drive you to continue in the game. The plot and characters are amazing, but where the story really shines is in its dialogue, which features the best writing I’ve seen in a video game. The localization team used a pseudo-Shakespearean style of writing that fits well with the setting and theme of the game, and it gives a poetic feel to many conversations. It’s suitable for a classic story full of ambition, betrayal, and sacrifice, and the plot progression feels appropriate for a classic Greek tragedy.

    The game’s block puzzles can slow down your progress, but I found them to be a nice diversion from the constant battles. Some of the puzzles are quite challenging, but none of them is so hard that you won’t get through them if you work at them long enough. It’s especially fun to figure out how to work with the blocks in a 3D environment. I wouldn’t consider them a highlight of the game, but I did think that they were worthwhile to include.

    I will warn you that this game is hard. Very hard. There are some places where doing 10 points of damage to an enemy could be considered extraordinary given the complicated system of strengths and weaknesses, and you will miss with attacks more often than I consider acceptable. It admittedly isn’t balanced well either, and I came close to getting stuck in an unwinnable situation. If you want to play this game, expect a challenge. However, something about this game gave me a sense of satisfaction every time I figured out the best way to approach a difficult section. I don’t generally like hard games, but the challenge of Vagrant Story didn’t hinder my enjoyment of it.

    I found Vagrant Story to be an excellent game with some serious technical limitations. In spite of this, the innovation and originality of the game grants it a well-deserved title as an RPG classic. It’s definitely not a lighthearted RPG for a casual player. This game will take some dedication to get through and will likely result in a lot of frustration. However, the story and gameplay are so rewarding that you won’t mind the experience. If you are out for a challenge and want to try out a different RPG experience, Vagrant Story is a game for you to try.

Friday, 24 February 2012

  • Video Game Review: Kingdom Hearts Re:coded

    It has been years since the release of Kingdom Hearts II, and during that time, Square Enix has released a number of intermediary games to hold us over until the conclusion of the series. The latest of these is Kingdom Hearts Re:coded for the Nintendo DS, a remake of a Japanese cell phone game that was not released in the United States. While further developing the story and filling in a few plot holes, the game falls short of doing anything revolutionary for the series.

    This game takes place almost immediately after the events of Kingdom Hearts II. As chronicled earlier in the series, Jiminy Cricket’s journal that detailed the events of Kingdom Hearts and Kingdom Hearts: Chain of Memories was erased except for the message, “Thank Naminé.” However, while looking through the empty journal one day, Jiminy noticed another cryptic message: “Their hurting will be mended when you return to end it.” He brings this information to King Mickey, Goofy, and Donald. Believing that there is significance to this message that must be investigated, Mickey has Chip and Dale digitize the journal and upload its contents into a computer. They discover a number of bugs in the journal that are corrupting its contents, preventing the information from being revealed.

    Someone must enter the digitized version of the journal to destroy these bugs. Mickey creates a virtual version of Sora that they call Data-Sora to perform this task. This Data-Sora must travel through the worlds chronicled in the journal and destroy the bugs, which appear as various blocks called Blox. The Heartless that were recorded in the journal are also in each world, and many of them have been affected by the bugs. Defeating the source of the bugs in a world will correct some of the corruption in the journal. Throughout this process, Mickey and the other people in the real world learn of the significance of the artificial life that they created within the datascape and find out how to mend the hurt of those mentioned in the journal.

    Instead of using non-traditional gameplay structure such as the card system of Chain of Memories, coded sticks to the basic action RPG control system of most of the Kingdom Hearts series. However, as a result of its mobile phone roots, gameplay has been greatly simplified. There are eight worlds in the game, and Data-Sora progresses through them linearly. While each world has its own set of goals that must be completed, all of them have at least one System Sector. These are semi-randomly generated dungeons where Data-Sora must locate certain bugged Heartless and defeat them to go to the next level of the sector. Once all of the levels are completed, a bug in the world will be fixed, allowing Data-Sora to progress. System Sectors also include challenges that allow players to gamble System Points (SP) for more if they are completed. At the end of the System Sector, SP can be exchanged for items, commands, experience, or Munny. Many rare items can only be obtained this way.

    Although the card system of Chain of Memories is missing, a loose element of it returned in the form of Deck Commands, which were adapted from Kingdom Hearts: Birth by Sleep. Data-Sora starts with just three Deck Command slots in which he can place Keyblade techniques or magic. When a command is used, the next command is queued, although you can also sort through them manually. After each use, it takes time for a command to recharge. Additional Deck Command slots can be opened through the Stat Matrix, and new commands can be found, purchased, or created by combining them with other commands. My only issue with this system is that every command (and there are a lot of them) has a level, and you can only increase its level by combining it with another command. Getting your commands up to higher levels is a tedious process that involves most of the micromanagement of the game.

    There is an interesting take on the level-up system that I was very fond of due to its relevance to the digital theme of the game. Data-Sora gains experience and levels as in most games, but gaining a level does not automatically increase his level. Instead, it gives him a Level-Up chip. These must be placed on the Stat Matrix to increase his level. Other types of Stat Chips can also be placed on the Matrix to increase HP, Strength, Luck, elemental resistances, and other stats. Stat Chips can only be placed next to existing Stat Chips, allowing Data-Sora to progress down different paths of the Matrix. Certain nodes will grant Data-Sora additional abilities or cheats that can alter the game in various ways. Stat Chips cannot be removed, but they can be exchanged for other chips. It felt like a cross between the grid system of Kingdom Hearts 358/2 Days and the Sphere Grid of Final Fantasy X, and I liked swapping chips around on the Matrix.

    The fact that the game was original made for cell phones really shows. The graphics are weak compared to even the earliest Kingdom Hearts games. Most of the dialogue is shown through static 2D images of the characters rather than animations. The play control is often frustrating. The camera has to be controlled manually, making battles even more awkward. Getting lost is easy in the System Sectors where everything looks the same. The game is very unforgiving when it comes to jumping and grabbing ledges. While this isn’t an issue in most Kingdom Hearts games, this one has a lot of platforming elements involving Blox, especially in System Sectors, and the poor controls only acerbate you even more. While there were some obvious improvements made for the DS version, particularly with some well-done FMVs, there should have been more done to adapt the game for a better system.

    A variety of Disney and Final Fantasy characters make it into the game. Unfortunately, nearly all of them are repeats from the first Kingdom Hearts. We see worlds from the films Alice in Wonderland, Hercules, and Aladdin as well as the return of some original worlds found in Kingdom Hearts and Chain of Memories. For the most part, these worlds look the same as they did before except for the addition of some Blox. Even worse, the last two worlds consist primarily of segments or characters from the earlier worlds, creating even more repetition. We’ve already reenacted the events of Kingdom Hearts in Chain of Memories, so it felt redundant to do so again. Since Data-Sora is recapping the events found in Jiminy’s journal, this reiteration makes sense in context, but I did get bored of seeing more of the same worlds in this game.

    One interesting variant in each world is that most of them have a change in gameplay at some point just before the boss. This manifests in one of three ways: a 2D side-scrolling level, a 3D rail shooter level, or a turn-based RPG. While these could be annoying detractions from normal gameplay, I found them to be fun diversions from the rest of the game. They’re short enough that you don’t get tired of them, and they let you take a break from the normal 3D action elements. I did take some issue with the turn-based RPG since it slowed down the game and lasted a very long time, but there was nothing wrong with the concept itself.

    The story is quite possibly the weakest of the entire Kingdom Hearts series. In fact, it has so little impact on the series plot that you can probably skip it entirely without missing out on much of the story. In spite of this, the story within the game isn’t bad, and it addresses some aspects of the universe that have yet to be seen within the series. There are some interesting developments in the plot, and since everything takes place in a computer simulation, the characters can do things that would not be possible in the “real world.” In particular, it addresses the matter of hearts in an artificial world, and it allowed Donald and Goofy to become friends with Sora all over again. Even though the story wasn’t the best, I was still engrossed in it.

    In addition to the main goals of the game, you can also acquire trophies by completing various optional objectives. These trophies aren’t just for show; they provide Trophy Chips, which provide better stat bonuses than any other type of Stat Chip. Furthermore, there are many optional System Sectors to complete, and these are longer and more difficult than those in the main game. Finally, returning to completed areas will let you obtain quests from characters, each of which have their own rewards. For the most part, these optional objectives were nice additions to the game, but some of the trophies require completing worlds multiple times, which involves more repetition in an already repetitive game. However, you will still want to do so since acquiring 20 trophies unlocks a secret ending that adds more to the story than the entire rest of the game.

    Kingdom Hearts Re:coded is an imperfect game, but that didn’t stop me from enjoying it. The controls can be frustrating, and many of the levels feel like more of the same, but it has just enough distinctive qualities to make it fun. It doesn’t excel like most of the Kingdom Hearts series, but it doesn’t have many flawed mechanics that bring it down like Chain of Memories. This is not an essential game in the series, and if you’re not obsessed with Kingdom Hearts, you may want to just skip it. However, hardcore fans of the series will still find the game worthwhile to play.

Monday, 30 January 2012

  • Movie Review: Battle Royale

    The upcoming movie adaptation of The Hunger Games will soon show us what happens when teenagers are pit against one another in deadly combat. However, this isn’t the first story to have this theme. One of the best narratives to make use of this plot is the Japanese novel Battle Royale, which had its own well-made film adaptation in 2000. The somewhat disturbing nature of the film made it hard to find until just a few years ago, but it has since become a classic among pulp film enthusiasts.

    The movie takes place in an alternate version of Japan. Youth violence against adults has gotten out of hand in the country, leading to the passing of the BR Act. This law requires a randomly selected high school class to be taken to a remote island where the class members will be forced to kill each other off until only one remains. Kitano is the teacher of class 3-B, which is particularly unruly and violent. He resigns after one of his students injures him with a knife. This motivates him to become the head of the Battle Royale program, and class 3-B is selected to participate.

