Nintendo Consoles

Nintendo Consoles
Showing posts with label JRPG. Show all posts
Showing posts with label JRPG. Show all posts

Thursday, March 24, 2016

Pokemon Shuffle - Shuffle the Monsters

Pokemon Shuffle- Nintendo 3DS

Pokemon Shuffle, released on February 18, 2015, is a free-to-play download-only title on the Nintendo 3DS; right in this first sentence is everything you need to know before you download it: it's free, it's a Pokemon-themed game, and it is for the 3DS. There's really no excuse not to own it.

Of course, Pokemon Shuffle is not a traditional Pokemon RPG, rather it is a puzzle game similar to and arguably as addicting as Candy Crush (as long as Pokemon appeal to you more than candy does). 

Pokemon Shuffle is broken up into puzzle-levels themed after different Pokemon. The Pokemon you are "battling" in each level appears on the top screen of your 3DS, while a grid of adorable Pokemon-face images will appear on the bottom screen. Your task is to rearrange the Pokemon faces in the grid to make rows of at least 3, if not 4 or 5, matching images. Once each row is forged, it disappears, damage is inflicted on the opposing Pokemon, and the disappeared Pokemon images are replaced with new ones. Each level is completed once the Pokemon you are battling has its HP reduced to zero.

What sets Shuffle apart from similar titles, such as Bejeweled or the aforementioned Candy Crush, is how the traditional rules of Pokemon are re-imagined and integrated into the Poke-puzzle interpretation of the classic JRPG. Though this game is played by creating rows of matching Pokemon images, the goal is still to inflict damage on the opposing Pokemon, just like how it is in the RPGs. While there are no familiar Pokemon moves to be executed in Pokemon Shuffle, type match-ups do play a huge roll in defeating each Pocket Monster. 

The Pokemon that actually appear on the puzzle grid are yours to choose right from the beginning of the game. After each Pokemon you encounter is defeated, you get a chance to capture it- if you complete a level without using up all of your available moves, your chance of catching the opposing Pokemon will increase significantly. Once you capture a Pokemon, you are permitted to select that Pokemon to use in later battles. Matching Pokemon with a type-advantage over the Pokemon you are trying to defeat will do double-damage onto your opponent the same way it does in the Pokemon RPGs. 

However for all that makes Pokemon Shuffle unique, there are some pretty frustrating cons that come as a result of the game being free-to-play. For example, you only get a certain number of attempts to play each level before you are forced to wait an arbitrary real-world 30 minutes, after which you are allowed to resume playing. You have the option to pay real-world currency for the time limit to be removed, but the game really isn't addicting enough to convince me to pay for additional tries. Moreover, power-ups that make completing levels easier can be purchased with coins earned by completing puzzles. Then, you are awarded with 500 coins every time you "Check In" to see the latest Pokemon Shuffle offers by connecting to the internet, but you can only check in once per day- these are the only two ways of getting coins, thus getting power-ups. This has put me in frustrating positions where my lack of power-ups and my inability to earn coins other than by checking in for several days in a row renders me unable to get past more challenging levels. Of course, there is an option to pay real-world money for power-ups.

Despite these few minor drawbacks, Pokemon Shuffle is perfectly suited for the 3DS. Everything from its art-style to its price (once again, free) is begging for you to download it and give it a shot. At its best, Pokemon Shuffle is a charming puzzle game easily accessible to fans of both Pokemon and puzzle games; at its worst, it will easily grant you the means to kill time if you've simply nothing else to play. 

Pokemon Shuffle

Pokemon Shuffle- Nintendo 3DS

Pokemon Shuffle, released on February 18, 2015, is a free-to-play download-only title on the Nintendo 3DS; right in this first sentence is everything you need to know before you download it: it's free, it's a Pokemon-themed game, and it is for the 3DS. There's really no excuse not to own it.

Of course, Pokemon Shuffle is not a traditional Pokemon RPG, rather it is a puzzle game similar to and arguably as addicting as Candy Crush (as long as Pokemon appeal to you more than candy does). 

Pokemon Shuffle is broken up into puzzle-levels themed after different Pokemon. The Pokemon you are "battling" in each level appears on the top screen of your 3DS, while a grid of adorable Pokemon-face images will appear on the bottom screen. Your task is to rearrange the Pokemon faces in the grid to make rows of at least 3, if not 4 or 5, matching images. Once each row is forged, it disappears, damage is inflicted on the opposing Pokemon, and the disappeared Pokemon images are replaced with new ones. Each level is completed once the Pokemon you are battling has its HP reduced to zero.

What sets Shuffle apart from similar titles, such as Bejeweled or the aforementioned Candy Crush, is how the traditional rules of Pokemon are re-imagined and integrated into the Poke-puzzle interpretation of the classic JRPG. Though this game is played by creating rows of matching Pokemon images, the goal is still to inflict damage on the opposing Pokemon, just like how it is in the RPGs. While there are no familiar Pokemon moves to be executed in Pokemon Shuffle, type match-ups do play a huge roll in defeating each Pocket Monster. 

The Pokemon that actually appear on the puzzle grid are yours to choose right from the beginning of the game. After each Pokemon you encounter is defeated, you get a chance to capture it- if you complete a level without using up all of your available moves, your chance of catching the opposing Pokemon will increase significantly. Once you capture a Pokemon, you are permitted to select that Pokemon to use in later battles. Matching Pokemon with a type-advantage over the Pokemon you are trying to defeat will do double-damage onto your opponent the same way it does in the Pokemon RPGs. 

However for all that makes Pokemon Shuffle unique, there are some pretty frustrating cons that come as a result of the game being free-to-play. For example, you only get a certain number of attempts to play each level before you are forced to wait an arbitrary real-world 30 minutes, after which you are allowed to resume playing. You have the option to pay real-world currency for the time limit to be removed, but the game really isn't addicting enough to convince me to pay for additional tries. Moreover, power-ups that make completing levels easier can be purchased with coins earned by completing puzzles. Then, you are awarded with 500 coins every time you "Check In" to see the latest Pokemon Shuffle offers by connecting to the internet, but you can only check in once per day- these are the only two ways of getting coins, thus getting power-ups. This has put me in frustrating positions where my lack of power-ups and my inability to earn coins other than by checking in for several days in a row renders me unable to get past more challenging levels. Of course, there is an option to pay real-world money for power-ups.

Despite these few minor drawbacks, Pokemon Shuffle is perfectly suited for the 3DS. Everything from its art-style to its price (once again, free) is begging for you to download it and give it a shot. At its best, Pokemon Shuffle is a charming puzzle game easily accessible to fans of both Pokemon and puzzle games; at its worst, it will easily grant you the means to kill time if you've simply nothing else to play. 

