Posts Tagged ‘snes’

Game Overview: The Villains of Final Fantasy Week VI

Friday, October 31st, 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
Week 3 - The Cloud of Darkness
Week 4 - Zeromus
Week 5 - Exdeath

It’s no secret that I love everything about Final Fantasy VI. The game was my second best 16-bit game, if you remember that old feature. In fact, this feature was inspired almost completely by the antagonist of the greatest Final Fantasy villain to ever grace the screen: Kefka.

Heading away from the job system and small parties, Square did something they’d never done before by creating a large, mostly de-centralized cast of protagonists. The main character is, ostensibly, Terra, but pretty even attention is given to at least four or five other characters, you can spend quite a bit of time without Terra in your party, and you don’t even have to re-add her to your party once you’ve reached the World of Ruin.

Then we have the main evil man of the series, Kefka. Talk about an odd one. The guy looks like a clown, both in his sprite and his Amano-inspired portrait. It turns out (and I don’t think this was that clear in the original translation, the GBA one is clearer) that he is not a jester of any sort, he’s the court mage of the Empire and one of the Emperor’s big four general-types among Leo, Celes, and the magic soldier Terra.

So he’s an evil henchman, so what? I bet there’s some ancient evil that secretly steals the scene and becomes the true villain, right? No…not even close. Kefka is truly evil, and a nihilist to boot, with actions that are truly deplorable. Edgar and Figaro won’t cooperate and hand over Terra? He sets Castle Figaro on fire. Assault on Doma taking too long and Imperial losses getting to be too much? Poison the city’s water supply, murdering women, children, captured Imperial soldiers, and everyone else.

It gets even worse. He brutally massacres a bunch of espers, throws the balance of magic off in the entire world, and causes the apocalypse. After becoming a god, he brutally unleashes his wrath against people, seeking to end life on the planet, because he can. All this unparalleled evil, yet in most every battle with the player, Kefka just runs away at the completion.

Here’s to the most evil, human villain Final Fantasy has ever seen.

Evil Rating:

War criminal, bringer of the apocalypse, brutal murderer, slaver. An all around bastard embodying the worst of humanity. He also looks like a clown :shudder:

10/10

Cool Rating:

Pure evil, mage, jerk, first speaking part in a Final Fantasy game, but also has a penchant for running away from battles that he can’t win. He also looks like a clown.

8/10

Images:

Sprite
Amano Art
More Amano
Battle Sprite
Anthologies CGI
Final Boss
Kefka Godform
CGI Godform
Dissidia Kefka
Dissidia Concept Art
Kefka Figurine

Video:

Kefka Cosplay:

Kefka Battle:

Game Overview: The Villains of Final Fantasy Week 5

Friday, October 24th, 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
Week 3 - The Cloud of Darkness
Week 4 - Zeromus

Final Fantasy V took a step back from the ridiculously large cast of characters in FF IV and refocused on a cast of four characters in order to fully emphasize the hardcore, awesome job system implemented within the game.

The new four light warriors (one of whom was quite unfortunately translated as Butz…) were united by trans-dimensional travelers as they attempted to solve the crystal shattering crisis affecting the entire planet. Once it became apparent that they were fighting a concerted evil entity, they found out the dreaded monster’s name: Exdeath!

Exdeath. What a terribly generic name for a decently evil villain! His ultimate goal was to unite the two dimensions and harness the power of the Void to erase existence. Pretty basic and common villain stuff, par for the course for a Final Fantasy game. His evil deeds do include sinking an entire island and killing off one of the Light Warriors in plain view of his granddaughter. She eventually takes up his mantle as a Light Warrior and fights the good fight with all his abilities, but the loss of a character you’d just spent about half to 3/4 of the game with is one FF players won’t feel for another few years.

Then things start to get weird. You see, Exdeath was originally…a tree. I’m not kidding. A tree. A malevolent tree who somehow managed to get himself into the form of a man, but who returns to his tree form near the end of the game.

Tree…

Evil Rating:

One of the first permanent deaths in a Final Fantasy game of your core group, the sinking of an entire island, and the merging of two dimensions while shattering crystals. Not a bad rap sheet.

8/10

Cool Rating:

One word: Tree.

1/10

Images:

Exdeath (Amano Artwork)
Tree Form (in game)

Video:

Game Overview: The Villains of Final Fantasy Week 4

Friday, October 17th, 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
Week 3 - The Cloud of Darkness

Final Fantasy IV was a masterpiece of soap operatic storytelling. Characters joined, left, fell in love, died, were amnesiacs, and were under mind control. It was a mess, but it was an entertaining tale of redemption for an evil man and his love for his woman.