    During the orientation process (which results in the death of two students at the hands of Kitano), the class is given the rules of the competition. All of the students must wear a collar that monitors their location and pulse. This collar also has a small explosive that will go off if the student tries to escape the island, remains in forbidden zone, or otherwise breaks the rules. Each student is given a duffle bag that includes food and water for three days as well as some navigational items such as a map and compass. Each bag also contains a randomly assigned weapon. Some of the “weapons” are useless items like fans or megaphones. If there is not a winner after three days, all of the collars will detonate, killing everyone.

    The rest of the film follows the 42 students of class 3-B as they handle the program in different ways. Some of them find a hideout and wait out the time until their deaths. Some search for their crushes so that they take advantage of their last chance to declare their love. Some can’t handle it and commit suicide. Some look for a way to break the system. Of course, some go on killing sprees. With only one winner, it’s not a good idea to get too attached to any individual character.

    In spite of the high mortality rate, one of the things I liked about the movie was how distinct of a character each student was. With 42 individuals to follow, most of them don’t get much screen time. However, the movie does a lot with the little time dedicated to the characters who die off quickly. Whether it is through their dying words or the methods they use to attack, you learn a little about what kind of person the student is even if they are not one of the central characters to the plot.

    A lot of hype was made of the supposedly extreme violence of this film. In reality, it’s surprisingly less violent than you would expect. Some of the more violent deaths occur off screen or in the distance, and gore is kept to a minimum. It is no more violent than the typical action film of its day, and it’s considerably less gory than many comparable present-day films. If there is anything disturbing about the violence, it’s not so much the violence itself as much as it is the fact that it is being committed by young teenagers. It’s one thing to see someone get beheaded; it’s another thing entirely to see a child do the beheading.

    While dubbing in foreign films is often criticized, this film shows that subtitling can be done poorly as well. While most of the subtitles were fine, there were many examples of misspellings, absent words, bad grammar, and other common Engrish mistakes. While this might be expected in an average fan dubbing, I expected better quality in a professional film like this.

    The thing I liked most about the movie is the way it brought out the characters’ inner qualities when they were faced with danger. What would we do if we were in a situation where we must fight for our lives? How would our morals our ethics hold up in such a situation? Would we really fight even if that meant killing our friends? If not, would we hold out to the end or just give up a hopeless battle? Could we even trust our friends, who may very well turn on us to save their own lives? While the 42 students in class 3-B reacted in many different ways, most of their reactions were understandable. While we all think that we would take the higher road, we don’t realize how difficult that is until we come face to face with the implications.

    Battle Royale isn’t a pleasant movie by any means, but in its own way, it is rather uplifting. Every student has a story, and even if they don’t make the “right” decisions, you still understand why they did what they did. In spite of all the evil that confronts the students, there are always those who want to stand up for what is right. They make an effort to make the world a little better for others, even if it means sacrificing themselves. It’s an odd lesson learned from what is essentially a grindhouse film, but there’s a sentiment behind this film that goes beyond the meaningless violence. To me, that’s what makes it distinct from the stereotypical gore fest. It’s less about the violence and more about the reasons why the violence is being committed. That makes Battle Royale more poignant than a typical action flick.

Wednesday, 18 January 2012

  • Video Game Review: Portal 2

    Every now and then, gamers come across a sleeper hit. A game is released that no one expected to be big, but it becomes a surprise success that floods the video game industry. That’s what Portal was when Valve released it several years ago. It took a first-person shooter and turned it into a puzzle game (does this make it a first-person puzzler?). This left the inevitable sequel with huge shoes to fill with fears that it would either trample on the original concept or carbon copy it. Fortunately, Portal 2 defied these expectations by showing that an overly hyped sequel actually can exceed its expectations.

    The game takes place an unspecified amount of time after the original with Chell (the protagonist of both games) having been preserved in an Extended Relaxation Center. She is awakened by Wheatley, a rather neurotic and dense personality core in Aperture Science. He frees her from her cell to help her escape the deteriorating facility. In the process of doing so, the duo accidentally revives GLaDOS, the artificial intelligence that Chell defeated in the first game. GLaDOS puts Chell through a new series of test chambers involving the Handheld Portal Device (or portal gun) as Chell must now find another way to defeat her nemesis and escape from the facility. However, there’s a lot more to Aperture Science than Chell knows, and she may have inadvertently created a threat bigger than GLaDOS.

    The core mechanics of Portal 2 are the same as its predecessor, and it makes use of a similar physics engine. Early in the game, Chell obtains the portal gun, which can be used to create two portals. Going through one portal will allow you to come out the other, regardless of where that portal is located. Objects and energy beams can also be sent through portals. Some of the more difficult parts of the game involve figuring out the physics involved with the portals, particularly those on the floor or ceilings. For example, you can fall into a portal on the floor to project Chell out of a portal on a wall at high speeds.

    Some of the basic test chamber features from the first game have returned. For example, most test chambers require Chell to place a Weighted Storage Cube on a floor button. However, many new mechanics have also been added so that you don’t feel like you’re just revisiting elements from before. Thermal Discouragement Beams are red lasers that must hit a receptacle to trigger an effect. While similar to the High Energy Pellets of the first game, they have the advantage of being able to be redirected through certain types of cubes. Some of my favorite mechanics are Hard Light Bridges (which are essentially surfaces that can be redirected through portals) and Excursion Funnels (which slowly send objects along a particular path). It seems that as soon as you get bored with one mechanic, the game introduces another one or combines them into a new type of puzzle.

    Probably the most significant new game mechanic is the various gels that Chell will come across. There are three types of these, and they come into effect about halfway through the game. Most surfaces can be coated in a gel to cause it to have a certain effect. A surface covered in Repulsion Gel will cause you to forcefully bounce off of it. Propulsion Gel will cause Chell to move much faster when she runs on it, allowing her to jump farther. Conversion Gel will allow any surface it covers to be conductive to portals so that you can portal to places that you couldn’t before. I found the gel chambers to be the hardest ones to finish, and they represented the biggest challenges of the game.

    The story is divided up into nine chapters and is about three times longer than the original game. This gives more opportunity to develop the story. The story of the first game was amazing in its simplicity. When it came down to it, all you did was complete test chambers while finding hints of GLaDOS’s sinister motives, which culminated into your attempt to find and destroy her. An easy mistake that Portal 2 could have made would have been to have a similar story and try to sell the game based on the setting, a mistake done by BioShock 2. Instead of replicating the Aperture Science that you’ve already seen, the game focuses more on the story and interaction among the characters. Wheatley steals the show in most of his appearances, and the tension between Chell and GLaDOS keeps getting thicker. There are several twists in the story that keep things moving and are as surprising as they are comical, especially if you had not had them spoiled for you. You also get to learn of the origins of Aperture Science and its insane founder. All of this is mixed with heavy amounts of humor that, while sometimes corny, never becomes so ridiculous as to elicit groans.

    Visually, Portal 2 is a huge departure from the original. The graphics have improved greatly, and to show this off, the first few test chambers are the same ones you went through in the first game. At the beginning, Aperture Science is in shambles from years of neglect. The overgrown vegetation and decaying architecture are a departure from the sterile chambers of the first game. After GLaDOS is revived, she makes visual efforts to clean the place up, and you gradually see the repairs she is making until it looks as good as before. Later on, you venture into an older part of the facility that holds the retro look you would expect, and even later, you see what happens to the facility when further disaster strikes. This evolution of visual style keeps you from getting bored with the way the game looks, and it further immerses you into the events of the game.

    I only got to briefly play the multiplayer portion of the game, but I have to say that it lives up to the style and spirit of the single-player game. In this mode, the two players control the robots Atlas and P-Body. Each of them have portal guns, and they must use them to solve puzzles assigned by GLaDOS. Cooperation is necessary to get through the puzzles, but there are also plenty of opportunities to kill your partners. Since you are robots, there is no penalty for death; you just regenerate at the beginning of the puzzle. In fact, killing each other is part of the fun of the game. The problem with the multiplayer mode is that it’s not easy to play with a random partner. The level of cooperation makes it a lot more fun if you can play with someone you know. If you don’t know anyone else who plays Portal 2, you may be out of luck.

    Portal 2 is a prime example of how to make a better sequel to an already excellent game. Valve didn’t resort to making an expansion pack with better graphics that reused the same old solutions. The sheer number of new game mechanics shows the effort that went into making something substantially better than the first game. The storyline was perfect for the game by furthering the story without trying to impress the player with a setting we’re already familiar with. There’s a lot more of game content, although I never found it to be quite as hard as the original Portal. Overall, Portal 2 is an excellent game that is essential for any gamer’s repertoire.

Monday, 02 January 2012

  • Goals for 2012

    I realized that most of my goals for this year are simply a big "ditto" from 2011, so I decided to be more concise. Here they are.

    • Buy a house
    • Run at least once a week
    • Cut back on sweets
    • Get at least seven hours of sleep a night
    • Go to Enter the Blues
    • Focus on expanding my blues dancing abilities
    • Attend at least one other out-of-town dance event
    • Go dancing at least once a week
    • Attend at least one other social event per week
    • Attend at least four shows at TPAC
    • Go to all of the drama productions at Trevecca
    • Attend MTAC, GMX, and at least one other convention (probably Dragon Con)
    • Complete at least six video games
    • Update my blog at least once per month
    • Stretch myself by doing at least one thing I really want to do but am uncomfortable doing
    • Try to be a generally more friendly and more positive person

Saturday, 31 December 2011

  • Goals for 2011: Final Status

    This year was the first year that I set some goals for myself. It was something that I thought would help me focus on the things that I really want to accomplish rather than waste time on things that aren't very important. The results were a little mixed, but that's due in part to the many changes that happened to me throughout the year. The most significant of these was being in a relationship, which completely changed the priorities I had and the amount of time I could spend on other things. Even though the relationship did not work out, it was a positive experience for me, and I will value it for the rest of my life. As for the goals themselves, here they are and the final status of each one.