Monday, December 28, 2015

A Retrospective: Guitar Hero

I ventured a bit around Long Island today with a couple of my friends to our favorite video game
stores. One of our destinations was a retro video game shop called Video Game Trading Post, and it is incredible. It is just the tiniest bit out of the way of my usual hangout spots, but they have an extremely impressive quantity of quality games, as well as several walls filled from floor to ceiling with hilarious amounts of rubbish. It was while browsing the towers of garbage games and shovelware did I find a title about whose existence I had either once completely neglected or have since completely forgotten: Guitar Hero 5.

So I bought Guitar Hero 5 for the Playstation 2, but it was also released for the Wii. So there you go- we are still talking about Nintendo consoles if you're willing to use a bit of imagination for this post.

I played Guitar Hero 5 Career Mode for a bit, perhaps for a couple of tiers, then I went over to Quick Play mode and played a set of songs (all of which were unlocked without me finishing the Career Mode), and then I turned it off. Did I have fun? No, not really. But of course, the question is "why"?

Guitar Hero used to be incredible. It took the video game world by storm a good 10 years ago, but it was a fast-fading trend, and even it's attempted "revival" this year wasn't enough to rekindle interest in the rhythm-based franchise. The reason it stopped being fun is actually pretty obvious, especially for someone who has been with Guitar Hero since the near-beginning, but before we can answer that question, we first must identify exactly when Guitar Hero stopped being fun, look at the game that began the decline of Guitar Hero, and identify just how it influenced the future of the series' installments.


So here we go:
The game that began to ruin the Guitar Hero franchise was Guitar Hero 3.

Despite the currently (or once-currently) mass appeal of Guitar Hero 2, Guitar Hero 1 and Rocks the 80's were pretty niche for their time, and not very popular. In fact, Guitar Hero 1 and Rocks the 80's were hardcore games. They were challenging, and felt like the developers approached their creation from a gamer's perspective as opposed to strictly one of a music-lover. The games had solid difficulty curves, didn't insult the players by cheating them out of the experience they expected, and certainly offered gamers something new. Guitar Hero 2 was a sequel the way sequels are supposed to be, featuring proudly its improvements to the original game, hosting not only a larger quantity of songs, but a greater quality of songs when compared to that and those of the original title. Still, the difficulty curve was like that of a traditional video game: beginning easy and ending difficult, with each victory having felt earned, as opposed to grinded out. It is important to note that Guitar Hero 3 DID retain the same feeling, pacing, and tone that appealed primarily to gamers seen from Guitar Hero 1 to Rocks the 80's, but while it was Guitar Hero 2 that made the series popular, it was Guitar Hero 3 that made the series famous, and once you become famous, everything starts to die.

Each iteration of the Guitar Hero series following Guitar Hero 3 felt like games that were created not for art, not for experimentation, not even for the gamer, but exclusively for the studio to get more money. The design elements that made Guitar Hero feel like a traditional video game were completely removed from all Guitar Hero games following GH3. Up until GH3, the Guitar Hero franchise was responsible for delivering to me not only really fun gameplay, appealing to the gamer within me, but really good songs and music, appealing to normal person (deep) within me. There was a balance created by a development studio who knew that Guitar Hero was a video game first, and that gameplay could not be compromised if the title was expected to be fun. Guitar Hero 5's content is weak, man. There are a few good songs, but nothing about the game makes me want to play more. The personality and charm of the cartoonish graphics, awful covers, and sense of humor seen in the first games has given way to that which appeals to the masses: blink-182 songs in the line-up, long hammer-on sections that look difficult but are actually insultingly easy, lifeless venues, GOOD SONGS WITH BORING NOTE CHARTS, no context, no reason to even play the Career Mode since every song is just given to you from the start of the game.

Guitar Hero 5 reminds me of parents who just give their children what they want without asking if what the kid wants is actually good for them. Want more Guitar Hero? There you go: Guitar Hero 5. And yeah, fans who asked for a new Guitar Hero got what they asked for, but how does it feel? Does GH5 feel new, or earned, or valuable, or does it just feel like more of what you already have? Does it feel redundant and insulting, making you realize that while there exists an endless ocean of quality video games spanning 30+ years across multiple generations of artistic and technological experimentation, you've spent another $50 dollars on something you basically already own, albeit an inferior version? Do you feel like a chump who has sold your soul to a company that doesn't care about you unless you have money?

Guitar Hero 1 - 3 felt like an experiment gone wonderfully right; it started a little shaky, definitely strange but certainly suggesting potential. Guitar Hero 2 improved everything that had to be so. Rocks the 80's was essentially a DLC pack, but the songs were fun to play and fun to hear, as well as respectful of a gamer's-type difficulty curve and pacing, and Guitar Hero 3 was the series perfected with the best soundtrack, graphics, and gameplay the series has ever seen. But Guitar Hero 3 was too good. Guitar Hero 3 was the game that made the developers realize that they no longer had to respect their fans because the fans no longer respected themselves. Once it became clear that everyone everywhere was going to buy Guitar Hero no matter what, the developers didn't feel it was necessary for them to try anymore. In other words, once the fans stop putting pressure on the developers to make a better game, developers stop putting pressure on themselves to make a better game, and when that happens, you get Guitar Hero 5: the last few drops of water wrung out from a now-damp towel that once contained viscous, french-vanilla creams of originality, creativity, and video game art supremacy.






Friday, November 6, 2015

Custom Robo

It's been a long time since I last reviewed a hidden gem on the Gamecube. To be honest, it has been a long time since I last started a new Gamecube game. A friend is letting me hold onto a few of his games for a while though, so I figured a few weeks ago was a perfect time to dust off the ol' cube and get back to what brought me here in the first place.

Custom Robo - Nintendo Gamecube

      It's not too often that we see an IP with five entrees slip under the radar to the extent that Custom Robo has. Spanning all the way back to 1999 on the Nintendo 64, the Custom Robo series was initially one that was kept exclusive to Japan, with its first three entrees, Custom Robo, Custom Robo v2, and Custom Robo GX never to see an international release. Eventually, North America got its first taste of the Custom Robo series in the year 2004 on the Nintendo Gamecube. For a retro game, Custom Robo has a pretty considerable price tag, sitting at around $25 on eBay at time of writing, but is Custom Robo still worth a 3-Way or Vertical shot, or has it rusted over time?

   At its forefront, Custom Robo is an action RPG. Most of the gameplay takes place in 3D battle arenas where either two or four Custom Robos will fight in order to reduce their opponent's health from 1000 to 0. The way to gain the advantage over your opponent is by taking the Robo that you are given in the beginning of the plot and upgrading it using parts you are awarded by completing certain tasks as you progress through the initial 10 hour campaign. Things start off pretty simple while you have few parts to select or swap-out, but quickly become much more interesting as you are awarded many different parts frequently. Each Custom Robo is made up of a combination of 5 parts: gun, bomb, pod, legs, and model. Most of the parts are so vastly different from each other that even the most subtle changes to your build can produce drastically different results in the battle arena. I experimented with a few different builds to find one that fit my playing style, and in the process played briefly with a Custom Robo that did heavy damage and jumped really high but lacked mobility and was armed with a 3-Way shooting gun and heat seeking missiles, and another Robo that was extremely agile and powerful while in the air but lacked fire power on the ground, equipped with triple-pods designed to meander around the battle field, before I finally built the perfect Robo for me: a Robo with the ability to warp while in the air, armed with a gun that shoots both forward and up, pods that could be fired three at a time, and bombs that cleared walls.

