Archive for the ‘Game Overview’ Category

Game Overview: The Villains of Final Fantasy Week 3

Friday, October 10th, 2008

Insert another credit, because it’s time for your weekly video game news and you’ve just hit the Game Overview screen.

With every Final Fantasy game there exists great (and not so great) teams of heroes bent on saving the world from some sort of evil force. While we could take a look at those heroes, let’s instead take a look at the evils that motivate these heroes to do what they do.

It should be noted that this feature will be full of spoilers.

Week 1 - Garland
Week 2 - Emperor Mateus of Palamecia

Final Fantasy III spearheaded the amazingly innovative, and often imitated, job system that sneaked its way into every other Final Fantasy game starting with III, was enhanced in V, and up until Final Fantasy VII (I claim that materia is a modified job-system). It was also utilized in Final Fantasy X-2 via dress spheres. Unfortunately for us, it had yet to refine its villain characterization, resulting in a final boss who you basically don’t see or even know about for the vast majority of the game.

The actual final boss of Final Fantasy III is about as nebulous as they come (sorry in advance for this terrible pun). The Cloud of Darkness is a chaotic force that seeks to end the world after it was thrown out of balance by the light and dark warriors and crystals. She (it has female appearance) actually kills the light warriors at one point (the player characters) and it takes the sacrifice of the dark warriors to allow the light ones to even have a chance to kill her.

It’s a tough battle, being an old school FF game and all, but good job composition will allow the team to take her down and save the world.

Evil Rating:

She’s a force of nature hell-bent on ending existence. That being said, what Final Fantasy villain isn’t? You don’t see her until the end of the game and most of the evil situations going on in the world are not even close to her or her minion Xande’s responsibility.

1/10 (remember, wanting to end the universe is not that evil in FF games)

Cool Rating:

She’s an amorphous, naked, green cloud of evil. Lame. She does kill the Light Warriors though, so kudos for that.

3/10

Image:

DS Remake Model

Video:

Game Overview: The Villains of Final Fantasy Week 2

Friday, October 3rd, 2008

Insert another credit, because it’s time for your weekly video game news and you’ve just hit the Game Overview screen.

With every Final Fantasy game there exists great (and not so great) teams of heroes bent on saving the world from some sort of evil force. While we could take a look at those heroes, let’s instead take a look at the evils that motivate these heroes to do what they do.

It should be noted that this feature will be full of spoilers.

Final Fantasy II is a black sheep in the Final Fantasy series in many ways. Having never played it, I can’t really speak to some of these changes as being worthwhile or not, but we’re talking the first permanent deaths in the roster (no longer happens in modern Final Fantasy games or at least since VII) and an unconventional character development system that was based on character actions.

But we’re not here to talk about milestone moments in FF history, we’re here to talk about the jerk who needed to die at the end of this game, Emperor Palamecia. Having summoned beasts straight out of the depths of hell to assist him in world domination, this pretty-boy bastard needed to die and die he did. The heroes successfully get into the palace and kill the Emperor, sending him straight to hell. Of course, that’s not the end of Palamecia, because he somehow absorbs raw power in hell and threatens to destroy the world. Again, it’s hard to rate a final boss who I’ve never faced, but how can you argue against a boss who wasn’t even defeated the first time you killed him? How can you argue against a boss who dies and usurps the throne of hell from whatever being held it only to threaten the world yet again?

So the party heads back down into Pandemonium (i.e.: hell) to finally end this dude.

Evil Rating:

He killed the main character’s parents, poisoned a city filled with Dragoons and Wyverns, and destroyed plenty more with cyclones. Not a bad rap sheet compared to Garland’s claim to fame: kidnapping a princess, being killed by the Light Warriors, and entering a time loop.

6/10

Cool Rating:

He’s supposedly a really good-looking dude and how cool is it that he comes back as a super-demon from hell? I’d say he’s pretty cool.