    • Find a new place to live - For anyone who hasn't heard, I'm being kicked out of my condo when my lease runs out in July. I'm toying with the idea of buying a place, but that just feels too...permanent. Status: Although I technically completed this goal, I did not buy a house like I wanted. However, I did find a great apartment in the part of town that I want to live in, and I'm in a good position to look for a house in 2012.
    • Run at least once a week - Other than dancing (which I don't count), I haven't really done any regular exercise since taking physical education classes in high school. I took up running last year, but I was somewhat irregular with my schedule. I think it really does help, so I want to keep it up consistently. Status: I didn't quite meet this goal, but I am fairly satisified with it. A lot of circumstances prevented me from running weekly, but I did get in some running on most weekends.
    • Eat fewer sweets - Sugary foods are currently a daily part of my diet. I think that I need to cut back on that. Status: I haven't cut back as much as I should, although I am much more conscious of the amount of sugar I eat than I used to be.
    • Adapt a better sleep schedule - I want to try to get at least seven hours a night. (I don't even want to talk about my current sleep schedule.) Status: I was not successful at this at all. Here's hoping that I do better next year.
    • Attend at least one dance event outside the Southeast - Right now, my only definite plans are MLK and Cumberland Shuffle. I'll probably do ATLX and Southern Belle, but I want to venture out into a dance scene outside the Southeast again too. Status: I went to both MLK and Cumberland Shuffle, but I had to skip ATLX. Southern Belle was canceled for this year. For various reasons, I did not complete this goal. I really had to cut back on my dance travelling this year. This honestly doesn't bother me that much because I haven't enjoyed travelling as much as used to. However, I do want to experiment with some different events in 2012.
    • Find a new social activity - I love swing dancing, and I never intend to stop, but my current social life is almost entirely limited to dancing. My dance friends are great, but I'm finding it harder to keep up with all of the dance events going on, which makes it hard to develop many social connections outside of Nashville. Venturing into some new social circles would probably be good for me. Status: I didn't really accomplish this one. I have yet to find another hobby or social activity that I'm really passionate about. I have expanded my social circle, but I'm still looking for another group that I can fit into.
    • Get more involved in theatre and/or movies - The time I spent working behind the scenes of theatre productions were some of my fondest memories from college, and I had a great time working as an extra in a couple of movies last year. I'd like to be able to go back to doing that. Status: I was in a music video for Bear Cub earlier this year, which kind of counts. Unfortunately, I had to pass up some other filming opportunities, which I strongly regret. I hope that I will still be able to do some in the future.
    • Attend at least three shows at TPAC - I'm planning on starting this by seeing Shrek the Musical at the end of this month. Status: I was able to meet this goal by seeing Shrek, Lord of the Dance, and Wicked, all of which were awesome shows. I'm much more passionate about this, and I plan to see even more next year.
    • Attend at least three media conventions - MTAC and GMX are a given. I'd like to attend Dragon Con, but that remains to be seen. Status: I went to both MTAC and GMX, but I missed out on Dragon Con. On the plus side, I am better prepared for next year, and I have already taken steps to attend.
    • Complete at least six video games - I know that many people may question how constructive this goal is, but what other people call a "bad habit," I call a hobby. I'm no longer ashamed to call myself a gamer--I have been ever since I first put a cartridge into an Atari 2600, and I will be until someone pulls a PlayStation 10 controller out of my cold, dead hands. In spite of this, I don't actually have that much time to play, so I want to make sure I complete at least a few games. I also want to venture into genres that I don't normally play, especially since my comfort zone of JRPGs tends to be longer and time-consuming. Status: I actually exceeded in this goal, which I guess in an indication of what my priorities are. Throughout the year, I finished Final Fantasy: The 4 Heroes of Light, BioShock 2, Assassin's Creed II, Batman: Arkham Asylum, Ghostbusters: The Video Game, Final Fantasy Tactics A2: Grimoire of the Rift, Assassin's Creed: Brotherhood, Myst Online: Uru Live again, and Portal 2. Part of the reason that I did so well is that I switched to shorter games that I could finish quickly. For example, Portal 2 only took me two days. I will likely continue this trend in the future.
    • Be more social - Attending social events is easy for me. Actually being social is not, which is particularly bad since I prefer being around people than being alone. I want to be able to introduce myself to someone I don't know without feeling anxious. Status: I'm still working on this, and I probably always will. I continue to feel awkward in social situations, and it seems to be getting worse as I get older. I'm still struggling to improve that.
    • Stop dwelling on the negative - Believe it or not, there are certain issues that I get very emotional about, and I tend to think about them more than anything else. This isn't constructive, and I need to cut down on it. Status: This is also going to be a perpetually ongoing goal. I'm doing better about it, but there are times that I'm still drawn to things that bring me down.
    • Attend my brother's wedding in Los Angeles - I have no intention of missing it, but I needed to list it as a goal just to let him know that it's a priority. Status: Eric and Russ had a private wedding in January, and they have postponed a public ceremony until they can find a better time (perhaps when it becomes legal). Therefore, I cancelled this goal.
    • Visit Seattle - This one is for Kim and Andrew. Status: It obviously didn't happen, but I really would like to see you guys again.
    • Attend a Final Fantasy concert - I've wanted to go to one for some time, but they rarely come to the United States, and when they do, they're only on the West Coast. However, Distant Worlds did a U.S. tour this year, and I was able to see it in Atlanta. It was an amazing opportunity that I could not pass up, and it's definitely the best event that I've attended in years. Status: This is a goal I added during the year. I consider it one of my highlights and a huge personal success.
    • Perform a choreographed routine with MCSC - Performing is the one aspect of dancing that I get excited about the most, but I have had very few opportunities to do so. I am privileged to be part of MCSC, but for reasons outside of my control, I could not participate in their performance at the Frankln Theatre. I am hoping that I get an opportunity to perform with the group at another time. Status: This is another added goal. Unfortunately, MCSC fizzled out later in the year, and I didn't get any opportunities for a performance. As much as I would love to perform, it doesn't look like something I'll be able to do.
    • Be involved with the events at GMX - There are rumors that there is going to be a USO ball at GMX this year. I've contacted the programming director about getting MCSC involved. I am hoping that we can be part of it in some way, and it would be awesome to merge my two interests. Outside of that, I've also considered doing a panel at GMX, but I don't think that I could do it alone. Status: I was able to get Krystin and Rob to teach a basic lesson at the event, and they did an excellent job. Beyond that, I wasn't able to do much in terms of being part of the event, but it was great to be able to do some swing dancing at GMX!
    • Be consistent about updating my blog - Yes, I have a blog on Xanga! I revived it a couple of years ago for the purpose of writing reviews for video games, movies, and TV shows. I've been pretty good about keeping up with it, and it helps me hone my writing skills. Status: I've done a pretty good job with this. I've put up at least one review a month, and I've done multiple reviews a few times. This one was a success.

    Overall, I'd say that I was only about average with my goal completion. I didn't complete them nearly as well as I would have liked, but I still think that it was a positive experience for me to set them. There were also many great things that happened in addition to my goals that proved to be valuable life experiences for me. I'm already thinking about what I want to do for next year, and I'm hoping that it turns out better than this one.

Thursday, 22 December 2011

  • The Pointlessness of Telling Someone to Just Be Confident

    Throughout most of my life, I’ve struggled with uncertainties and insecurities at times. I’m sure that most of us have to some extent. It happens when it comes to dating, job interviews, presentations, performances, and other things that cause anxiety or stress. Inevitably, there will be someone who comes along and tries to help by saying, “Just be confident.” While I’m sure that the sentiment was provided with the best intentions, it’s a piece of advice that serves virtually no purpose.

    Telling person who is unsure of themselves to be confident is like telling a student who is making poor grades to just be smarter. It states what the problem is without providing any information towards arriving at a solution. Most insecure people are well aware that they lack confidence and don’t need to be told that. In fact, reminding them of their problem may only contribute to it.

    A person who is struggling in school can’t just make themselves suddenly understand the material. They may need help in other ways, such as tutoring, studying tips, or suggestions for time management. Likewise, someone who is lacking confidence needs guidance on what they can do to feel less nervous about what they are doing. For example, if a guy has trouble asking a girl out, don’t tell him to just be confident; let him know what he can do or say to make it go more smoothly.

    I do believe that confidence is something that can be improved in most people. However, it is not simply a magic switch that we can turn on and off in our heads. A person who isn’t self-confident usually does not have the knowledge it takes to be more confident. This can be difficult to understand for someone who is naturally confident. Confidence is something that has to grow over time, and that growth can be set back if the person keeps getting hit with things that reduce their confidence.

    So instead of reminding a timid person of their insecurities by telling them to be confident, think about what you do that makes you confident in the situation. Give the person practical, viable actions they can take that will improve their confidence over time. This is going to be a lot more beneficial than the trite response of “Just be confident.”

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Friday, 12 April 2013

  • TV Series Review: Freaks and Geeks

    There’s no shortage of high school dramas on TV. My So-Called Life epitomized high school life in the 90s. Friday Night Lights showcased the setting for the 2000s. These shows are often short-lived or have a hard time getting renewed because of the difficulty involved in portraying high school characters issues. This is the case with single-season Freaks and Geeks, one of the best high school comedy-dramas, which portrayed high school life of the early 80s.