Unfortunately we still had this very strange story anomaly where you’d play through about 90% of the game thinking one guy was your enemy (Golbez, in this case) only to find out that the real culprit was some other bloke (Zemus/Zeromus, in this case). While we can forgive the weak characterization in these early games, FF IV started to reach the saturation point for this nonsense. Sure, we love fighting evil, but wouldn’t it be nice to not just have a quick “Oh, this guy was mind controlling everyone” kind of thing be pulled on us?

So Zemus/Zeromus happens to be a Lunarian, or a dude from the moon, who’s decided that living on the moon blows. To fix this problem, he’s decided to kill everyone on the planet and take the planet for the Lunarians to live on. The other Lunarians are, surprisingly, not on board, so it’s up to the crew to take this sucker down.

Evil Rating:

He’s evil, but not evil enough to want to get his own hands dirty. 99% of the evil he causes is realized through his mind controlled puppets. I’ll give him points for wanting to kill everyone on the planet, but he’s gotta lose some for laziness. That and he totally gets owned by the heroes and has to let the embodiment of his hatred be the final boss.

7/10 (mostly because his evil intentions raze an entire town, kill multiple player characters, and are cool, but he loses points for the totally lame mind control plot)

Cool Rating:

Well he gets cool points for being from the moon. He’s also too cool for school, preferring to make others do his dirty work while he chills out on the moon. It doesn’t get much cooler than that, except that he gets owned pretty easily and has to unleash his hatred upon the world to actually be formidable.

7/10

Images:

Zemus (DS)
Zeromus (Amano Artwork)

Video:

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: Rereleases, Ports, and Remakes

Friday, July 25th, 2008

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

As you all know by now, I love Chrono Trigger. The prospect of this new port of the SNES classic to the DS has me positively salivating at the thought. It all sounds super cool that I’ll be able to own another cart of this fantastic game and that it will have those nifty little improvements made to it.

Then I look at the new Final Fantasy IV remake released on the DS. It’s not just a port like Chrono Trigger is, it’s a full-blown reworking of the game adding 3D, cutscenes, and even voice acting and I can’t help but feel just a wee bit cheated. FF IV DS launched this past Tuesday for $39.99, since Square Enix knows that they’re the only company that can get away with such exorbitantly priced DS games, but I can more or less justify paying that much for a game that is significantly improved over its SNES iteration. The new version has a retooled difficulty level and added content as well, so, while pricey, it’s still a fully-featured new game of sorts.

How can I justify paying for a straight port of the best SNES game out there when I know that the company is capable of putting some effort into coming out with an improved version? Chrono Trigger may be an absolute classic, but it would definitely be served by improved graphics or even a more significant modification like with Persona 3: FES. In that game Atlus actually added on an epilogue of extensive length and substance.

It’s not exactly out of the question to have rereleases of this nature in Japan. Nintendo as been releasing updated versions of its NES Mario games since the days of the SNES with Super Mario All-Stars. I suppose it brings with it a chance to give a new generation an opportunity to play games which are far beyond what is playable without the Virtual Console or similar service, but I just can’t help but feel cheated knowing that I will inevitably pay quite a large sum of money for yet another marginally improved version of Chrono Trigger, despite my intense love for the game.

I guess there may be a silver lining to the rather lackluster effort involved in this DS rerelease: the hopeful high sales of the rerelease may lead to a proper sequel to Chrono Trigger.

M$: Buh! Squeenix Makes a Smart, but Unexpected Move

Tuesday, July 15th, 2008

Many a developer has come out saying that console exclusives just don’t make any sense in this new, expensive game development environment. That being said, I’m pretty sure no one on earth outside of Square Enix could possibly have predicted that Final Fantasy XIII will be simultaneously launching on both the Xbox 360 and PS3 in North America and Europe (whenever the game launches).

To help give this mind-blowing announcement some perspective, the last main series Final Fantasy game (that wasn’t a remake or port) to be released on a non-Sony platform was Final Fantasy VI for the SNES back in 1994.

It should also be noted that FF XIII will NOT be multi-platform in Japan. It’s only coming out on the 360 in the states because of the substantial US install base compared to the eastern market.

Remember, stay tuned to this blog for more E3 updates that I deem interesting or important as they become available.

M$: Lost Odyssey Review

Thursday, July 10th, 2008

SPOILER ALERT: This review may contain story spoilers. Read at your own risk!

