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 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.
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.
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.
Deep from the trenches, it’s time for your Monday video feature: Embedded Reporter.
As someone who is in the market for a decent new coffee table, I couldn’t help but wish that this one in particular would be the best possible choice for a guy like me.
Best part about it is, it actually functions as an NES controller.
If you read my 8-bit All-Stars feature you know I love me some Mega Man 2. There was just something sublimely perfect about that game with its polished level design and great boss battles.
It’s been a long time since we’ve seen a real sequel to a Mega Man game. The last canonical MM game was MM 8 for the PSX in 1997, with the X series taking over with about eight installments that have also stopped coming out.
Imagine the world’s surprise when Mega Man 9 all of a sudden showed up on an ESRB classification website. Could the beloved franchise be making a return in all of the splendor of the current generation’s technological advances? And then we saw the first screenshots and trailer…
Cue some controversy. I’d say that a large number of dedicated MM fanatics were happy with this new direction, but many were perplexed by Capcom’s choice to go way old school with this new installment. Personally, I’m a fan of the new direction. When you look at the disappointments that have been the more recent MM games, it seems clear that a conscious effort to get back to the roots is just what the series NEEDS. Not to mention the fact that old school, 8-bit Mega Man music is great.
It’s not exactly a straight NES-style game though, it does have some technological advances. If you look closely you’ll see that the game does have some fancy-pants effects that weren’t possible on the NES. Personally, I’ll be happy if the game manages to not drop framerate when a bunch of enemies appear onscreen.
Another neat little change in the Mega Man conventions is that MM 9 will feature the first female robot. Splash Woman is the first non Man robot in series history. Some purists are very anti-Splash Woman, but I’m pro-female evil robot rights.
If I’m not mistaken, Mega Man 9 is slated for a Fall release on WiiWare, Xbox Live, and PSN.
“It used to be, if you found a key in a Zelda game and you didn’t know what a key did, you were either mentally handicapped or you reached for the instruction manual. I suppose, eventually, someone in Nintendo’s R&D did a big Powerpoint presentation, with the cooperation of a local psychiatrist, proving — quite logically — that people absent-minded enough to forget what a key does have probably also lost both the box and instruction manual of the game they’re playing. As an employee in a videogame company’s marketing division myself, I could put up a convincing presentation to explain that we should probably just explain once what a key does, and then leave it up to these instruction-manual misplacers to either remember that, or figure it out anew. If anyone attacked my views and said that we can’t shut out the morons and the idiots just because most people — not to mention most gamers — aren’t either, I would jump up onto the boardroom table and scream, what the fuck do you do if the person loses the fucking cartridge, huh? What the fuck do you do then! Would you give out a free game and console to a shaky kid who showed up at a game shop and said that first he lost the manual, then the box, then he forgot what keys did, then he lost his lunch money, then he lost the game cartridge, and then his DS? There’s a certain line, separating the place where enough is enough and the place where enough is more than enough, and incessant “You got a key!” messages, as a habit, is at least a couple steps into “more than enough” country.”
The time: Thanksgiving 2007
The place: My parent’s house out in Florida
The game: Super Mario Galaxy
I may have some of the details wrong, of course, but I distinctly remember the conversation. Shortly after receiving a new game and liberating it from its plastic prison, I immediately popped that sucker into my Wii and started playing the game, eager to see if this was as good as all the critics claimed. Eric saw this and then he asked me a question. “You’re not gonna read the instruction manual first like we always used to?”
I don’t remember if I told him my reasoning or not at that point, but it all boils down to the fact that, after the opening cutscenes have ended, the game explicitly tells me that I can jump by pushing the “A” button. Why should I bother trying to pick up and read the manual to a game when I’m gonna have to learn how to play the game in the opening zone anyway?
Video games weren’t always in such dire straits when it came to hand-holding (I addressed a similar topic, difficulty, not too long ago here). Blame it on the limitations of the medium, but the video games of the past had neither the time nor the desire to try and clue you into the mechanics of the game. Take Tim Rogers’ example of the key in Zelda. Graphics had evolved far enough from the Atari days that we could recognize that Link was picking up keys. They had also evolved enough that a door blocking our path had a keyhole in it, something that most people have the schema in place to understand requires a key to open. There was a counter in the bottom left of the screen and when you used a key on a door, the door permanently opened and the counter performed a little n– (although this may have predated C++…).