    The main characters are siblings Lindsay and Sam Weir. Lindsay is a straight-A student and former mathlete who abandons her previous social circles to start hanging out with the titular “freaks.” This group consists of bad boy Daniel Desario, short-tempered Kim Kelly, perpetual stoner Nick Andopolis, and wisecracker Ken Miller. Sam is a freshman who has been relegated to the “geek” crowd by his peers. He spends his time with know-it-all Neal Schweiber and socially awkward Bill Haverchuck. Rounding out the cast are the Weirs’ wise but out-of-touch parents, Harold and Jean.

    Unlike most high school dramas of the time, none of the characters is part of the popular crowd. All of them are outcasts in different ways. The freaks spend most of their time smoking pot, talking about rock music, and causing shenanigans. They are feared enough that they aren’t bothered by the popular kids, but upper cliques consider them losers and still look down on them. The geeks enjoy talking about movies, comedy, comics, and science fiction. This leads them to be openly mocked and bullied by other kids in the school.

    The show is set in suburban Detroit the 1980 to 1981 school year, but its portrayal of high school life goes beyond its setting. The show avoids making fun of 80s culture and fashion (a trap of much media set in the period) and instead focuses on what high school life was actually like. You see the cliques that you expect to see in high school and students who struggle to find out where they belong. Kids are experiencing things for the first time, including their first love and close friendships, while also experimenting with sex and drugs. Some students plan for their future, while others live in the present. Some characters have to deal with bullying or ridicule from their peers. There are more dimensions to every character with realistic reasons for why they act the way they do and why they have become part of the clique they are in. I found this to be the most realistic portrayal of high school life of any show I have seen.

    That realism applied also to the authority figures, both for better and for worse. The Weir parents are portrayed as loving and genuinely concerned about their kids, but they were also out of touch with modern high school life and refused to see what life was like outside of their own middle-class socioeconomic group. Other parents had their own issues that caused problems for their kids, such as broken homes, harsh punishments, and apathetic nurturing. Teachers at the school sometimes harassed kids as much as the bullies did. On the other hand, they were shown to be real people themselves with their own issues that they had to deal with. Some of the students had to face what they teachers were like in the “real” world outside of school, and that led to some moments that we could all relate to.

    The character arcs focus mostly on Lindsay and Sam, although every character gets some time to shine. There are numerous supporting characters who stand out and become essential the development of the starring roles. Lindsay has to balance her academic achievements with her desire to fit into the freaks. Nick is confronted with the effects that marijuana has on him. Daniel, a surprisingly deep character, is fully aware of the fact that he is a loser, and he is constantly finding a way to change that. My favorite characters are probably Bill and Ken. Bill is far behind every other major character in the series, both mentally and socially, but there is wisdom hidden in his apparently idiocy. Ken was ultimately the least-developed character, but the way he handles his girlfriend’s secret shows a large amount of maturity. The progression of the characters follows what one might really expect from high school students who are trying to find themselves around of the peer pressure surrounding them. Their development is sometimes surprising and dramatic but always believable.

    I was particularly interested in seeing how being a “geek” has changed between now and then. Unlike the self-proclaimed geek pride you see today, being a geek was undoubtedly an insult in the time of the show. The geeks aren’t particularly smart, unlike today’s association with the term, nor were they necessarily technically inclined. Home computers were virtually unheard of, and the closest they come to being tech-savvy was being part of the AV club, which they mainly do to watch movies in the days prior to home video. On the other hand, they are fans of comics and science fiction, showing some link to modern day geekdom.

    Freaks and Geeks lasted only one season, but it packed a lot into that season. It is easy to find at least one character to relate to, and you’ll probably find aspects of every character in yourself. It addresses the perils and joys of high school life unashamedly and compassionately. This is a short-lived classic that anyone who experienced public school life in the U.S. should be able to enjoy.

Wednesday, 30 January 2013

  • Video Game Review: The World Ends with You

    A lot of major game developers have been focusing on their well-established, popular franchises. Square Enix has enough time invested in its myriad of sequels and spin-offs of properties like Final Fantasy, Dragon Quest, and Kingdom Hearts, not to mention its Western acquirements like Deus Ex and Tomb Raider. It’s comforting to see companies like this take a chance on something new and innovative. That’s certainly what they did with the uniquely-named The World Ends with You, and it was a risk that has certainly paid off.

    The World Ends with You takes place in the Shibuya district of modern-day Tokyo. That’s right, instead of a fantasy or science fiction setting, you get an ordinary shopping mall. That’s an odd locale for an RPG, but it surprisingly fits well with the theme of the game. Having never been to Japan, I do not know first-hand what this district looks like, but I have heard that the game is a reasonable reproduction of the area and faithfully replicates major landmarks of the shopping district.

    The main character is Neku, a teenage loner who vocally expresses his dislike of other people and his desire for independence. He wakes up in the middle of Shibuya one day with no memory other than his name and sees a digital billboard telling him that he has seven days. No one around him seems to be able to see or hear him, but he has a pin that allows him to read their minds. He soon learns that he has been involuntarily thrust into a competition called the Reapers’ Game. Each day, he or the other players in the game must complete a mission that will be sent to them on their cell phone. Failure to complete the mission will result in their erasure from existence. Their antagonists in this game are Reapers, who are attempting to erase players for points themselves. While reapers are usually not allowed to attack players directly, they can summon beings called Noise to attack players.

    Players are provided psychic powers to defend themselves, which they execute through pins. Unfortunately, players are incapable of using pins on their own. They must make a pact with another player, and the two partners must compete in the game together. Neku quickly meets a girl named Shiki who talks him into making a pact. While Neku is untrusting of his partner at first, he must learn to trust her if the two of them are to win the game. Throughout the course of the week, they also meet and form alliances with other players, including two named Beat and Rhyme.

    Combat in The World Ends with You is some of the most unusual that I have ever seen in an RPG, and it makes great use of the Nintendo DS stylus. Combat occurs on two screens. Neku fights on the bottom screen with the stylus, while his partner fights on the top screen and is controlled by the directional pad. Neku can take up to six pins into battle. Pins activate psychs that are performed by certain stylus controls. For example, one psych might require simply touching the screen while another may involve making a swipe on an enemy. Some psychs actually require you to blow or yell into the microphone. Pins have a limited number of uses, but they recharge over time.

    Top screen combat is much simpler and just involves tapping directions on the directional pad to determine which direction your partner aims the attack. Most of the attacks are the same, but there is a combo map allows you to select cards with an attack. Selecting the right combination of cards will allow both players to perform a Fusion, an extremely powerful attack that involves both characters. Neku and his partner also have a puck that gets passed back and forth whenever one of them performs a combo. This increases the attack multiplier for whoever currently possesses the puck.

    Fighting on both screens can be very confusing, and the puck exists so that the player can focus on only one screen at a time. If you don’t want to bother with this, you can set the top screen to auto-play. This is what I chose to do most of the time because I found Neku’s combat to be more fun and didn’t want to bother with the top screen. However, the auto-play AI is very poor, and most of the damage I would take from combat came from my partner. This made the top screen a liability in difficult encounters. However, I still thought that it was an interesting addition to combat, and players that are more competent may be able to use both screens to their advantage.

    The combat is very fast-paced, especially if you are watching both screens. It was fun figuring out the best way to touch, swipe, draw on, or yell at the screen to defeat the Noise. This made it one of the most action-oriented RPGs that I’ve ever played. My only gripe is that using some pins, especially those with similar commands, can get confusing. The game is supposed to give priority to pins on the left side of the list, but it would inexplicably use other pins when I tried to use a pin’s command. There’s also a “scratch” command that I never could get to work properly. Overall, the variety of commands that you use to activate psychs makes the game a lot of fun, and battles never get boring.

    The difficulty of the game is up to you. The game offers four different difficulty levels that can be changed at any time outside of battle, and you can also temporarily lower your level. This only affects pin drops. Enemies drop a different pin at each difficulty level with better pins usually at higher levels, and lowering your level improves the probability of a pin drop. Furthermore, almost all battles are voluntary, and you are only forced into boss battles and a few other encounters. If you simply want to experience the story, you can cruise through the game on Easy difficulty. Players who want a challenge can ramp up the difficulty to Ultimate and drop their level to 1.

    There is a wide variety of pins available for Neku to use. Pins also have the ability to improve through battle by gaining Pin Points (PP). Gaining enough PP will cause a pin to raise a level, and when a pin reaches its maximum level, it will be mastered. Some pins will also evolve into different (usually stronger) pins once they get enough PP. While there are over 300 pins to attain, many of them have the same psych with differences only in their stats, number of uses, or recharge time. I stuck to the same pins throughout most of the game, rotating in others only as necessary. Mastering all the pins has a “Gotta catch ‘em all!” feel to it since most of the pins will go unused. This can be tedious, but I personally enjoyed completing my pin collection.

    The pin evolution system has a twist to it because there are different types of PP. Battle PP (BPP) is the most straightforward and comes from fighting battles. Shutdown PP (SPP) comes from not playing the game. When you continue your game, you get SPP for the amount of time you spend not playing, up to seven days. Mingle PP (MPP) comes from connecting wirelessly with other devices. This is the most difficult to obtain if you don’t have a partner to play with. The game provides a way to obtain MPP when you’re alone, but it’s random and unpredictable. Pins will only evolve if they collect the right type of PP. If you’re not using a guide, this requires a lot of trial and error, especially in the case of SPP, which would take months to obtain if you do not cheat the system. I have mixed feelings about this odd use of PP, which rewards you for not playing the game. It is annoying to have to figure out which type of PP to use, but they make things spicier than grinding PP through battles, and SPP and MPP both fit with the underlying themes of the story.