7/10

Image:

Demon Emperor Palamecia

Video (in Spanish!):

Game Overview: The Villains of Final Fantasy Week 1

Friday, September 19th, 2008

Insert another credit, because it’s time for your weekly video game news and you’ve just hit the Game Overview screen.

With every Final Fantasy game there exists great (and not so great) teams of heroes bent on saving the world from some sort of evil force. While we could take a look at those heroes, let’s instead take a look at the evils that motivate these heroes to do what they do.

It should be noted that this feature will be full of spoilers.

Starting at the beginning, we have Garland/Chaos. After the Light Warriors defeated him in the present, he had the fiends send him 2000 years in the past where he became Chaos and sent the fiends to the present. Yes, it’s a confusing time loop, but this is what Sakaguchi wrote for his first RPG epic.

Unfortunately, that’s about the extent of the villain’s development, it being a rather primitive Final Fantasy game. Garland was supposedly a corrupted good knight too, but that’s about it.

Is he a good villain? Naw, not really. You see the guy twice in the game, once at the start, where he’s a tool that’s easily dispatched, and then once at the end of the game, where he transforms into Chaos and you kill him. He has much more of a presence and personality in Brian Clevinger’s 8-Bit Theater.

There’s not much to say about this one-dimensional villain, but without Garland, we wouldn’t have the other bosses of the future. We thank you Garland, for paving the way.

Images:

PSP Remake Sprite
Dissidia Concept Art
8-Bit Theater Garland
Chaos PSP Sprite

Battle Footage:

Garland

Chaos

Game Overview: To Boston!?!

Thursday, September 18th, 2008

Breaking news:

Following the departure of Jeff Green from the GFW magazine, it seems that my actual favorite member of GFW, Shawn Elliot, is also splitting to head to 2k Boston, the game studio responsible for Bioshock.

While I applaud his career move out of the sinking ship that is GFW, I have to say that I will really miss his presence on 1Up podcasts. Best of luck to you out there in Boston, we’ll miss you man.

Game Overview: Stephen and the Colbert’s

Friday, September 12th, 2008

Insert another credit, because it’s time for your weekly video game news and you’ve just hit the Game Overview screen.

In one of the more perplexing DLC moves, Harmonix has released the single “Charlene (I’m Right Behind You)” the “80s song by Stephen and the Colbert’s” on Rock Band. It’s pretty hilarious to see and, as it has been pointed out, a brilliant move to synergize corporate products by Viacom who owns both Comedy Central and Harmonix.

Game Overview: Squeenix Wants Tecmo! Tecmo Flees to the Arms of Koei

Friday, September 5th, 2008

Insert another credit, because it’s time for your weekly video game news and you’ve just hit the Game Overview screen.

In an effort to diversify their holdings, Square Enix submit a peaceful takeover bid for Tecmo, the very troubled developer of many beloved series like Tecmo Bowl, Ninja Gaiden, and Dead or Alive. What did Squeenix get for asking nicely? A big, fat NO.

Turns out Tecmo rather likes being independent, but not as much as they let on at first, despite their building problems with employees and the law. It all started not too long ago with the very public, very ugly departure of Tomonubu Itagaki, basically the brains behind all those classics like DoA and Ninja Gaiden. He claimed he didn’t receive the bonuses promised him for completion of his games. Not too long after the employees of Tecmo began suing for unpaid wages for forced overtime. Things were looking bleak for Tecmo.

Cue Square Enix to show up as the cavalry, if you will. Knowing they need to start doing more than just the standard RPG, they figured that the ailing Tecmo would be a simple and clean (bonus points if you get the reference) acquisition. Little did they know Tecmo would be so fiery and say no. After news came that Tecmo was talking with Koei, Square Enix sent a rather sheepish note asking Tecmo to please tell them why they said no. Tecmo did not respond, Squeenix pulled the takeover offer.

Will Square Enix go for another company now? Keep your browsers pointed here and I’ll let you know.