   
  Being able to quickly master the layout of each arena is another noteworthy albeit much less important skill to have when fighting. According to the lore, each battle arena is generated by natural abilities had by each Custom Robo master, and whenever you fight a new opponent, you play in their arena. Each arena stays roughly the same size, and the differences between each one can be a bit underwhelming, but the diversity in color scheme and music, as well as noticing how the layout of each arena reflects the personality of the character generating it makes what could have been an afterthought on behalf of the developers one of the most charming aspects of the game.

    The story is much less intricate than the building and fighting of Custom Robos, though it is not without its plot-twists, fun characters, and genuinely humorous dialogue. After selecting the name of your character, you wake up in your home and are immediately encouraged by your land-lady to pursue a job as a mercenary working for an organization called the Steel Hearts. You get the job after proving your natural talents with a Custom Robo by fighting off enemies from a rival gang called Z Syndicate who failed in an attempt to rob a nearby laboratory of a rare Custom Robo model. Without wishing to give anything more than the first 5 minutes of the game away, you eventually learn what/who it was that the Z Syndicate is after, as well as who runs the Z Syndicate. Overall, the story, while cute and necessary in order for some of the hilarious dialogue to hold meaning, does little more than serve the gameplay.

 
  After all of that, there is a second story mode that is unlocked after completing the first. The second story mode throws you and your fellow Steel Heart members into a tournament meant to have the citizens of the town regain the trust of the police after it was lost as a result of the events in story number 1. While I found the entirety of the first story to be extremely easy albeit fun, the second story provides a much greater challenge. As opposed to the fights in the first story won by selecting the same build and using the same strategies every round, I found myself having to use different parts and tactics in order to account for the game's increased difficulty level. In story number 1, I felt discouraged from using different parts after I found a build that worked perfectly for me, but the increased difficulty provided by the second story was exactly what I needed in order to explore the game's depths to further extent, and I wasn't disappointed.

     At the end of it all, the gameplay is divided into two parts: 1 where you walk your character to which ever location on the map triggers the next plot point, and 1 where you actually fight. Throughout all of Custom Robo, there are no puzzles, no exploring, and no level-up system besides the acquisition of new parts. While the fighting is addicting, I did become concerned that the lack of variety in gameplay would result in the game feeling samey. However, since the game is so short, with my completing of the first story taking a shade under 10 hours, it ends before you get tired, and while I will always appreciate a game for not over-staying it's welcome, it would have been nice to see more variety.

    Custom Robo is uncompromising in its gameplay; it is an action RPG about building robots and using them to fight other robots. Its arcade-like and campy tone is refreshing and has aged well. Despite some gameplay repetition and a generally weak story, Custom Robo offers an impressive level of depth when it comes to selecting your build, and features an addicting battle system that will be sure to keep you coming back even after your last opponent has fallen.



Saturday, October 31, 2015

Kingdom Hearts

Since its creation, I have used this blog exclusively to discuss games published for or released on Nintendo consoles. Never before today have I written about a series whose most popular titles were released on consoles other than those made by Nintendo, but today is no ordinary day.

Every once in a while, my scouring of Google, IGN forums, Youtube, and Gamestop discount bins leads me to a game or series that forces me to redefine myself as a gamer. When I was 11, I played The Legend of Zelda Twilight Princess and would proceed to incorporate my love for that game into my description of myself as a gamer for the next 10 years. Later, I would discover my favorite game of all time, The Last Story, a game about which I have never extensively written. Most recently, I have added to my collection of self-redefining games Kingdom Hearts. Over the summer, after coming to the sad realization that I have played quite literally nearly every single Gamecube and Wii game I have had interest in, I acquired a Playstation 2. My flourishing love for quality RPGs produced an itch that could not be scratched by the Gamecube, so I decided to finally try my hand at a series that I had watched capture the hearts of some of my friends and millions of gamers everywhere: Kingdom Hearts. 

The Kingdom Hearts Series So Far 
There are seven main installments in the Kingdom Hearts series, and in order of release date, they are listed as follows:

Kingdom Hearts (originally PS2)

Kingdom Hearts Chain of Memories (originally GBA; re-released on PS2) 

Kingdom Hearts II (originally PS2)

Kingdom Hearts 358/2 Days (Nintendo DS)

Kingdom Hearts Birth By Sleep (PSP)

Kingdom Hearts Coded (originally on Japanese mobile devices; re-released on Nintendo DS) 

Kingdom Hearts Dream Drop Distance (Nintendo 3DS)

Most people don't realize that the majority of this series actually is released on Nintendo handhelds, but I suppose marketing has gotten the best of this series with regards to that information. Gamers expect their JRPGs to be on proper consoles, and without a T.V. in front of them and a controller-in-hand, it can appear as though the hand-held side-stories of the Kingdom Hearts lore lack legitimacy, though this is entirely untrue. This series rose to fame thanks largely to its popularity on the Playstation 2, and without that symmetrical controller to comfort those who first played the series when it began over 10 years ago, it can be easy to forget that Kingdom Hearts games are released on handheld devices often, with new installments of impressive quality and scale for us to enjoy being made every few years.

I have not finished all 7 Kingdom Hearts titles yet, though I intend to. I have finished the first 4 aforementioned titles, and am making my way through re:Coded as I wait for my friend to lend me his PSP so I can begin Birth By Sleep. Despite my having not completed the series so far, Kingdom Hearts has left an impression on me by which I am profoundly inspired and moved. 

Initially, Kingdom Hearts tells the story of Sora, a boy who decides with his friends Riku and Kairi that they wish to see everything the world has to offer, even if it means leaving their peaceful and quiet life on Destiny Island behind. The night before the three friends plan to sail away from their home, a supernatural storm tears their island apart and engulfs its ruins in darkness. The three friends are then cast to different corners of a universe comprised mostly of famous Disney worlds, and are left to spend the rest of the game exploring each Disney world, searching for each other. We play as Sora, who with his new friends Disney's Goofy and Donald Duck, eventually finds both Riku and Kaira, but not before learning that his adventure to new worlds is part of a much, much bigger story to be explained and experienced through the subsequent games. 