    About halfway through the story, you will come across a minigame called Tin Pin Slammer. In spite of my general dislike for minigames, this one was actually fun. It requires you to use your pins to knock you opponents’ pins off of a board. Each pin has its own set of Tin Pin Slammer stats, including “whammies” than can temporarily stun your opposing pins. The game is tough at first because the computer AI can react much faster than you can. Once you learn the strategy behind the game, it’s easy to get into. Fortunately, this game is mostly optional. You’re only required to play the minigame twice in the main story, and winning is not required. You can get some unique pins later on by playing the game, and the optional bonus level that you access after completing the story revolves almost entirely around Tin Pin Slammer. In addition, you can wirelessly connect to other players to compete in the minigame, and doing so nets you MPP.

    The game does a great job of integrating the setting into its story and gameplay. The soundtrack is one of the best I’ve ever heard for a handheld game, consisting of songs from existing pop musicians in Japan. Many of the songs would stick in my head long after I had quit playing. Fashion is also incorporated into the game. Neku can shop at various stores in Shibuya to purchase pins or “threads” (clothing). Threads will change the stats of characters who wear them, and most of them offer passive abilities. Furthermore, each area of Shibuya has trends that cause certain brands of pins to receive bonuses while one brand is penalized. However, the player can alter these trends by fighting battles in the area while having threads and pins of a brand equipped.

    The game’s story is as engaging as its setting. Neku learns more about himself and the game he’s in as he progresses through the week. There are some surprising twists that you discover, and you eventually learn that every character—even the villains—are much more complicated than they first seem. Nearly every character has issues that need to be addressed, and they develop in ways that seem appropriate for teenagers caught up in drastic situation. There is also much more to the Reapers’ Game than first appears, and the lore behind it is fascinating. Once the game is over, you can play an unrelated bonus mission that is much more comical than the rest of the game. You’ll also have the option to go back to any previous level of the game with your current stats, items, and abilities.

    The World Ends with You breaks new ground by introducing a setting and gameplay that you rarely see in video games. The story incorporates a modern pop-culture setting seamlessly into an RPG setting. It has a story that seriously handles emotional baggage that teenagers deal with while including a fair share of humor and lightheartedness. There are plenty of things to pull the player into the game world, but anyone who just wants to see the story can do so as well. RPG fans will not want to miss this brilliant execution of a pioneering gaming concept.

Tuesday, 18 December 2012

  • Video Game Review: Kingdom Hearts: Birth by Sleep

    My next venture into the Kingdom Hearts universe was Kingdom Hearts: Birth by Sleep for the PSP. As a prequel to the original game, this introduces us to some new characters whose conflicts provide the background to the war that plagues the rest of the series. This game answers many questions about the complex story while simultaneously making it that much more complicated. However, by going back to some tried and true gameplay features, it brings back much of the magic that made the series so much fun.

    Birth by Sleep features three main characters: Terra, Ventus, and Aqua. All three are in living in the Land of Departure and training to become Keyblade Masters. Ventus, the youngest of the three, races outside to see a meteor shower on the night before Terra and Aqua take their Mark of Mastery exam. The three of them get together to affirm their friendship. From here, you can choose which character’s story you wish to follow. All three must be completed to finish the game.

    Some unexpected things happen at the exam, resulting in disappointment for one of the trainee Keyblade Masters. This is when the friends go their separate ways. Some strange creatures called the Unversed have turned up in the various worlds and now threaten their safety. Master Xehanort, one of the few experienced Keyblade Masters, has also gone missing. Terra is sent to find Master Xehanort and prove himself. Ventus is persuaded by a masked boy named Vanitas to explore other worlds, so he leaves to follow Terra. Aqua is ordered to handle the Unversed problem, but upon seeing Ventus depart, she is also told to bring him back while additionally keeping an eye on Terra. Along the way, the three of them explore various worlds, often just barely missing each other and occasionally reconnecting with one another. However, while they each have separate paths, they all lead to the same denouement.

    As with the other Kingdom Hearts games, the characters will venture to several worlds based on animated Disney movies and television shows. In keeping with the prequel theme, most of the worlds are either from the earlier days of the Disney library or from prequel material to later movies. The works represented here are Sleeping Beauty, Snow White and the Seven Dwarfs, Cinderella, Fantasia, Disney’s Hercules, Lilo & Stitch, and Peter Pan. There are also a number of classic Disney characters who play featured roles, along with a world dedicated to them. The Final Fantasy characters are lacking, but in an ingenious move, we do see an appearance of Zack from Crisis Core: Final Fantasy VII, one of the few Final Fantasy prequels. The game also includes earlier versions of worlds and characters that will go on to play prominent roles later on in the series.

    Progression through the game is mostly linear, although there are a couple of points where you get to choose the order that you take on two or three worlds. All three characters will ultimately move through the same worlds, although they do so at different times. It is interesting to see how the situations set up in one character’s story get resolved by another character as you play through their story. My only complaint here is that it felt repetitive to see the same worlds with each character in mostly the same order. I would have like to have seen the order of events shaken up a little better. There are also some references to later Kingdom Hearts games. Some of them are merely character cameos, while others reveal surprising background details about the worlds. In particular, we find out what the relationship is between Ventus, Sora, and Roxas and why Destiny Islands is important to the rest of the series.

    The basic gameplay remains unchanged from the main Kingdom Hearts games. You hack and slash your way through worlds using your Keyblade, although each character has slightly different fighting styles. Terra is slow but powerful, Ventus is weak but lightning fast, and Aqua makes the best use of magic. Repeated attacking charges up a gauge that releases an ultra-powerful Finish Command when filled. Magic spells are replaced with Deck Commands, which are stylized physical or magical attacks. You can only have a certain number of Deck Commands at once, although you get more as you progress through the game. Using a Deck Command moves the deck to the next command, and each command takes time to recharge after use.

    Other new features are Command Styles, Dimension Links, and Shotlocks. Command Styles are similar to Forms in Kingdom Hearts II and allow for more powerful basic attacks and Finish Commands. They occur when appropriate elemental attacks are used and wear off after the Finish Command is executed. Dimension Links (or D-Links) let you use commands from another character that you have encountered and can only be used when an appropriate gauge is filled by drop prizes from enemies. Shotlocks are powerful attacks that hit groups of enemies, although they take time to charge. They can only be used when the Focus Gauge is filled by attacking enemies.

    With all these different types of attacks and gauges, it sounds like the controls would be overwhelming. I thought so at first, but the game does a good job of keeping the gauges visible while not covering too much of the screen and making the controls easy to manage. I occasionally forgot all the options I had available to me, especially D-Links and Shotlocks, but skilled players will learn how to make use of their entire arsenal.

    The challenge of the game varies with each character. I found that Ventus was by far the easiest of the three stories to complete, partly because he is most similar to Sora and Roxas. Terra’s story started rather difficult but quickly got easier, only to have the most difficult final boss of the game. Aqua’s story was extremely hard at first, but it got progressively easier and had a pushover final boss. All three stories must be completed to unlock the final chapter, which consists only of the true final boss and the real ending.

    The bane of this game, as with most Kingdom Hearts games, is the mini-games. Here we have a coliseum, a racing game, a rhythm game, a board game, and a few other games. The coliseum is actually fun since it consists only of challenging battles that let you gain more money and experience. Many of the other games can be completed quickly, making them mostly inconsequential. The racing and board games were my biggest upsets, partly because they have to be completed twice to get all the prizes (once in the main game and again in the coliseum) and partly because they both demand massive amounts of time to complete. The board game in particular is very slow moving and involves a random element to winning. On the normal difficulty, it is necessary to win these games to unlock the final chapter, and it is probably faster to simply restart the game at a higher difficulty. That being said, the mini-games are not as bad as they were in Kingdom Hearts II.

    The overall experience of this game is much more comparable to the main Kingdom Hearts games such as the original Kingdom Hearts and Kingdom Hearts II than it is the intermediary games like Chain of Memories and 358/2 Days. Anyone who had a bad experience with the latter games will find this one much more refreshing. There is also more original content in this game than some of the others, so you don’t see the duplication of past worlds like you did in Chain of Memories or coded. It is a fundamental part of the main story rather than feeling like it was wedged into the series.

    Kingdom Hearts: Birth by Sleep lives up to the expectations of the Kingdom Hearts series. While it doesn’t break a lot of new ground, the gameplay was designed masterfully and has everything we would expect in a good action RPG. The story is told wonderfully and it weaves the experiences of the three protagonists in a unique and entertaining manner. While the lack of Final Fantasy characters was disappointing, the included Disney characters fit into the game nicely. Fans of the series will not be disappointed with the game, and even casual players will find a lot to enjoy about it.

Wednesday, 07 November 2012

  • Video Game Discussion and Review: Final Fantasy IV: The After Years

    After developing sequels for Final Fantasy VII, X, and XII, it came as a bit of a surprise when Square Enix reached further back into its history with a sequel to one of its classic Final Fantasy games. Widely recognized as the game that raised the standard for RPGs, Final Fantasy IV is highly regarded among long-time fans of the series. Final Fantasy IV: The After Years carries on the story of its characters by introducing its world to another peril.

    The After Years was first released in Japan as a mobile phone game. Instead of being released at once, it was instead released as a series of episodes throughout 2008, each of which had to be purchased separately. A North American release was uncertain since mobile phone games are less popular here. However, the North American version was ported to the WiiWare in 2009, which allowed it to be played on the Nintendo Wii. Once again, it was released in episodes that had to be purchased separately. In 2011, the game was remade for the PSP and released as part of the compilation Final Fantasy IV: The Complete Collection, which also includes Final Fantasy IV and a new segment called Final Fantasy IV: Interlude that links the stories of the two games.