Sakaguchi’s new company Mistwalker has had its share of problems. For very perplexing reasons they chose to chiefly develop for the Xbox 360 with side development on the Nintendo DS. As a result, nothing they make for the home console, no matter how good, will ever sell all that well in their home country. His first 360 game, Blue Dragon, sold 200,000 copies in Japan, which may sound good at first, but when you look at Final Fantasy XII’s two million sales in Japan, a whole order of magnitude more, it suddenly doesn’t seem like Sakaguchi is getting a fair shake. In fact, both Blue Dragon and Lost Odyssey are no better or worse than a typical Square Enix game, but their sales are typically much lower, with Lost Odyssey only selling around 100,000 in the Land of the Rising Sun.

So now that I’ve more or less made it clear that LO is about as good as any Final Fantasy game, lets delve a bit deeper into it, because there are some differentiating aspects that actually out-Final-Fantasy Final Fantasy.

The Story

Some of the greatest buzz about the release of Lost Odyssey revolved around the fact that its story was penned by the famed novelist Kiyoshi Shigematsu. You’d be correct to be skeptical about this, bringing in outside, famous talent does not make a great story by default. So, does it fall flat on its face? Yes and no. The actual, plot-driven story is nothing you haven’t seen before. It’s about as Final Fantasy, clichéd of a story as you can find with an evil retainer, sorcerer dude who takes over a country, blah blah blah. I was able to predict most of the twists, which was disappointing, but there the real allure to the story comes from two things: the permise and the short stories.

Let’s start with the premise:

The main character, Kaim, is an immortal. He’s been around, as of the start of the game, for a thousand years. This factors into gameplay in a rather neat way, but also makes Kaim and his fellow immortals very compelling characters (unfortunately the only ones of the bunch). Kaim also suffers from amnesia (ugh…RPG cliché #1), but this actually informs and enhances our brand new gameplay mechanic: short stories.

What happens when you have an author write your story? You end up with short stories in your game. Depending on what part of the game you are in and what part of the map you walk by, you will trigger one of Kaim’s lost memories. These play out as breaks in gameplay as you read these expertly written short stories illustrating the various themes of the game. This is basically hell for gamers like my buddy Phil who hate gameplay interruptions like cutscenes, but for me these great little stories really flesh out the characters that would otherwise be pretty generic.

Lost Odyssey succeeds because its storytelling methods are so innovative and far-reaching. While the plot itself and its resolution is more or less mundane, the idea that these characters have literally been around for a thousand years and bring with them maturity and characterization to go with it makes for a satisfying experience.

Something should be said about the non-immortal cast though. Aside from Jansen, the rogue-ish comic relief (in personality, not in class. He’s a black mage), the mortal characters range from lame to downright irritating. The wonder twins, clear ripoffs of Palom and Porom from Final Fantasy IV, are the spunky girl that we’ve seen way too often and the shy, quiet, ANNOYING boy that comes from anime. Tolten is the whiny, un-confident, whiny (it needs to be said twice) king-in-training and Sed is just the uninspired grizzled old guy, although he’s the best of the riffraff.

Gameplay

This isn’t anything that radically different from any other turn-based RPG. You have the usual spells and techniques, with two small wrinkles.

The first of these gameplay differences comes from equippable rings. These rings that you equip can add effects to your attacks, from added effectiveness to enemy types to elements or status effects. In order to activate these effects, you must hold a trigger and time the intersection of two rings. Perfect alignment leads to higher damage or more probable status effects.

Immortals make up the next significant gameplay change. Since none of the immortals can die, according to the story, none of them can really die in battle either. If an enemy manages to fell one of your immortal characters, they will go down for about two turns, then automatically resurrect with close to half of their health. If everyone in your party happens to be down at the same time, you do lose the battle, but it’s a pretty nice to know that if an immortal goes down you can just wait it out. Tied into the immortal system is the way that skills are allocated to immortals. Partying with mortals allows immortals to “Skill Link” and learn the specialty skills of the rest of their party. These skills can then be implemented by the immortals at any time once learned, even if the mortals aren’t in the battle with them.

Like I said earlier, everything else is what you’d expect from a turn-based RPG, no surprises there.

Graphics

If you thought that Sakaguchi did some beautiful work on the PS2, you ain’t seen nothing yet. The second of his 360 RPGs and the first to feature more realistic characters (Blue Dragon’s characters were more anime-like, created by Akira Toriyama), Lost Odyssey is about the most gorgeous game I’ve ever seen. I just got a hold of a new, large, 1080p-capable television, and let me tell you, it looks fantastic. Let me also say that it’s not perfect, especially due to the Unreal engine that’s so in vogue nowadays.