Big N: Super Mario RPG

Thursday, September 4th, 2008

It’s probably too early to start calling me Nostradamus (we’ll have to wait until the regular season of baseball ends to know just how good I am), but if you remember this post I mentioned that Mario RPG’s launch on the VC in PAL territories would spearhead a US release. Lo and behold, Mario RPG, one of the greatest Mario games, SNES games, and RPGs in gaming history.

It’s too bad that Square Enix won’t be releasing any of its other landmark SNES RPGs on VC, preferring to milk tons of money out of players with remakes (which we like) and ports (which we find a bit annoying, but kind of like anyway). Go out and buy Mario RPG and let’s hope that Earthbound hits the system soon.

Game Overview: ABDN Reviews MGS4

Friday, August 29th, 2008

Insert another credit, because it’s time for your weekly video game news and you’ve just hit the Game Overview screen.

(SPOILER NOTE: Tim’s review, my review, and some of this post have MGS spoilers. Read at your own risk)

I’ve taken a few excerpts from Tim Rogers’ brilliant review of Metal Gear Solid 4 and I’m going to talk about them a bit. He totally threw us for a loop, revealing the game that is NOT ABDN’s best game of all-time, but revealing a game he firmly believes not to be. Let’s get started:

“If it’s a fact that Metal Gear Solid 4 sucks on purpose, we can hardly blame Kojima for that, either. Given his previously well-documented disinterest in the series, its having been promoted as his “opus” must have turned his stomach. It’s clear that Kojima’s priority was the game’s plot, and making sure it “satisfied” fans: like the world’s fattest kid circa 1989 winning a Toys R Us shopping spree, Kojima struts zombie-like into the warehouse of his past work and proceeds to remove absolutely everything from the shelf, dropping one item at a time into his bottomless shopping cart. He eventually gets up to the cash register, leaves the cart unattended, pulls his smokes out of his jacket, and steps outside.”

In this point I can’t help but hope that Kojima was in fact making a disappointing game on purpose. Sure, MGS4 wasn’t terrible, but after all the hype, after Metal Gear fucking Solid 3, I found myself thinking “Really? After that, this is what you bring to the table?” MGS3 was so good that I suppose surpassing it was either impossible for Kojima or, as Rogers says, not even the point of what he was doing. He made MGS4 because he had to. He made MGS4 basically a checklist for unanswered plot points because he ultimately wanted to be DONE. May Hideo Kojima never have to have as much control over or make another MGS game. The man, despite what Rogers thinks, is brilliant. I like to think it’s just a question of him finding a project that truly interests him again.

“By act three, the game has abandoned its neat little idea in favor of a far neater one: we are now following a guy through a European city. Snake is wearing a trenchcoat, looking like Gillian Seed from Snatcher (the fans swoon), and it’s quaintly foggy. Ironically, this proved to be our Absolute Favorite Part of the Game. Since age nine, we have wanted to wander a European metropolis after curfew, letting a shady man obliviously lead us to his shady headquarters. This is the reason we studied Russian and Chinese in elementary school while everyone else was busy pretending they knew something about sex. We carried this dream in the palm of our hand until college, when it dawned upon us that we could Actually Die from doing Stuff Like This, so we started writing about videogames in the first-person plural instead. Metal Gear Solid 4 manages to get the mood and the pace of Euro-man-stalking just right. Our target is “Side A”, and the enemy troops enforcing the curfew are “Side B”. We are “Side C”. The level design in this part of the game is ferociously cute: both we and Side A are in violation of Side B’s rules; while avoiding Side A’s detection, we have to ensure that Side A avoids Side C’s detection. This ends up pretty fascinating, whether you have watched the opening cut scene or not. Eventually, you get to the goal, and suddenly you’re riding shotgun on a motorcycle in yet another ropey on-rails shooting sequence. It’s like waking up from a dream about the Bahamas to find out you’re actually in Bermuda. Instead of intimately sharing military secrets with a woman you picked up at a poker table, you’ve got your mother asking you to shoot a helicopter down.”