    Setting

    Final Fantasy IV: The After Years is divided into 10 chapters: “Ceodore’s Tale,” “Rydia’s Tale,” “Yang’s Tale,” “Palom’s Tale,” “Edge’s Tale,” “Porom’s Tale,” “Edward’s Tale,” “Kain’s Tale,” “Lunarian’s Tale,” and “The Crystals.” (The WiiWare version of the game divides the tales a little differently.) “Ceodore’s Tale” must be completed first, and “Lunarian’s Tale” does not become available until all of the other tales are completed. “The Crystals” is unlocked after “Lunarian’s Tale” is finished and includes the ending of the game.

    Most of the game takes place on the Blue Planet, the same world as Final Fantasy IV, 17 years after the ending of that game. There have been some changes to the world during that time, but it mostly remains the same until “The Crystals,” which causes many more changes to the world. The world is now at peace after the defeat of Zeromus and the departure of the Red Moon, and the kingdoms of the world have been rebuilt. “Lunarian’s Tale” takes place on Red Moon, which has been roaming through space. The end of “The Crystals” takes place on True Moon, a new moon that has appeared over the Blue Planet and now threatens its existence.

    All of the final playable characters from the GBA version of Final Fantasy IV are back for The After Years. In addition, there are 12 new playable characters in the game. This makes a total of 22 characters in the final party. Some of these characters will only be brought to “The Crystals” if certain conditions are met in the earlier chapters. There are also another 13 characters who are only temporarily playable and cannot remain permanent party members. The party is predetermined during most of the chapters, but the final part of “The Crystals” allows you to switch out characters into your active party by talking to them at the Lunar Whale.

    Story

    In “Ceodore’s Tale,” Ceodore, the son of Cecil and Rosa and prince of Baron, is in training to become a member of the Red Wings. After Ceodore accomplishes his goal, the Red Wings head back to Baron. They are attacked by a swarm of strong monsters, causing the airship to go down. Meanwhile, the Castle of Baron is also attacked by monsters coming from the sky. Cecil, Rosa, and Cid try to fight off the monsters, but Cecil eventually orders the others to leave. He makes his last stand against Bahamut, who is accompanied by a Mysterious Girl. Looking up, all of the characters in the game witness the arrival of the True Moon from their respective locations around the world. The dwarves see a flash from the Tower of Babil, while the Mysterious Girl also goes to Feymarch, where she restrains the Eidolons.

    At the airship crash site, Ceodore’s order from the dying Biggs and Wedge is to return to Baron. He is saved from a monster attack by a mysterious Hooded Man. The Hooded Man accompanies him to nearby Mysidia. They travel to Baron through the Devil’s Road, but Ceodore finds that his is not welcomed there. After sneaking in, Ceodore and the Hooded Man realize that the soldiers have all been replaced by impostors. They decide to go to Mist Village, escaping from Baron soldiers along the way. Once they pass through Mist Cave, the Hooded Man says that he is looking for Kain with the intent to kill him.

    In “Rydia’s Tale,” Rydia goes to the Feymarch to check on the Eidolons, only to find them frozen in place and her unable to summon them any longer. She returns to the Underworld, where she is rescued from a group of monsters by Luca. They learn that the Red Wings took a Dark Crystal from Dwarf Castle, and they must retrieve the remaining one from the Sealed Cave. After getting the Crystal, they are attacked by the Mysterious Girl, who steals the Crystal. Luca and Rydia leave the Underworld, but the Falcon is in need of repairs, so they head to Agart. They get the supplies they need from the Agart Mine. However, Titan appears and attacks Agart. Rydia and Luca manage to fight him off, and they are subsequently visited by a mysterious Man in Black, who urges them to go to the Tower of Babil.

    In “Yang’s Tale,” Yang’s daughter Ursula is once again refused the opportunity to be trained by Yang. Instead, she decides to go to Mt. Hobs to train herself but gets attacked. Yang rescues her, but they do not find the other monks who were training there. They investigate a nearby crater caused by a meteor and find a grave where the monks were buried. While returning to Fabul, they see a fleet of Red Wings on their way to the castle. Upon arriving, they defend the castle against invasion, only for their Wind Crystal to be once again taken by Kain. They set out by ship to Baron to confront Cecil. A monster attack damages Yang’s vessel, causing them to lose too much fuel. Stranded on a nearby island, they go in search of fuel. Yang and Ursula are forced to cooperate in a battle against a powerful monster to get the fuel. Yang finally agrees to train Ursula, and they return to the ship. Shortly after setting off, the ship is attacked by Leviathan.

    In “Palom’s Tale,” Palom is sent to Troia to train a new epopt named Leonora. They go to the Tower of Trials where Palom teaches her some basic Black Magic. After going back to Troia, the castle is soon attacked by the Red Wings. Palom and Leonora escape with the Earth Crystal through a secret passage. They catch a Black Chocobo and take it to Lodestone Cavern to hide the Crystal there. This revives the Dark Elf, who they defeat, but the Mysterious Girl catches up with them. With the help of Shiva, the Mysterious Girl defeats them and takes the Crystal, leaving them alone in the dungeon.

    In “Edge’s Tale,” Edge is training four new ninjas in Eblan: Gekkou, Zangetsu, Izayoi, and Tsukinowa. They each see the True Moon appear, so Edge sends each of them on a reconnaissance mission. Gekkou is sent to the Impact Crater near Mt. Hobs. Zangetsu is sent to the Dwarven Castle disguised as a dwarf. Izayoi is sent to Troia disguised as an epopt trainee. Tsukinowa is sent to Mysidia disguised as a mage in training. Edge decides to go to the Tower of Babil himself to investigate. Shortly after arriving, he is joined by each of the Eblan Four, who inform him of what they found. They find the Mysterious Girl at the top of the tower. She summons Ifrit, and the team of ninjas is forced to flee. They eventually reach the airship dock and make a blind leap off of it, landing on the passing Falcon with Rydia, Luca, and the Man in Black.

    “Porom’s Tale” begins with several flashbacks revealing that Palom desires to become a mage and that Rydia was banished from the Feymarch. In the present day, Porom is assisting the Elder in Mysidia when they both see the Lunar Whale emerge from the ocean and fly into space. Porom goes in search of Kain at Mount Ordeals. At the mountain’s peak, Porom enters the tomb of Kluya, whose mirrors are now shatters, and speaks to him briefly. After exiting, they are attacked by monsters and rescued by Kain. He goes with them back to Mysidia, but they find it attacked by the Mysterious Girl. She summons Ramuh, who severely injures the Elder. Kain gives the Water Crystal to the Mysterious Girl and offers to help her if she gives him the opportunity to kill Cecil.

    In “Edward’s Tale,” Edward’s concern over the nearby Impact Crater causes him to send his secretary Harley to inspect it. His concern for her causes him to go to the crater himself to find her. Upon returning, they see the Red Wings leaving Damcyan. Edward decides to confront Cecil at Baron, and they head to Kaipo to set out from its port. When they reach Kaipo, Harley comes down with Desert Fever. Edward goes back through the Underground Waterway to obtain a Sand Pearl from the Antlion’s Den. This revives Harley, and they head to Baron by ship. In Baron, they question Cecil about his actions, but he assures them that everything is under control. Edward is still suspicious, so he secretly leaves some Whisperweed in Cecil’s throne room. On the ship back to Kaipo, Edward and Harley listen in on Cecil through the Whisperweed and hear him conversing with the Mysterious Girl.

    “Kain’s Tale” begins with a flashback to just before the events of the game. Kain visits the tomb on Mount Ordeals and confronts his dark half, but he seemingly fails. He then sees Porom and participates in the events of her tale. He follows the Mysterious Girl back to Baron, where she tells him that she will let him kill Cecil only if he retrieves the Wind and Fire Crystals for her. Meanwhile, Ceodore and the Hooded Man climb the cliffs near Mist Village and head to Damcyan. They arrive just in time to see Kain leave with the Fire Crystal and Rosa, who had come to Edward for help. Cid soon arrives with the Enterprise, and he returns to Baron with Ceodore, Edward, and the Hooded Man. They confront Kain inside the castle, where it is revealed that this is Kain’s dark half, with the Hooded Man being the real Kain. Kain faces his dark half again and succeeds, becoming a Holy Dragoon. The group steps into the throne rooms to face Cecil and the Mysterious Girl.

    In “Lunarian’s Tale,” Golbez awakes from his sleep on Red Moon and finds Fusoya missing. He leaves through the Lunar Subterrane, finding Fusoya along the way. They notice that the Crystals are losing their light and decide to check on Bahamut, but they find him petrified. They investigate a recently-formed Impact Crater and defeat the Mysterious Girl, but another one appears in her place. They return to the Crystal Palace and defeat another Mysterious Girl, but the Crystals begin to shatter. They quickly head down the Lunar Subterrane, but they are too late. All of the Crystals have broken, allowing another Mysterious Girl to summon Zeromus’s Malice. It begins to destroy the Crystal Palace, but Fusoya is able to summon the Lunar Whale and teleports Golbez to it. Golbez uses it to return to the Blue Planet.

    “The Crystals” is the final chapter of the game. True Moon begins getting closer to the Blue Planet, and meteors from it start pelting the world. Rydia, Luca, Edge, and the Man in Black try to enter Baron, but the castle is protected by a barrier. A visit to Mist causes Rydia to realize that she must get the power of Eidolons back. The four of them travel around the world, defeating the Eidolons and freeing them from the control of the Mysterious Girl. They also find characters from the other chapters of the game, each of whom stay on the Falcon to recover from their injuries. With most of the Eidolons free, they return to Baron, where the barrier has been weakened. They arrive just in time to see Ceodore, Kain, Rosa, Cid, and Edward fight Cecil and Odin. Odin refuses to fight his own people, and he turns on Cecil instead, freeing him from control of the Mysterious Girl. The rest of the team defeats the girl, only for several other Mysterious Girls to appear around them. The Man in Black reveals himself to be Golbez, and he pilots the Lunar Whale to the True Moon at the girls’ invitation.