As games approach “photo-realism” you can be damn sure that keys look a hell of a lot more like keys. Zelda games are also not shy about the locks they put on their doors: behemoth masses of chains linked to a lock whose size is approximately 1/2 the height of Link himself. As far as I’m concerned, you don’t even need the game to tell you that you’ve picked up a key. Whenever you walk over one for the first time or you get one from a chest, you’re always treated to a scene where Link holds it high over his head. An explanation may be necessary to understand just what a bombchu or hookshot is, but a key? It’s trivial.
Back to game-starting tutorials: it’s not a mystery as to why they have superseded the instruction manual. You think gamers bitch enough about having to read in-game text? Imagine forcing them to :gasp: read a booklet to understand how to move around the map. I can also see the compelling argument that, as a kinetic medium, gameplay is best learned kinetically. It’s one thing to read that to aim in first-person in Metal Gear Solid 3 all I have to do is hold R1 to enter first-person mode, hold L1 (I think) to pull out your weapon in aim mode, and then push Square to fire, all while using L2 and R2 separately to lean left or right, respectively, or both simultaneously to move your first-person view up. It’s another thing entirely to do this properly in the game (I should know…I got my ass handed to me by Olga Gurlukovich the first time I fought her in MGS2). If you think about it, teaching you how to do it while the game is running is brilliant. You not only are learning how to play the game so you don’t throw down the controller and quit in frustration, you’re also getting some practice in.
So, as soon as they could start to fit them in the game, the (oftentimes mandatory) in-game tutorial was born. This was a real bummer for me for two entirely selfish reasons:
1. If I knew how to play a game already (I read the manual, for Christ’s sake, I know how to jump!) I was stuck playing something that counted as a level for the designers that was mega boring and unskippable. Final Fantasy games as early as FF VII mercifully allowed you to skip their materia tutorials and whatnot, but their modern day equivalents like FF X have fully scripted, unskippable tutorial battles! Ten games in and only now do they feel the need to teach me how I should be battling. Really?
2. I loved reading instruction manuals. I can still still remember the (asinine) story of Donkey Kong Country as told by its instruction manual. The epic tale featured a frightened Diddy Kong guarding a treasure trove of bananas before he is beaten up and stuffed in a barrel. That’s all without mentioning the hilarious asides that Cranky Kong tossed into the margins of the manual as he complained about the complexity of modern day games compared to games of his day.
The problem is that I’m in the majority for #1 and the minority for #2. I know too much about games and love stuff like Final Fantasy too much for them to care about annoying me with tutorial battles. They just don’t want to scare away that tiny market fragment that’s never played a Final Fantasy game. As for the second problem, well I like to read and that’s kind of rare in the video game audience. For every one of my friends who loves an epic storyline that you have to read or listen to, I can think of two or three other friends who shudder at the thought cutscenes in general (”Why am I not killing stuff yet?”). Even friends of mine who love reading in their spare time make the distinction that they don’t love to read when they’re playing a video game. Just try and get one of them to have to read an instruction manual before they understand what’s going on in a game and you’ll find yourself minus one game sale.
We mustn’t forget that the instruction manual quality has also been dropping, since no one reads them any more. Why spend extra bucks on a good writer for something that most people aren’t gonna even take out of the game case? Heck, many of them aren’t even in color anymore to cut costs.
I recognize that I’m a part of a dying breed of gamers who used to enjoy instruction manuals. Tim Rogers (boy I bet you’re sick of hearing that name in this blog by now?) is just about the only non-family member I know who loves them too, as evidenced by his spending a whopping three paragraphs and 561 words reminiscing (although some commentors would say droning on) about how much he loves and misses them in his review of Blue Dragon and that’s just the intro; I’m pretty sure he talks about them more in that review. Still, I can’t let go of them and I hope they one day return to their former glory.
Unfortunately, with the advent of digital distribution, I’m pretty sure we can kiss the instruction manual goodbye. When your game doesn’t even have to be physically put into a box, you can be damn sure that most won’t even bother with a .pdf to explain game mechanics when they can just do it in-game. Here’s to hoping that in-game tutorials stop sucking some day soon. Whether they’re just too damn long like GTA IV (5-10 hours in and STILL doing tutorial missions) or too damn boring like Super Mario Galaxy (”Press A to jump!”), they can still use some major tweaking.
Here’s the funny thing about this list of all-star games per era I’ve been constructing: there are more than three games that I feel are worth mentioning. What’s a guy like me to do?
The answer is simpler than you think. I just write blog posts about the ones that didn’t quite make it. These games do not automatically earn spots at the Table of Honor, but they are definitely all-star games and the post will be tagged as such. Some eras will have only one game in them, like the 8-bit era, but others will have several runner-ups spread across several blog posts.