My friends insisted that if I were to become genuinely interested in playing any Kingdom Hearts game, to play the titles in order of their release date despite moderately aged and worn gameplay seen in some of the older games, lest my enjoyment of the series be diminished by my failure to appreciate the links between each game with regards to story. Playing each game in this order produces what can seem like a massively convoluted story often leaving the player wondering if certain details were meant to be enigmatic, or if those same details were simply lost in the blitzkrieg of lore presented by each game. Following each nuance of each twist throughout the series can be difficult at times, but those who pay attention and follow the story closely are rewarded with a masterfully crafted narrative currently contending for the top spot on my fake list of best video game stories ever. 

Though the gameplay of Kingdom Hearts and all of its sequels is fun and varied enough, this franchise is here to tell a story filled with exceptionally realistic and convincing characters, plot-twists that have at times relieved me of my ability to keep my bottom jaw attached to my top, and the battle between inner demons and our purest, most divine inner strengths. 

While extensively abundant, the characters of Kingdom Hearts all contribute to a story that describes the battle of good vs. evil within ourselves. The message of Kingdom Hearts, while told in a fantasy setting, is very real, especially to me. The ever-growing struggle between Sora, a warrior chosen to symbolize hope, and Riku, a warrior symbolizing darkness while struggling with his own inner-turmoil, teaches that there is no extinguishing of light or dark within the world nor within ourselves; rather that the coexistence of both is necessary to achieve inner peace, but the light can be as powerful as the darkness is seductive, and without a careful balance between the two, we can lose ourselves, and fail in protecting those we love. 


This isn't really much of a review as it is an article appreciating good poetry in video games. There can be beauty in this young art, and certain games seek to expose that. In order to realize the true value of video games, we must be attentive enough to see the beauty in this art when it exists, and though typically, it can be that games demonstrating such beauty only appear once in a long while, there is never an excuse to miss a game that demonstrates this element as perfectly as it is by Kingdom Hearts.

Power sleeps within you-
if you give it form, it will give you strength. 


Wednesday, August 26, 2015

The Nintendo Wii

Can we discuss the Nintendo Wii for a second? It's an amazing console. No doubt everyone on planet earth knows what the Wii is, but I wonder how many "serious" gamers have realized the true potential in this console.

I bring my Nintendo Wii, as opposed to my Gamecube, Xbox 360, or WiiU, with me to college each semester; it is so clearly my best option for many reasons, and after having spent the last couple of years playing the Wii to death, I can honestly admit that I would seriously recommend this console to any gamer looking for something different or new to play.

It could be that even after all of these years, you still have a Nintendo Wii tucked away in your attic or basement, gone untouched for the better half of the last 10 years. The Wii fell off from about 2008 - 2012, and considering that console generations only last for about 7 years, it's safe to say that the Wii suffered from a somewhat pre-mature death. Or at least that's what you may think.

First off, I'm going to take a moment to declare that there are so many more great games on the Wii then one might think. You have your Mario Galaxy, Legend of Zelda Twilight Princess, Metroid Prime 3, Guitar Hero 3, and Smash Bros. Brawl released within the first couple of years of the Wii's life, then everyone else knows about Mario Galaxy 2, Sonic Colors, and Legend of Zelda Skyward Sword, but I'm here as always to talk about lesser-known games, and let me say, these following titles are legitimately not only a few of my favorite games on the Wii, but a few of my favorite games of all time:

Kirby's Return to Dreamland

Fragile Dreams: Farewell Ruins of the Moon

Excitebots

Sin and Punishment Star Successor

Pandora's Tower

The Last Story

Six masterfully crafted, must-have games if you own a Wii. All six are unlike anything I had ever played prior, and each are games unlike anything else offered on the 360 or PS3 during the same generation; I'm not saying these games are better than anything on the other consoles, but they hold up by today's standards and offer an inspired and wonderful gaming experience that has yet to be recreated by any other game I've played.

Right off the bat, six games to buy if you still have your Wii hanging around collecting dust BUT catching up on missed games is not exactly where the Wii earns it's $60 grey-market value.
The real hidden feature on the Wii that makes missing it a critical error in my eyes is the Wii's Virtual Console.

The Virtual Console is a free service offered by Nintendo with which one can use their Wii to download retro games for an extremely low price. I'm not talking only Super Mario Bros. to The Legend of Zelda, I'm talking everything from Mario Bros. to Golden Axe, to Megaman 2, then Legend of Zelda A Link to the Past, to Super Metroid, to Super Castlevania IV, to Secret of Mana, to Mega Man X, to Chrono Trigger on the SNES. After that, you've every must-play on the Nintendo 64.

92 titles from the NES - all $5
63 titles from the SNES - all $8
21 titles from the N64 - all $10
73 titles from the Sega Genesis - all $8
59 titles from TurboGrafx 16 - all $6
54 titles from NeoGeo - all $9
15 titles from the Sega Master System - all $5
and then hundreds of games released for download-only such as Sonic the Hedgehog 4 and Megaman 10

What must be understood about the Virtual Console is that it gives players easy access to the games for which collectors will easily pay $80+ dollars. Take Chrono Trigger for the SNES: Chrono Trigger is considered to be one of the greatest RPGs of all-time. Grey Market Price: ~$90. Virtual Console Price: $8.

Of course, collectors collecting for their retro consoles will never be interested in a digital copy of a game as opposed to a cartridge, but this service is perfect for gamers like me since I'm willing to sacrifice a cartridge if I get to save $82 in return- I'll just use the saved money to fill my car up so I can drive to all of the cool parties I get invited to...

THEN, you have 100% backwards compatibility with the Nintendo Gamecube, provided you got your Wii before 2011, back when all of the cool kids got theirs. No need to discuss how awesome backwards compatibility is, provided you've read literally anything else on this blog (I am quite fond of the Gamecube, if you haven't noticed). What is also noteworthy is the fact that while component cables that upscale video quality from 480i to 480p are impossible to find for the Gamecube, they can be found easily for the Wii. So if you've ever wanted improved video quality for your Gamecube games, get a Wii.

With the Wii (about $50 on eBay at time of writing), you gain access to easily 20 amazing games as well as the rest of the Wii's admittedly mediocre library, all of the Gamecube's library, most of the library of the NES, SNES, and Sega Genesis, a bunch of N64 titles, Netflix, Youtube, and Project M. It's an old console with very few hidden gems, and even a handful of it's first party titles are garbage, but this console has immeasurable value to gamers who, like me, may be looking to update their knowledge of retro games without making their wallets cry or are trying to get through the summer's gaming drought with some great original Wii games that hold up without question.

Tuesday, December 2, 2014

Fragile Dreams: Farewell Ruins of the Moon

Apparently, some kind of undocumented planetary alignment is upon us, because lately I have played some video gameS that I actually rather loved. Yes, after a string of games that I decided (or decided for you) were sub par came and went, I stumbled upon a few older titles for the Nintendo Wii that I quite enjoyed. Today's game is my favorite kind of hidden gem as it is a game completely forsaken by the internet, and it allowed me to prove once again to myself that I, James, am the only person I can trust to be right about anything. So without further narcissism, I give thee Fragile Dreams: Farewell Ruins of the Moon.