I feel the need to interject that, despite Europe being compelling to Rogers and the ABDN crew, it’s rather dull compared to the actual MGS gameplay that I wanted. The gameplay of MGS3 was not about following a dude, although it’s also not too far. The dynamic of hiding from two forces is decently interesting, but its perhaps marred by the game itself. You CAN just take off the trench coat and continue running around in your octo-camo. You can just stun all the guards instead of sneaking around. Hell, you can just kill all the guards, so long as your mark doesn’t see it happen. The gameplay isn’t quite as compelling as the other sections, to me, even if the locale IS. Wandering throughout a European city in actual MGS fashion would be quite fun and worth exploring in the inevitable, but hopefully not Kojima-directed, MGS5.

“We will disclaim, right here, that we have, for the past decade of jacked-into-the-netness, chuckled and rolled our eyes whenever anyone complained about the length of the cut-scenes in a Metal Gear Solid game. Some people said they just wanted to enjoy the “gameplay” (like that’s a real word); some people said they just wanted to enjoy the “atmosphere”. It puzzled us, to the point of rubbing our bellies in amusement, that someone would dare to want to play Metal Gear Solid with absolutely no invested interest in the characters. It’s not that the story and the characters are necessarily great literature so much as they’re insperable from the game’s progression and atmosphere. If you only like the game mechanics, you’d be better off playing Pac-Man — it’s basically the same thing. Conversely, if you only like the story, you’d be better off reading a book. (Crucial: notice how we recommended Pac-Man for players who only like Metal Gear Solid as a game, whereas we recommended any book in existence for those who enjoy it as a story.) If nothing else, the original Metal Gear Solid had a dignified flow to it: the characters were all rough sketches, all vaguely likable. Conceptual Bullshit was kept to a minimum, and by minimum, we mean “Maximum, in Hindsight”. There was a fucking “boss” who you didn’t fight, who you instead met and talked to, and he died six hours before you even knew he was a boss. The game shows you this level of virtuosity for a while without once flexing its muscles in the mirror; at a certain point, it starts delivering soliloquies about love blooming on the battlefield; by this time, we are so into it that we can’t give up now. The game has worked its spell on us.”

Rogers brings up a vital point about the REASON people play a Metal Gear Solid game. It makes sense that a blockbuster like the MGS series is not only attract people who firmly agree with the gameplay environment, but I too marvel at the people who complain about cutscene length, but claim to be fans. The game IS about long cutscenes. The game certainly has a specific aesthetic created by its controls and actually interactive portions (ie: the parts where there aren’t cutscenes), but without the context, I would think it’s quite boring. Then again, I’d say I’m a person who is mostly motivated by story. I’ve played abysmal games just to see their endings in the past and I continue to play mediocre and great games, like MGS4, just to see what happens at the end. It’s absolutely true that divorcing MGS from its cinematics is divorcing the entire reason for playing from the game. It just makes no sense otherwise.

“Hindsight will tell us that, in concept and execution and everything in between, Metal Gear Solid is better than Metal Gear Solid 4, though this hardly matters. What matters is that we have grown up, and Metal Gear Solid has grown down.”

This is absolutely true. I would have to take a second to very firmly point out that MGS4 is, by no means, a bad game, it does suffer from something no other Metal Gear game does: sequelitis. It tries too hard to be what is iconic Metal Gear for its fans as a conclusion to such a degree that it is less Metal Gear for doing so. Think of the Solid games starting with MGS. Sure, that wasn’t much more than a rehash of the elements of MG2 (in fact, elements of the MG games continually repeat, but that’s actually a major theme of the game (how brilliant is Kojima to make “laziness” translate into “artistic purpose”?)), but getting serious, it’s plain that MGS2 is radically different from MGS. You have a totally new protagonist running around through an environment that is fundamentally different from Shadow Moses. The game felt different enough to warrant significant fan backlash causing low sales of the third, also fundamentally different Metal Gear Solid 3, where you, the player, are now in the past, the tech is old and different, changing the game from Pac-Man to something slightly different. Snake is not the same Snake (although he arguably/genetically) is, you now have a camouflage system, you have to eat to maintain stamina, and you have to treat your injuries.