So what’s bringing up the caboose of the radical games from the 8-bit era? What just couldn’t pop the bubble and make its way into the top three to receive such a dubious awesome award? Why it’s Bubble Bobble!
Runner-up: Bubble Bobble
You boot up Bubble Bobble, select 2P mode (is there any other way to play?) and then subject yourself to some difficult, old-school, tortuously hard gameplay. Now, given some of the videos and whatnot that I’ve seen related to Bubble Bobble, it seems that it was my youth and lack of practice that caused me to be so bad at the game, it being yet another NES game that I never actually completed, but I still stand by the fact that the epic journey of Bub and Bob (they had names?) was and still is quite challenging.
I have so many memories of plowing through the levels of Bubble Bobble with my brothers, encasing monsters in bubbly prisons and transmuting them from their monstery essence to delicious treats for us to eat. The wikipedia article lists all sorts of complex bubble jumps and other moves that, as far as I knew, none of the three of us ever mastered or even cared about. That never mattered though, the fact of the matter was that Bubble Bobble was fun and we totally loved to play it, die, and start over. If there were ever a game that needed a DS or XBL update, this would undoubtedly be in the top ten list.
Check out this Video Game Vault feature on Bubble Bobble:
So with that, I officially close out the 8-bit era, but feel free to throw out any suggestions that you think deserve to make this list. If I’ve played it and have something to say about it, I’ll either laud the game as genius as I have for this past four or I’ll let you know why you’re wrong.
Insert another credit, because it’s time for your weekly video game news and you’ve just hit the Game Overview screen.
Due to some poor life decisions, I find myself stranded for five weeks without any video games. What’s a guy to do, right? Well, rather than just giving you some of the headlines from the week’s video game news in lieu of what I was planning to be gameplay impressions, reviews, and the like, I’m gonna start a five week “All-Stars” feature. Each week we’re going to look at a video game era and spotlight my top three games from that era. Each of these games will also receive a place setting at the prestigious “Table of Honor” feature that I’m working on. Here’s the weekly plan:
Week 1: 8-bit Console Era
Week 2: 16-bit Console Era
Week 3: Post-16-bit Console Era, Pre-Current Generation
Week 4: Pre-Current Generation PC Games
Week 5: Current Generation
Yeah, the categories are broad, particularly weeks three and four, but it’s how I want to do them, so get off my back!
The 8-bit era. According to Wikipedia, this is the third generation of video games, and what a generation it was. You see, it technically began before my lifetime. The Nintendo Entertainment System was released in the US on 18 October 1985, just under four months before my actual date of birth. Wikipedia lists its official end at 1992, but the 16-bit systems debuted much sooner than that, with the Sega Genesis launching in the US in 1989 and the Super Nintendo hitting North American shores in 1991. It was a tumultuous time for video games, with the Video Game Crash of 1983 seemingly spelling the end for video games. Thankfully, Nintendo came along and decided to show everyone there was a new sheriff in town. Games couldn’t be officially published without the “Nintendo Seal of Quality,” limiting the crap that could just be shoveled onto the system, but that didn’t stop a huge flood of relatively crummy games from hitting the system anyway.
Of those games, I distinctly remember three stand-out games from the era, my personal top three:
While my family didn’t technically own Contra, I still have fond memories of visits to our friend Angel’s house where we either got our collective asses handed to us by aliens (apparently? I had to look it up) in their family room or wobbling around on Angel’s super rad water bed (DISCLAIMER: I no longer find water beds super rad). There was something about Contra that other games we’d rented or played just didn’t have. The controls were tight, we had co-op two player mode to help with the levels, the guns were wicked cool, and the levels were way varied. You started side-scrolling, but then you were in quasi-3-D and, before you knew it, you were now fighting from an almost top-down perspective. It all just clicked together so seamlessly. You want proof that this game is good? I don’t think I ever made it to the third level and I still think it’s great.
I’m not even going to comment on how long I’m sure this took this dude to do, but check out this AMAZING no-death run of Contra split into two parts. It’s sure to knock your socks off.