Fragile Dreams: Farewell Ruins of the Moon - Nintendo Wii
     First off, has anybody ever fucking heard of this game? I sure as hell hadn't before I found it featured in this youtube video https://www.youtube.com/watch?v=zhl6Tn3Kf1c. Fragile Dreams is a...game. You see, I found Fragile Dreams to be a game containing elements from most genres of video games albeit with an extremely ambiguous core around which each element orbited. At its heart, I suppose it is an exploration game, but it was linear, which means you didn't really explore anything more than what was in front of you. There was combat, but no more than what was necessary. Fragile Dreams was entirely story driven in such a way that I actually referred to it as a "drama game" for about an hour and a half before remembering that I am an aspiring critic and I have to be careful about using my knowledge in such fields to say stupid garbage like that. Ultimately, Fragile Dreams boils down to a linear exploration experience with elements of survival horror, JRPG, stealth RPG, and action games. It is also very artsy with great graphics and music, and every single thing that is on the disc contributes to the game's carefully designed story driving the entire game.

Good Things
       Fragile Dreams: Farewell Ruins of the Moon was another short game, clocking in at around 11
hours. I like shorter games because the longer a game is, the greater chance it has to become boring or fuck something up. Short games decrease their risk of becoming boring because they seldom overstay their welcome. It's like how the cool guy at the party stays cool because you only see HIM for a little bit before he leaves to have sex with twins or something, as opposed to the women who get to the party an hour before it starts and leave once they sense that everyone has been sick of them for 9 hours, if you'll excuse my misogyny. Fragile Dreams is a great example of a game whose story ends at the same time the original ideas do. 
      Now I guess I should talk about this story for a second, since it's the only reason to play this game. The first thing that happens when you start Fragile Dreams is you get told that the grandfather of Seto, the protagonist, just died. Like, JUST died. You also learn that Seto's grandfather was the only human that Seto has ever seen or known in his life. You then control Seto, wandering around his home for a bit before you find a note left by Seto's grandfather in which he tells Seto to seek this red tower in order to potentially find more "survivors". About two seconds after leaving his home, Seto accidentally startles a girl who upon being startled, falls, and blacks out long enough for Seto to approach her and touch her cheek to make sure she is still breathing (or something). The girl awakens upon being touched, and flees. Seto is then in shock because he has lived something like 14 years and has never seen another human being before. Fascinated by her, Seto spends the rest of the game seeking the girl instead of the red tower, although as you can imagine, the red tower eventually returns. Along the way, Seto meets a number of non-human characters, mostly androids, robots, or ghosts of humans who perished in the disaster that killed mostly everything and the game ends at the red tower with an explanation to and conclusion of the mystery of how the world got to its post-apocalyptic state.
   
Gameplay involves you walking from one location to the next while the story justifies your doing so. Seto wields both a flashlight and weapons to be found laying around. Of course though, this world has been destroyed which means the only things laying around for you to wield are sticks, pipes, and brooms of various varieties. Good news though: swings of your weapon are executed by pressing the A button instead of by swinging the Wii Remote. Weapons can break if the A button is spammed though, so timing your combos properly is essential, and although it seems annoying and arbitrary at first, you come to love it once you accept that you can't do anything to change it. Of course, with broken weapons comes an inventory system, which is the same as that found in Resident Evil 4.
     The flashlight illuminates the dark path that lays before you while also stunning enemies. Flashlight, intuitively, is controlled by pointing the Wii Remote to the location you wish to illuminate. Using different types of flashlights will make hidden messages scrawled on the walls of the subways, hotels, and sewage pipes you navigate appear, and most of them when accompanied by the low piano scores played in the game, are pretty unnerving.
      Killing enemies will increase your max strength in a basic level-up system, and a crawling system is implemented to get past certain enemies or obstacles, making stealth always a conceivable option in case you decide to become curious about what life would be like if you were an enormous pussy.
      Fragile Dreams also makes great use of the Wii technology without using the motion controls. The speaker in the Wii Remote can be used to receive information from other characters by pressing the Wii Remote up to your ear at any point while playing, and creepy laughter of little girls gets pumped through the controller's speaker when ever you're near a hidden enemy.
      Really, you're in this game for the characters. The gameplay is fun, as it is pretty freaky and upsetting sometimes, stimulating an emotional response from me, but the story and fondness for the characters is what will keep you coming back. The story also has great pace; as soon as one character leaves you, another comes to its place almost immediately. Also, the voice acting is stellar.
   
Short-Comings
     Most complaints about Fragile Dreams: Farewell Ruins of the Moon regard the fact that the developers clearly cared more about the story than they did about the gameplay. According to professional reviewing companies, the story, while beautiful, overwhelmingly overpowers the bland gameplay. In response, I offer my opinion that the fight choreography in Toby McGuire's Spider-Man 2 overwhelmingly overpowers the personality of Mary Jane. Some aspects of some games are better off being pushed to the background in order to emphasize the game's strengths. In this case, the game's story shines more than it's gameplay does, so if you have a problem with a strong story being supported by average gameplay, then this game will not blow your mind the way it blew mine.

Conclusion
      Fragile Dreams: Farewell Ruins of the Moon is a game for gamers who like a good story. This is a hardcore game simply because it is a hidden gem, even though it is an easy game. It tells a great 11 hour story, so I recommend this game to anyone who is interested in that. I don't recommend this game as much to people who NEED rich gameplay in order to be engaged, because you won't find it here.

Monday, October 13, 2014

Another Essay: Incentive

I've noticed that it has become more difficult for video games to capture my attention lately. I blame growing up. But actually, I blame only myself and my personal need for video games to offer me something profound. In fact, I think the only reason anyone would ever play a video game is to gain something spiritually satisfying. Yes, we play video games for fun, but the question I intend to answer is the following: what makes certain video games fun for some people and not fun for other people? Why do we personally choose to play the games we choose to play? I've been dwelling on both the question and its answer for a long time, and I believe the answer is "incentive".

       INCENTIVE FOR THE PLAYER                                     INCENTIVE FOR THE AVATAR

These are the two categories under which every single video game ever created falls.
So let's discuss each form of incentive separately:

       Incentive for the player - "If you play this game, you will gain skill".
We know that there are some video games out there that require skill, practice, and repetition. We know there are games that are designed to force the player to improve their skills in order to overcome challenges. We know there are games that require us to become better at its end than we were at its beginning. If you, as a gamer, are drawn to these types of games, then you prefer games where the incentive is for the player. A game where the incentive is for the player is a game designed with the progression and fluency of the "player" in mind. These games can be identified as having minimal or no story, a multiplayer mode(s), a scoring/ranking system, or a competitive push.
Still don't get it?
Super Smash Bros, Mario Kart, Tetris, Super Mario Bros, Mortal Kombat, Guitar Hero, Bejeweled, Flappy Bird, and Angry Birds are all games where the incentive is "if you play this game, you will become better at it/ you will become better than your friends/ you will achieve a higher score than other players/ you will be the best player". The magic behind these games is that when they're being developed, game developers can devote more time to the game's ability to entertain instead of the game's cinematic appeal. The games mentioned above are all examples that are simple in concept, but are played aggressively and religiously. The best games where the incentive is for the player has players playing for dozens, sometimes even hundreds of hours as they each compete and practice and train in order to become the "best". The end goal of these games is determined by the player, not the game. Do you want to be the best Tetris player? If you do, that's awesome, but remember, no one told you that you had to - you set that goal on your own. The problem with these games though is that if the gameplay doesn't compel people to play, then nothing else will. No one will bother competing at a game liked by 0 people- a game that simply isn't fun. Why would anyone want to waste their time becoming good at a game about which no one cares?