Meanwhile, here comes MGS4. There are some slight gameplay tweaks here and there with octo-camo and the Drebin weapon system, but you’re not doing anything fundamentally different from the past games. You even have a stage where you revisit an old locale. MGS4 suffers because it is too much like the MGS games of the past. Kojima should have continued to grow as he did with MGS3 instead of regressing to the asinine and stupid with monkeys in diapers and god-awful stupid cutscenes. See Rogers’ treatment of the fried egg dilemma in the same review for more on that.

“…the (seemingly) hour-long sequence in which Ninja Raiden Riverdance-Duels a gay vampire in order to buy Snake, Otacon, and their pet robot enough time to escape from the hell of South America via helicopter is a chief offender: look at those moves! The moment we, as a “player”, behold a scene in a “videogame” and think “Man, someone should make a videogame out of that”, the ghost is essentially given up.”

Also (mostly) a first for MGS4 is the sequence where we cannot control Snake’s (or Raiden’s) bad-assery. The only notably awesome action sequences outside of MGS4 I can think of that we did not, in fact, get to control happen in Twin Snakes (this was widely hated) and in MGS3 in one scene. There is ONE scene in MGS3 where Snake beats up on the Ocelots with CQC. Every other time Snake tries to be fancy with CQC in a cutscene, The Boss, Volgin, whomever, seriously kicks his ass and makes him look like a moron. EVERY OTHER TIME. The player should not ever wish to control a cutscene in a game. Games are created to allow us to control the cutscenes. This is the failure of Quick Time Events too, in my opinion. Too much abstraction involved with making the protagonist look amazing.

“Eventually, the game turned us off to the concept of entertainment in general. Eventually, the game makes us start drinking.”

While MGS4 was, by and large, a disappointment to me as I became a victim to hype and high expectations resulting from playing MGS3, it is not this bad. It’s got its rough edges and, as Rogers loves to state in his review, the cutscenes are a train wreck of awkward acting and dialogue that would make almost anyone embarrassed to be seen playing the game (I’m looking at you Johnny…while I’m at it, you too stupid monkey in diapers), but I still stand by my review stating that you should play it. I’m pretty sure that my review was full of disappointment over finishing a great series off with less of a bang, but more than a whimper, it’s definitely worth a play.

(Just when you thought they were over, welcome to another MGS-full post)

PC: What Would People Do If They Knew That I’m A…

Thursday, August 28th, 2008

In what is probably the most interesting news story I’ve seen in a while on Kotaku, it seems that there is a new game called Guitar Praise - Solid Rock that revolves around the Guitar Hero concept, retooled to have a tracklist of entirely Christian music.

It’s both a hilarious and good, I suppose, to have such a popular gameplay mechanic ripped off (stolen, if you will) and put in play for God. It’s (religious games) been done before with hilarious result and mocking by the AVGN here and here.

Regardless of how you feel about the religion, I suppose it’s not so bad after all. It’s a market whose fans might not get to play the other versions because they don’t like the music, so why not broaden it and allow them the fun of music they enjoy. Those of you at home keeping score realize that I’m just waiting for someone to independently make some sort of ska music game and realize that I know this is a good sign, even though it could be a cheap knockoff. Follow the link for the full tracklist.

Game Overview/Bookmark This!: Consoles I Have Known

Tuesday, August 26th, 2008

Todd Levin of the Morning News has written a great set of articles highlighting how video games have shaped and affected his life. I love articles like this detailing the way that these things that I love, these things that I’m so often told are a waste of time, are written about in a way that shows that they really do have an effect, both good and bad, on our lives.

First article
Second article
Third article
Fourth article
Fifth article
Sixth article