Man, it would sure be cool to be able to destroy that guy and then steal his video game prowess…If that wasn’t as blatant a hint as to the number two game on my list, I’ll just come out and say it: Mega Man 2
#2 Mega Man 2
Take a look at that box art in the above link. Does that make any sense at all to you? It sure as heck didn’t to me as a kid. Mega Man didn’t look like a real dude and he sure as hell didn’t hold a pistol. I guess I can understand the marketing boys not wanting to put what the actual Mega Man looks like on the box, but they did it with Mario, right? I’m sure it doesn’t help that real life Mario looks way scary…
Anyway, let’s talk about the gameplay a bit. Mega Man was one of my first encounters with a non-linear game. I’m pretty sure we owned a golden Legend of Zelda cartridge, but the gameplay baffled me and I can’t remember if we had it before or after we got Mega Man 2. That’s all beside the point anyway, which is: How cool is it that you get to pick which Robot Master you fight first? My personal favorite first start was to hit up Metal Man, since he was easiest to beat (Wood Man was another popular choice of mine) without any of the other powers. After that, it was kind of a crap shoot of trial and error for the non-web-enabled gamer of the late 1980s/early 1990s to know where to head next. At some point, my brother somehow found out what order you were supposed to fight them in, possibly through a strategy guide, and we were actually able to see the final sections of the game against Dr. Wily. Those were definitely a challenge and way tough, but also lots of fun to play since you had Mega Man’s full repertoire of weapons at your disposal. Here’s another game that I don’t remember ever beating, although I do remember fighting a dragon for some odd reason or another. All in all though, a tight gaming experience with a creative mechanic to me at the time. Stealing powers and knowing that they were strong against another guy, just brilliant. I do have one thing to say though, I’ll be god damned if ever beat Quick Man. Those beams of energy were way cheap…
Below is some dude’s tribute to Mega Man 2
Man oh man, what could possibly be the best of 3 on a system like the NES. Which game could be first on my list, but 3rd at the same time? Ok, ok, enough lame hints, you probably already know I’m talking about Super Mario Bros. 3.
#1 Super Mario Bros. 3
SMB3 is, and always will be, as close as you can get to perfection embodied in 2-D platformer. Just about the only criticism I can come up with, and only after wracking my brain, is that the myriad of suits are sometimes very situational and there aren’t enough opportunities to get the cool ones like the Tanooki, Hammer Bros., or Frog Suit. Other than that, Shigeru Miyamoto proved not only that lightning can strike the same place twice, but that it can strike the same place twice more awesomely than the last two times it did. The innovative map screen was incredible, the tiny details, like sliding down hills, were intricately placed, you could fly, you could store power-ups, and you still retained some of the most vital Mario abilities, like warping from world to world.
My vivid memories of Mario 3, again at Angel’s house or rented, really just highlight how absolutely incredible the game was. I still, to this day, think of those days as a kid playing SMB3 when I see that opening red curtain. I still remember those days when I play the Mario Brothers mini-game. I still remember that time in my life when I see the opening to the first level. Having never actually owned the game and due to the lack of a battery backup system in the original cartridge, I never did beat the game way back in the day. I did, however, get a chance to come back to it with the release of the Game Boy Advance SP. The Christmas of my junior year of high school, there was a bundle available for Christmas: Buy the Game Boy Advance SP, get Super Mario Advance 4: Super Mario Bros. 3 bundled in and a rebate for headphones. I’d been wanting to pick up a GBA SP for a while at that point, since it featured a backlight, which all original GBA owners know the system DESPERATELY needed, and bundling in SMB3 made it a no-brainer. I resolved to never use a warp whistle and to play every single level available, regardless of whether or not I had to in order to reach the castle. It was beyond rewarding to finally finish it about 10 years after I started it.
This game is definitely tough, but I guarantee you that if you play through the entire thing, you will know what it is to have fun playing a video game. There’s no complicated camera, no objective set other than reach the end and basically almost no plot at all, and no maneuvers more complicated than maybe holding a direction and another button down, but in this way we see what it is to truly have fun with a game. Playing SMB3 I feel like I really do understand what Miyamoto talks about when he goes off about how games are too complicated nowadays and how we should refocus on what makes a game fun.
For more video game video fun, check out this speed clear of SMB3:
There you have it, my top three games of the 8-bit era. Many of you might be complaining about the lack of Sega Master System games (or anything outside of NES games), but, truth be told, I’ve never even touched a Sega Master System, much less played or even seen one in real life. I can’t have a favorite game I’ve never played, can I? Tune in next week to see my favorites of the 16-bit era. This time I’ll be able to include Sega games (will any make it?) and we’ll see games that are far more complex in almost every respect than their ancestors.
A few words on what will become my “Table of Honor” page. Basically, it’s a Hall of Fame page for the best examples of just about any category I talk about on this blog, including video games, music, movies, technology, and books. Once I finally debut this feature, I’ll be sure to post something about it.