      Incentive for the avatar- "If you play this game, your avatar will gain skill".
Then there are some games where we fall in love with a character, or grow to loathe an enemy, or decide that we want what our avatar wants. If you are drawn to these games, then you prefer games where the incentive is for the avatar. The avatar is the character you play as on the screen, and these games involve the gamer pushing the character around from place to place witnessing what he/she witnesses and feeling what he/she feels. These games can be identified as having a deep story, deep characters, motives, and choices with an emphasis on progression or working from a beginning to an end. It is important to note that it may not be necessary for the player to gain any skill at all while playing these types of games. To elaborate, I am borrowing the term "avatar strength" from youtuber Egoraptor, which he describes as a technique used by game developers in order to create the illusion of progression- a game that becomes easier not because the player is becoming more competent, but because his avatar is becoming more capable (stronger, faster, etc.). For example, imagine you're playing a game where your character wields a sword that can kill a given enemy in 4 hits. You then reach a certain point in the game where the sword gets upgraded as a part of the story, and now you can kill that same enemy in 2 hits. YOU did not become better at the game, but your avatar did. Because you played the game, the avatar gained skill. The magic behind these games is that you get the chance to relate to a character in a world to which you would never ordinarily be exposed, you get to watch a story unfold, you get to feel empathy and patience and attachment to characters for a short while, which are all profound feelings! The problem with these games though, is that if the developers fail to create an avatar worth caring about, then the game probably won't be very good. I recently played Tales of the Abyss, a game where the incentive to play was exclusively for the avatar Luke whose purpose in the game was to fulfill his destiny as the chosen hero. Luke, though, was an asshole, refused to develop as a character, and was an absolute displeasure for me to have spent 12 hours with. Why the fuck would I want Luke to gain anything? I didn't care about my avatar, so I didn't like the game. Tales of Symphonia, Assassin's Creed, Resident Evil, and the Paper Mario games, however, are all games in this category that established more likable characters, and were more popular because of it.

Now for the surprise category: the games that consider both types of incentive, games that emphasize the progression of the story AND the acquisition of skill to the player. Examples? Some of the best games out there: The Halo games, Legend of Zelda games, The Last of Us, Resident Evil 4, the Metroid games, Pokemon, and the Final Fantasy games. These are all examples of games where the skills acquired by the player contribute just as much to the gaming experience as the game's characters do. I care about Link in The Legend of Zelda: Twilight Princess because he is a good guy, looking after the children of his village while harboring affection for the mayor's daughter. At the same time, though, I feel personally empowered as the player when I find the double claw shot item and am able to spend hours zipping around Hyrule as a character who at that point becomes essentially Spider-Man with a sword. Both Link and I experience the same thrill by riding Epona the horse through the open fields of Hyrule, and we both feel the same grief when our partner Midna has to return to the Twilight Realm at the game's end (SPOILER HAHAHA). The perfect video games consider incentive for both the player and the avatar.

So why did I write this essay? I don't know. To arrogantly exhibit my comprehension of the video game world? I suppose. But really, I hope that someone finds this essay and it makes them realize that the formula for what definitely makes the perfect video game will become cracked soon enough as long as we keep asking the right questions. At the very least, I hope it gets you guys to consider what you love most about your favorite video games and learn to appreciate them for things you never saw before. And maybe, just maybe, reading this essay has helped you guys realize your own gaming preferences and in the future will now have a better understanding of what you look for in a video game. Time for me to get back to Smash Bros. Thank you!





     

Sunday, September 14, 2014

Why I Don't Like Open World Games

A year ago, I watched my friends foam at the mouth as they murdered thousands of innocent, hard-working, married pedestrians on the streets of "Grand Theft Auto Anything Goes Who Cares It's Just A Video Game City 5: About 3 Games Too Many". Conversation eventually led to the declaration by one of my friends that no person ever has been disappointed to hear that a game was to be made "open-world". I secretly disagreed with him but couldn't figure out why. Turns out the only thing that would render me sedimentary enough to sit down and develop my thoughts on the topic would be eating two colossal pieces of cheesecake from The Cheesecake Factory back-to-back, then sitting down to finally catch up on the internet's newest series "Selena Gomez Has More Nude Pictures: About 3 Galleries Too Many".

I don't like open world games because I think they are hardly ever done right. Open world games only ever do 1 thing in a variety of different ways: provide the illusion of choice- essentially a lie that the game is giving you "choices" when really, it is not. Let's examine each variation of the deception separately:

The first variation of the illusion of choice gives players the following two options:
A) Complete missions necessary to beat the story
B) Complete missions NOT necessary to beat the story

So let's begin. You are given a game with an open world. Right off the bat this means one of two things: You will be given permission to do things you are not required to OR it is a bad game.
You are free to abandon what the game demands you to do, granting you permission to do almost whatever you want. Let's assume though that what you want is to complete the story. Open-worldedness is a liberating freedom, but how much this freedom contributes to the game has yet to be determined (as far as this article goes). Think about this: Let's say that the developers of a game take their time to write out a story with great characters, twists, growth, and plot BUT they give you side missions that are completely optional. Why? Why give players the option to NOT play content that you spent valuable time creating? This is the same as having them tell you that you only need to play 60% (or whatever percent of the game is required) of the missions to experience 100% of the game. VALIDATION YOU ASK FOR: If you complete Legend of Zelda: Ocarina of Time but you don't get the Biggoron's Sword (an optional mission), can anyone tell you fairly that you HAVEN'T played OoT? No. Giving players optional missions is the same thing as me telling you that I have written an incredible book and it's fine if you skip 40% of the pages, as long as you get to the end. Having optional missions, even creating parts of the world that don't NEED to be seen, is the developer's way of admitting that they know not every player will want to play everything on the disc, instead of insisting that every player should. I wouldn't be very convinced by Nintendo that some Super Mario game is worth playing if they gave me the option to not play half of it. The way I look at it, open worlds are the developers admitting that at least some of the game is not worth playing. And also, if you have an open world game WITHOUT optional missions, then why have an open world at all?