    The Lunar Whale crash lands on True Moon, and Cecil remains in a catatonic state. The party makes its way into the Subterrane, fighting the revived versions of various people from their past, including the Four Elemental Archfiends. Rydia also frees the Eidolons Asura and Leviathan. Eventually, they find the Dark Knight Cecil. With help from Golbez, Ceodore, and Rosa, Cecil defeats his dark half once and for all and recovers completely. The party continues to make its way into the moon, now encountering powerful creatures from other worlds along the way. They also free the final Eidolon Bahamut by defeating yet another Mysterious Girl. Eventually, they come to a room full of many pods of Mysterious Girls, which are called Maenads. One of them opens, revealing a very young Maenad who obeys the party’s instructions.

    At the core of the moon, the party finally encounters the Creator. He claims that he experimented with evolution and created the Crystals to monitor life on other planets. The Maenads were created to do his bidding. He deemed the Blue Planet to be a failure of evolution, and it was his responsibility to consume it with the True Moon. The party defeats the Creator, causing the moon to start to explode. The Creators pursues the party as they escape, and he is eventually killed by a team of his own Maenads. The heroes leave on the Lunar Whale, but they take the young Maenad they found earlier with them. The True Moon leaves the Blue Planet.

    The world begins to recover from the effects of the True Moon. Leonora is offered a position as epopt at Troia, but she turns it down. The Elder of Mysidia appoints Porom and Palom as the next elders of Mysidia. Leonora joins them and says she wants to train to be a Sage. At Dwarf Castle, King Giott and Luca join Cid and Mid as they work on an airship and disarm their weapons. Yang begins training Ursula at Fabul. Edward and Harley discuss plans to help Cecil rebuild the world using the Crystals. The Eblan Four swear their loyalty to Edge, and he visits Rydia in Mist. Rydia is raising the Maenad as a Summoner and named her Cuore. At Baron, Kain is now leader of the Red Wings, and he recruits Ceodore to help rebuild the world. They join Cecil on a trip to Damcyan to see Edward. Golbez takes the Lunar Whale to search for the Lunarians.

    Gameplay

    Most of the core gameplay in Final Fantasy IV: The After Years is unchanged from Final Fantasy IV. It uses the same ATB system, and the party still consists of up to five characters. Throughout most of the game, the party is determined by the story, but once you reach True Moon, you can change party members at the Lunar Whale and at certain teleporters in the dungeon. Levels continue to be gained through experience by fighting battles, and stat gains are predetermined for each level. For most characters, magic is learned automatically upon reaching a certain level, although Summons are learned by fighting battles with Eidolons or through storyline events. Every character has a set of abilities that they can use based in part on their job, and only a few new abilities are learned during the game due to special events.

    One of the new features is the Moon Phase. Every time the party rests for the night using an Inn, Tent, or Cottage, the moon will cycle to the next of four phases: New Moon, Waxing Moon, Full Moon, and then Waning Moon. This will also happen after 30 minutes of play. At each phase, some commands will be weakened while others will become stronger. For example, the Full Moon will cause Black Magic to be stronger, but Attack commands will be weaker. This affects both characters and enemies, so it can be used strategically to help you characters. There are also some rare enemies that only appear during certain moon phases.

    The other addition to the game is Bands, which are an evolution of Twin magic from Final Fantasy IV and bear some resemblance to limit breaks. Bands allow two or more characters to combine their powers to perform an even stronger action. All Bands require MP, so even characters who cannot use magic will need MP for Bands. Some Bands are learned automatically through storyline events, but most of them must be learned through experimentation. You have to choose the characters who participate in the Band and the command they use and hope that it works. Once a Band is found, it will permanently appear on the list of Bands that the character will perform and can be done simply by selecting it from the menu. Considering how many characters and abilities there are in the game, the number of possible Bands is astounding.

    Review

    When I first heard about a sequel to Final Fantasy IV, I was a little unsure how I felt about it. Final Fantasy IV is still one of my favorite games in the series, and the story wrapped up with such finality that I didn’t see how a sequel could develop it further. The more I heard about it, the more open I became to the idea. I never played the WiiWare version of the game, but I did complete the PSP version in The Complete Collection.

    In terms of gameplay, not much changes in The After Years. That’s not necessarily a bad thing, and too much change probably would have detracted from the game. This is based on Final Fantasy IV, so it makes sense that it would have similar gameplay. The lack of innovation means that you’re mostly playing the same game as the original, just with a different story. This is fine if you loved the gameplay of IV as I did, but people who weren’t fans of it will just find it bland. The introduction of Bands was a welcome feature though, and the variety that comes from discovering new Bands will entertain those who wanted to experiment with something new.

    One thing that the game does do well is force you to come up with new strategies. In most chapters, you will only have access to two characters. In some cases, both characters are mages, and many chapters don’t have healers at all. This is a stark contrast from the previous game, where you always had Cecil as a high damage-dealer and usually had a healer with you. As a result, you have to get creative and regularly change your approach to the game. This is annoying at times, especially in “Palom’s Tale” where Palom is the only damage-dealer, and he is limited by his MP. Most of the time, it works by regularly adding some variety to the game.

    The Moon Phase system was an interesting addition. It fits well with the story since so much emphasis is placed on moons in this universe. However, most of the time, you can just ignore the Moon Phase. It rarely has a meaningful affect on the game, and when it does, it can be just as annoying as it is helpful. I don’t think that the Moon Phase detracted from the game, but it really didn’t add much either.

    Repetition is probably my biggest complaint about the game. Many of the plot elements of the game are only slight variation of its predecessor. For example, you have fights with your dark side, people falling ill from Desert Fever, Baron using the Red Wings to collect Crystals, and antagonists manipulating your characters into getting the Crystal from the Sealed Cave. Even the battle at Fabul is nearly an exact reenactment of the same battle in Final Fantasy IV. You have to make four trips through the Underground Waterway through the course of the game. The laziness of the developers was also apparent in many of the new dungeons, some of which are merely copies of other dungeons. It didn’t help that the final dungeon was full of bosses from previous Final Fantasy games rather than original designs. I often felt that a little more work could have been put into this game to make it better.

    Breaking the game into chapters was a nice diversion from most Final Fantasy games. I enjoyed exploring each character’s story separately, knowing that another team with completely new characters would be waiting for me once I finished a chapter. The only downside to this is that it makes it easy to permanently miss certain items since there is no way to go back once you start the final chapter. In fact, once you reach True Moon, you cannot leave, preventing you from revisiting dungeons, towns, and shops on the main world at all. On the other hand, missing something in a chapter means that you only have to replay that chapter instead of restarting the entire game from the beginning.

    I see Final Fantasy IV: The After Years as being more of an extension of Final Fantasy IV than a new game. It’s played in mostly the same way, and the story is an expansion of its predecessor. This makes The Complete Collection the best way to experience the series. As a result, you’re not going to get anything new out of the game, and anyone who is apathetic towards Final Fantasy IV will have no reason to play it. On the other hand, fans of IV will love having more to do, and it’s interesting to see what happens to the world and its characters when the next generation comes around. This makes The After Years a great experience for fans for IV and of classic RPGs in general.