The second variation of the illusion of choice is giving the player the next duo of options:
A) Explore the World
B) Don't Explore the World

Now this is a good one that basically boils down to a simple question - Do you HAVE to explore the world in order to beat the game? We have to discuss incentive for a second - Question 2: WHY would I want to explore a world? Well there are a lot of reasons! Let's start with a good one - In order to find optional weapons. Optional weapons or items are usually things that make the game either easier or funny. They, however, seldom make the game more fun. Think about this: If a weapon existed in the game that made the game generally more fun, why would the developers make that weapon optional? Wouldn't developers want something that makes the game more fun to be experienced by everyone playing it? But I digress (not really). Optional weapons are things that make the game either easier or funny but do you need them? Can you complete the game without them? If you CAN complete the game without them, then it would seem that developers wasted time designing items that some people will never see, and (**this is important**) if you CAN'T, or it would be extremely difficult to, complete the game without them, then they aren't optional! The whole idea behind the illusion of "choice" is that you really never have one, and if you never have any real choice, then what the fuck is the point of an open-world?

The second incentive to explore a world is to find Side-quests. These are popular in RPGs and I can already hear my friends yelling at me, justifying the inclusion of side-quests in RPGs. Often, in RPGs, you need to complete optional side-quests in order to gain experience to level-up your character so that you can more easily defeat certain bosses. But that's the thing- if you NEED to complete optional side-quests in order to make progress, then they aren't optional! You are once again being tricked into thinking that you have a choice, when really, you don't. The residents of open-worlds are always the providers of optional side-quests, but if you MUST complete the side-quests in order to increase the strength of your character in order to progress, then all the open-world does is trick you into thinking that you've accepted a task you didn't have to, when really, you did, and the only real option you have is to accept the mission, or use an avatar that cannot ever win ever. All I ask is that the game doesn't lie to me! Don't tell me I have a choice not to do a certain side-quest if I am going to undoubtedly regret it later! Game devs could alternatively distribute appropriate amounts of EXP during the main story so that side-quests become redundant and obsolesced, or just include the side-quests as part of the main story, eliminating the "option" entirely. Now I can certainly think of linear games with optional side-quests, Sonic Unleashed and Lost Kingdoms II come to mind, but the optional missions in those games are once again hardly optional, and now that I think about it, I don't remember the game ever telling me that they were. There is something to be noted about the difference between additional levels that help you progress and side-quests that compensate for what the main story could not provide.

Finally, we have to discuss The Legend of Zelda. Do I mean to suggest the Legend of Zelda should be linear, and relieved of its open world? Well...let's think about this. The game Dark Siders II was essentially an angry, M-rated LoZ game. Exactly the same way Legend of Zelda is, it has a nonlinear (open) world, but a linear story, so all you ever did in the impressively enormous open world was move from point A to B to C to D, etc. until you beat the game. There was about as much incentive to explore as there was in a Legend of Zelda game (not much), so I ask the following: If you're spending an entire game moving in a straight line through an open world, then WHAT THE FUCK IS THE POINT OF THE OPEN WORLD?? Having an open world is certainly more impressive to look at and experience, but it's all for nothing if it doesn't add anything to the game. As a side-note, this issue is actually addressed 100% perfectly by a game called The Last Story on the Wii. I'll talk about it some other time.

It would seem that I've spent this entire article writing objectively, assuming that everyone plays games for the same reason I do, but remember, this article is about why I, James, don't like open-world games. Now there are some that I like, even love. Pokemon works because the game functions around the idea of exploring a world, and the game just literally wouldn't work without it. Zelda: Twilight Princess is another that just works well, mostly because despite it being an open world, it is small and doesn't overwhelm the player. I am brutally aware that giving the player an option, even if it is a sham, creates a more personal connection between the player and his/her avatar, resulting in a greater sense of immersion, which is the very state that powers the video game industry itself. Open world games can be fun just because they create a greater sense of control, but it should be noted that the only aspect of a game controlled by the player in an open-world game is the pacing of progress, NOT what is required of them. A Sonic the Hedgehog game (not open world) can only be played by either making progress or losing. Open world games are unique in that they can be played without making progress or losing. They allow the player to complete the missions (over which they, once again, have no control) whenever they want. But honestly, I think you get it. Open-world games don't do it for me, except for Spider-Man 2, which is essentially the only reason why I bothered to use the words "mostly, often, and seldom" in this article, as opposed to "always, never, and never", which would have forced me to title this article "An Abundance of Words That Make Me Sound Ignorant: About 3 Adjectives Too Many".

Wednesday, March 26, 2014

What's Good With That Game - Paper Mario Thousand Year Door

In celebration of what feels like the end of a thousand year break from this blog, I shall resume my work with a game whose story also has to do with a thousand years!

Despite having pestered my friend all summer about returning my copy of Paper Mario Thousand Year Door to me, it wasn't until just a few weeks ago did I finally get to really devote some time to sitting down and playing it. Just a reminder, What's Good With That Game is an arch of this blog where I write about a game that I have only played a small bit of (less than half) so we can witness how my initial feelings towards the game either change or remain the same as the game goes on. As of this point, I have just completed chapter 3 out of what I am guessing is 7 or 8 chapters. I have about 11 hours clocked on my file "dicks" and I am still having a blast playing it. So, as Mario does, allow me to jump into it.

Paper Mario Thousand Year Door


The Paper Mario series has been one that combines a side-scrolling open world with strong influences from RPG and platforming games. Gameplay and progression is rather Zelda-like, as you typically spend a bunch of time in several different locations, get some new items or a new ability, and use that ability, along with abilities obtained earlier in the game, to solve puzzles, hit switches, find keys, defeat bosses, and save days. The game is divided up into chapters to provide clear separations between sections of the game like a story book, and the fighting system is a really refreshing and rather hands-on turn based RPG. So with this in mind, we ask the same questions as always:

Why did I pick up this game?
What do I think of it so far?
What do I anticipate?

I got a WiiU and 3DS for Christmas (divorced parents FTW). I've been playing a lot of Sonic Lost World for both systems along with Sonic Unleashed which I have been playing with my suite mate at school. I've also been playing Donkey Kong Country Returns, Monster Hunter 3 Ultimate, Super Mario 3D World and Cave Story 3D. A lot of these games are just platformers or adventure games with little depth. Although I love each of these games so much, I did long to play something more story-driven, and since I keep my WiiU at home so my brother can still enjoy Darksiders 2 and Pikmin 3, I have not much more than my trusty Gamecube and a bunch of unopened games from the summer to play. One of those games was Paper Mario Thousand Year Door. Recommended to me by my friend SchistOnUranus, whose opinion I consider very highly, I decided to give this one a go, expecting that if anyone was going to provide me with an experience that was going to make me feel like the hero I longed to be, it would be Nintendo. I looked forward to a story-driven adventure game, and I've been beginning to think that I am getting so much more.

For me, Paper Mario Thousand Year Door had a slow start. I walked around the main town, Roguesport, for a bit, solved some puzzles, fought a dragon, typical ZeldaMarioMetroid stuff. The game essentially has 2 different ideas fueling the entire experience: oldschool Zelda Dungeons and Final Fantasy turn-based RPG fighting. Now I was aware of this going into the game, but I had trouble determining which area was going to offer me the most consistent level of fun. I expected the open-world and exploring to be the part that I enjoyed more, as opposed to the fighting which I thought would be shallow. Because of this, I began my Paper Mario experience running around a pretty large world that admittedly had little to explore while skipping over a majority of the avoidable fighting, but I was wrong to do so. It wasn't until I started to fight more and increase the levels of Mario and his pals did I realize that fighting was much less of a hassle, and was a lot more fun than I had originally thought. You are pretty weak in the beginning of the game, and there isn't much you can do about it, but the more you fight, the better you get, and when each fight changes from a world that stresses you the fuck out to a world that involves you stomping on Dragon's heads and pounding Goombas with hammers, it really starts to establish itself as the better half of the game. The chapter I just completed, Chapter 3, had a lot of emphasis on fighting and even though I consider turn-based games to be slow, I was thoroughly entertained during all of chapter 3, so much so that I do dare say I am excited for chapter 4.

I am usually pretty skeptical about games I play nowadays. I am just so afraid of spending my time playing a game I don't enjoy that I look for reasons to put games down instead of looking for reasons to continue playing them. However, the more I think about Paper Mario Thousand Year Door, the more trouble I have deciding why I would stop playing it. It is a great difficulty level, does not require a walkthrough, minimizes grinding of both fighting EXP and coins, and has a good story that is simple, yet effective. My only complaint so far is that sometimes there is WAY too much fucking talking. I find my self spamming the A button during most of the text as of recently. Sometimes, I just want to play, and when I do, just shut your fucking mouth.

In the end, I look for games that I will pause because I want to take a break, not because I am stuck, lost, or lacking the necessary skills. Honestly, eventually I do plan to get back to that list of my top ten favorite Gamecube games and when I do, this may be a contender. Paper Mario Thousand Year Door is a perfect difficulty and is just fun to play, and honestly, games that can be described in such a way can be tough to find today, so if you're looking for one, both SchistOnUranus and I are recommending this guy to y'all.

Note: From what I have seen of the game, South Park Stick of Truth is a Paper Mario game in disguise. If you like one, you'll probably like the other.

Thursday, September 19, 2013

I Put This Down: Tales of Symphonia

Mkay so as you all know, I acquired about 20-22 new Gamecube games over the summer. God damn. I haven't even opened all of them yet. I had to develop a strategy in order to quickly play and/or beat all of these games so that I could talk about them here. Typically, I would figure out which games were short, and I tried to blast through them, while allowing myself to spend weeks on longer games, such as Metroid or Wind Waker. Among these longer games was, and still is, one REALLY damn long game. With a typical playthrough occupying at least 80 hours of your life, this next title really had me baffled as far as how I was going to go about playing it quickly. Do I play it every day for a month until it's done? Do I allow myself to take 1000000000 years on it while playing other games in between sessions? Well Ill tell you, what wound up happening was me putting this game down. "Ill play it later" I would tell myself. But days, weeks, maybe a month went by before I finally picked this game up again; this is where our story begins.

Tales of Symphonia

Recently, I've been going around saying "Most of Gamecube's best games came from Dreamcast." It's a hyperbole, not a lie. Tales of Symphonia is a JRPG (Japanese Role Playing Game) that came out for the Sega Dreamcast maaaaany many years ago. Despite it's age, it has made a pretty remarkable impression on Gamecube and RPG fans alike. There are many notable qualities this game has. From it's adorable graphics, to it's deep story, this game really kicks ass from beginning until...you put it down. Notice I didn't say "end". It's true- I haven't finished this game yet, but I will. Don't worry. The question today is the same as it always is with I Put This Down:
Why did I put it down?  Why did I pick it up again? What do I think of it now?

Why did I put this game down? Well let's see. I suppose the answer is that I simply didn't have time to play this game. Believe it or not, between my band, school, sleep, friends, working out, getting mad chicks, getting beefy, buying Red Bull, and donating large sums of money to charity, I didn't have a spare 80 hours of my awesome life to designate to this game. It is a shame too because I really do enjoy this game. Tales of Symphonia is the first real RPG I've ever played, so the new gaming experience was very exciting. This game is often praised for it's amazing character development, graphics, fighting style, and soundtrack. The dungeons are fun because the 1 item you have that pertains only to dungeon exploration changes with every dungeon, affectively creating as many different puzzles as there are dungeons. These are all claims that I found too awesome to be true while reading about the game, but it turns out that they are, in fact, true. Those were just a few reasons why the game was all the more difficult to pause. Unfortunately, in the end, the amount of fun the game was to me was not enough to keep me going for more than 20 hours at a time. Ultimately, I put this game down.
 
But then I picked it up again! I think I just missed playing it. The thing about Tales of Symphonia is that the story makes you want to play the game. It's like reading a good book - you may not love reading in general, but what the hell, are you just going to put down the damn book without fucking finishing it? You're already 20 damn hours into it you scumbag! Just finish it and learn what happens. The game is fun to play and the ever-growing story counteracts the sometimes repetitive gameplay. Maybe you find yourself pressing the same buttons over and over, but the reason WHY you're pressing those buttons changes, and so does too your feelings towards the repetition. Considering the game has 80 hours to god damn do it, the character development IS really flawless. You got some dudes betraying you, some people dying, some friends destined to become enemies, some unlikely alliances, all while optional cut scenes take the development one step further by providing you with windows into the personal lives of each of your team members. Is the viewing of these scenes essential for the understand of the story? Not at all, but they are a good example of the steps game designers can take in order to ensure that those who may put this game down pick it up again. As you guys know, this isn't a review, so I can't talk about gameplay that much, but I will say that the fighting is fun as hell, as it takes place in real-time akin to Viewtiful Joe or even Super Smash Bros., and navigating the open hub world is very fun and rewarding. When a developers give you a big map, they want you to get lost. They want you to appreciate what they have created, and I do. I so do, Namco.

So what do I think of it now? I love it. In the end, Tales of Symphonia offers an exceptional gaming experience. Nothing is too challenging, nothing is too annoying. Everything is perfect as far as I am concerned. The idea of playing an 80 hour game is daunting to me, as, like I've said, I've never played an RPG before (I know this isn't even the longest RPG out there, dickhead, so don't yell at me), but I anticipate feeling really good when I beat it. It will be rewarding and I look forward to it. I do feel like I will wind up putting it down in increments of 20 or so hours, but that's fine by me. If spending 80 hours on this game is inevitable, then I might as well enjoy every last second of it. Seashells. Forever.