    Trivia

    • The logo for Final Fantasy IV: The After Years is two moons, one much larger than the other.
    • This is the first video game sequel to a Final Fantasy game from the 2D era of the series.
    • The WiiWare version of the game is based on the continuity established in the NDS version of Final Fantasy IV. The PSP version in The Complete Collection updates some storyline information to make the game consistent with the version of IV that was released in that compilation.
    • With 22 characters in the final party, this game beat Final Fantasy VI to have more playable characters than any other game in the series (excluding the tactical games).
    • The Chocobos in the game match their appearance in Final Fantasy IV. Yellow and White Chocobos can be found in Chocobo Forests. Yellow Chocobos can be ridden to avoid enemies and cross rivers. White Chocobos restore MP when found. Black Chocobos can fly, but due to their rarity, they only appear in a storyline event. All of these Chocobos disappear in “The Crystals.” There is also a Chocobo Eidolon that can be summoned by Rydia if the player finds it.
    • Much like Final Fantasy IV, Moogles do not appear in this game. However, Namingway and the Hummingways somewhat resemble Moogles.
    • The Cid of this game is Cid Pollendina, returning from Final Fantasy IV. He is still an airship engineer and is also Luca’s teacher. He is briefly playable in “Ceodore’s Tale” and “Kain’s Tale,” and he becomes a permanent party member in “The Crystals” after reaching True Moon. Mid also appears in the game as Cid’s young grandson.
    • Airships remain common due as party of Baron’s fleet of Red Wings. The three airships from Final Fantasy IVEnterprise, Falcon, and Lunar Whale—also return in this game. The Falcon is the only one controllable by the player and only in “The Crystals.” The other airships only appear as story events.
    • Bahamut returns as the Hallowed Father of the Eidolons. He still lives in the Lair of the Father on the Red Moon. He is the Eidolon that attacks Cecil at Baron in the beginning of the game, and he cannot be obtained as a summon until almost the end of the game. His ability Megaflare is the most powerful Summon attack and one of the most powerful attacks in the game.
    • The Gilgamesh who appears in this game is taken directly from Final Fantasy V and fought in the final dungeon along with the other Final Fantasy V bosses. After defeating him, the party members remark that he wasn’t a bad person.
    • Although there is no job system in this game, all of the characters are assigned a job, much like its predecessor.
    • Four characters go through a job change throughout the course of the game. Ceodore starts out as a Prince and becomes a Red Wings. Ursula starts as a Princess and becomes a Monk. Leonora goes from being an Epopt Trainee to an Epopt. Kain begins as a Dragoon, has a job called ??? as the Hooded Man, and then becomes a Holy Dragoon.
    • The identities of the Hooded Man and the Man in Black are left obscure through most of the game. The Hooded Man is revealed to be Kain at the end of “Kain’s Tale,” and the Man in Black is revealed to the player as Golbez in “Lunarian’s Tale.” However, the other characters do not identify Golbez until the battle with Cecil, so he is still called the Man in Black for the first half of “The Crystals.”
    • Ceodore’s name is a combination of Cecil and Theodor, Golbez’s real name.
    • Leonora is revealed to be the young girl talking to Palom at the end of Final Fantasy IV.
    • Several characters can be permanently killed in the game. Calca and Brina are damaged during “Rydia’s Tale,” and if the proper supplies are not found in the Agart Mine, they will not be brought back for “The Crystals.” Each of the Eblan Four will be permanently killed if they die in their respective reconnaissance missions during “Edge’s Tale.” Finally, Golbez will be permanently killed during the battle with the Dark Knight if either Ceodore or Rosa is not in the party.
    • The girl disguised as Rydia in Final Fantasy IV: Interlude is most likely a Maenad from this game. Interlude explains where they learned summons. The voice that Cecil hears in his dreams and that speaks to the Mysterious Girl at the end of Interlude is the Creator.
    • When he first appears, the Creator strongly resembles PuPu, a recurring alien character in the Final Fantasy series.
    • The Creator’s ultimate attack is Explode, which does heavy damage to all party members. He is also able to use the traditional Black Hole attack.
    • There are several optional superbosses leading up to the final battle, all of them taken from previous Final Fantasy games. Omega and Nova Dragon are superbosses from Final Fantasy V, while Ultima Weapon is a boss from Final Fantasy VI. The Complete Collection has another optional superboss that becomes available after completing the game. Lost Babil is a massive superboss that is fought in three stages, each with a different set of party members.
    • One of the most powerful Bands in the game is called Final Fantasy. This Band is a joint attack by the five main heroes of the two games: Cecil uses Attack, Kain uses Jump, Rosa uses White Magic, Rydia uses Black Magic, and Edge uses Throw. This is the only attack named Final Fantasy in the entire Final Fantasy series.
    • The world of this game is the Blue Planet. The characters sometimes call it “earth,” but this is apparently a generic name rather than the name of the world. Part of the game also takes place on Red Moon and True Moon. Red Moon is the home of the Lunarians and former satellite of Blue Planet. True Moon is a space vessel that suddenly appears over the Blue Planet.

Monday, 17 September 2012

  • In Defense of Lost

    When I attended Dragon*Con this year, I went to a panel discussing J. J. Abrams and whether or not we can still trust him. Of course, the focus of the panel turned to Lost since that is probably his most famous work. While we all loved it at first, it went on to become the show that everyone wanted to criticize. I heard many of the same complaints from other people about the show: the ending didn’t make sense, they were making things up as they went along, or they didn’t explain everything. I’ll admit that some of these complaints bothers me. I’ve been a fan of Lost since I started watching it, and I still consider it my favorite show of all time. I understand that everyone has an opinion, and it’s perfectly fine to not like the show. However, I believe that many of the show’s criticisms are not justified, and I wanted to take some time to defend the show in hopes that it makes people readdress what they think about it.

    Lost was a heavy serialized show. I don’t think that there was a single stand-alone episode in the entire series. You might be able to miss an episode every now and then and still get what is happening, but skipping a string of episodes (or especially an entire season) will leave you behind. It would be like skipping a few chapters in a book. It was a different approach to television writing than most popular shows prior to that point. I think that was a good thing since that set the show apart at the time. Of course, if you’re a casual TV watcher who can’t keep up with the show week to week, it wouldn’t be for you. That’s not a problem with the show though; it’s just a result of having different tastes.

    The biggest complaint I hear is that the show kept introducing more mysteries instead of providing answers. An interesting thing is that I have heard some people complain just the opposite, that the show revealed too much instead of maintaining the mystery. I think that the show revealed about as much as it needed to, although I lean a little towards the “too much” camp. This is a show that was built on mysteries. Finding out the answers is what kept us coming back week after week. If all the answers are revealed, we would not have a show at all. This is why answers were revealed gradually over the show’s six-year run. Yes, new mysteries had to be introduced. Otherwise, we would get bored seeing the same puzzles rehashed all the time. However, I don’t think we ever got to the point where there were more mysteries than we could handle.

    Many people claim that a lot of the show’s mysteries were never answered, but I don’t think that this is the case at all. Lost didn’t spoon-feed us answers. It rarely came out and said, “This is the answer to your question.” That would be lazy writing, and I’m glad that the writers didn’t resort to that too often. Many of answers were revealed gradually over time, requiring you to piece together evidence to figure things out. One example is the polar bears on the island. I still hear people say that the show never explained this even though I figured out the reason as early as season 3. There were further hints in later episodes, and for those who still didn’t get it, the answer was flat-out given in the epilogue. In the end, I would say that nearly every major mystery of the show was answered, and those that remained unanswered either weren’t that important or were better off without a revelation. If there’s something that you still don’t understand, you can always look it up on Lostpedia.

    This leads me to my next point: there are some things that are better left without an explanation. For this, I like to use Star Wars as an example. In the original trilogy, we had the Force. It was never explained, and by all appearances, it was just some kind of supernatural power similar to magic. When Episode I came out, it explained the Force through midi-chlorians. Few people were happy about that. The Force was always better when it was mysterious. When George Lucas tried to provide a sciency-sounding explanation for it, it took away that mystery and just sounded silly.

    The same thing applies to Lost. One of its biggest questions was, “What is the Island?” and that was never fully answered. I think that was a good decision. Lost always used a mixture of science fiction, fantasy, philosophy, and religious mysticism. How could they have possibly explained the Island in a way that wouldn’t seem ridiculous? Any attempt at a rational explanation would have only made it worse. Instead, it left it open to interpretation, so that we as the viewer can always have our own ideas about what the Island is. This is the area where I think the show revealed too much. I would have been happier if they simply left the Heart of the Island as a mysterious glowing cave without revealing what was inside. Even I’ll admit that the idea of a cosmic stone cork was a little corny.

    I also hear people complain that the writers were just making everything up as they went along. There is only partly true. Showrunners Damon Lindelof and Carlton Cruse admit that they were just winging it through the first season. From the second season on, they made a rule that they wouldn’t introduce a new mystery without deciding ahead of time how it would be resolved. They were given a definite ending date at the end of the third season, so from the fourth season forward, the storyline was mostly planned out.

    Even I still think that the showrunners had, at best, a vague idea of where they were going, but why does that matter? It’s not that unusual for writers to let the story take on its own life as they write, and they don’t always decide on the ending until they get there. Television in particular is rarely planned more than a season ahead of time. The medium also has to prepare for issues outside of the showrunners’ control, such as budgetary constraints, actor availability, union strikes, executive meddling, and the threat of cancellation. Careful planning can keep the story on track (which is a big reason why seasons 4 through 6 were much tighter), but the execution of the story is more important than how much of it was planned.

    One of the most controversial aspects of the show—and for some, the most disappointing—was the ending. Either they say that it didn’t explain enough (which I addressed above) or they didn’t like what they did with the characters. Personally, I thought that the ending was perfect. There were always many religious and mystical allusions on the show as well as themes of faith, relationships, and redemption. The ending in the church brought all of that together perfectly. Again, if you were looking for something completely rational or scientific to wrap up the show, you were watching the wrong show. A spiritual ending was the best way to resolve the characters’ storylines.

    One thing that I have little patience for is people who think that the Island is purgatory or that all of the characters died in the crash. There are many confusing things about Lost, but this is not one of them. In the church, Christian flat out says that everything on the Island was real. Everything leading up to the finale indicated that the Island was real and established the “flash sideways” universe was the afterlife. Making the characters die in the initial crash would undermine the themes of the entire series. The only way to come to that conclusion would be if you hadn’t been keeping up with the show or if you hadn’t been paying much attention to it. There are many legitimate reasons for not liking Lost, but if you don’t understand the ending, I think that reflects more poorly on you than it does on the show.

    Going back to the original topic of the panel, J. J. Abrams had very little creative involvement past the first episode. As a producer, he was mainly responsible for the business and financial side of the show, not the creative side. The showrunners Damon Lindelof and Carlton Cruse were the main ones responsible for the story. If you don’t like the way the story turned out, they’re the ones you should blame for it, not Abrams.

    I can understand if there are still some unanswered questions about the show, but don’t let confusion about the story prevent you from enjoying it. Part of the fun of the show is putting all the pieces together to comprehend what’s going on. Just like a puzzle game, not everyone is going to be able to figure it all out. That’s by design, not a product of poor writing. If you still can’t figure some things out, there are resources to help with that. As mentioned earlier, you can find answers to almost anything on the show on Lostpedia. For some more complicated issues, there’s Lost Answers, although I don’t quite agree with all of the author’s conclusions.

    When it comes down to it though, enjoying show is more about the journey than the destination. Let’s say that you don’t like the ending to Lost, even though you do understand what happened. Sure, a bad ending is disappointing, but does that negate the enjoyment you had in the show for the six years leading up to it? A show doesn’t have to be perfect to be a great show. You can still appreciate many aspects of show without liking every detail of it. I know that not everyone is going to like Lost, and that’s fine. However, I hope that people can think about why they do or do not like the show and not let minor problems hinder their enjoyment of the series as a whole.

Crono09

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