As an Unreal engine game, Lost Odyssey suffers from most of the same shortcomings of other games of its type. Load times are long, framerates are far, FAR from stable. The game frequently stutters and is sometimes unstable. In my 60 to 70 hours of gameplay, I had the game freeze on me at least twice. The beauty and flexibility of the Unreal engine comes at a real price, but at least its not like the typical dark, drab, brown shooters mostly put on the Unreal engine, there are some genuinely bright and colorful vistas and locales.

Sound

A close friend of Sakaguchi, Nobuo Uematsu composed the themes and music of Lost Odyssey, but he doesn’t do anything super-special in the score for this game. In fact, it’s more or less a forgettable soundtrack that I mostly kept turned down in favor of listening to my own music. Everything else is pretty crisp and clear, but the English voice cast is pretty boring and annoying. Lucky for you and anyone in auditory range, you can elect to listen to the Japanese voice cast, but you end up with odd lip syncing and subtitling since they are aligned to the English vocal track, not the Japanese one. This is disappointing to be in both video games and anime, since it means the subs cater to the dubs, meaning they aren’t translations, but transcriptions. The difference is subtle, but, like I said, disappointing.

Final Verdict

Final Fantasy XII was a pretty far departure from the typical Final Fantasy fare, with real-time combat, a different loot system, and a shift away from the more recent Final Fantasy narrative style. In a sense, Lost Odyssey is the true Final Fantasy XI. If that’s what you’re looking for, pick this game up. The concept and characterization of the immortals is spot on and the short stories really do flesh out the game’s story and make it stand apart. Lost Odyssey isn’t going to blow you away with its gameplay and story, it’s just gonna fill that RPG-shaped hole in your heart, especially if you only own an Xbox. While a bit lengthy for a rental, it’s more or less a one-playthrough event, so rent or buy used if this sounds appealing. It’s definitely a good game that’s worth playing if you can get your hands on it and love JRPGS.

Game Overview: Post 16-Bit, Pre-Current Gen Runner-Up Part 1

Saturday, June 14th, 2008

There were certainly a lot of games between the 16-bit era and the current gen, but I, surprisingly, don’t have a whole lot of games on the list. It’s not that the medium entered a dark age or anything like that, it’s more that following the SNES era, I didn’t have the systems that were releasing all the AAA titles. This is why you’ll have to forgive me for missing highly-acclaimed masterpieces like Ico or Shadow of the Colossus, I just haven’t played them.

I hope you don’t think that the Nintendo 64 or the Gamecube didn’t have any good games, they just weren’t seeing too many titles outside of first- or second-party releases and, statistically, the system with the most games released on it has a higher chance of releasing good games (usually because the system getting the most releases is the most popular and the AAA devs will produce for the most popular system).

That being said, the first game we’re going to examine today was, in fact, a Gamecube game. How about some hints?

1. The main character of this game makes a cameo in Metal Gear Solid: The Twin Snakes
2. The storyline spans from the Ancient Rome to the present day (present day of release)
3. H. P. Lovecraft

Our only runner-up for today is the absolutely insane, but awesome Eternal Darkness: Sanity’s Requiem

Runner-up: Eternal Darkness: Sanity’s Requiem

With a development time that almost approached eternity itself (I know it’s cheesy, leave me alone), Eternal Darkness, originally announced for the N64 back in 1999, finally launched on the Gamecube at the end of May in 2002. Being the all-around wuss with respect to horror games or movies that I am, I was among the multitude of players that didn’t go and buy the game and contributed to its commercial failure (lucky for all of us, Denis Dyack doesn’t see this as a discouraging factor from releasing a sequel). By the time I had finally grown a pair, it was two years later during my senior year of high school. Playing through this game, which did genuinely freak me out at times, I found myself thinking, “Man, I should not have waited to play this sucker, this is a great game.”

“Flesh. Bone. Bound together with the oddest magical incantation. This wretched book is where it all began so long ago. Before time, before humanity.

I am Doctor Edward Roivas. I am a clinical psychologist. I am also dead. This is not my story, nor even the story of the Roivas family. It is the story of humanity. Like it or not, believe it or not as you will. Your perceptions will not change reality, but simply color it. Humanity has been on the edge of extinction for two millennia, ignorant of so much and dependent on so few. The Guardians grow restless. Their time once again near. Whether by fate or misfortune, my family has crossed their path, and they didn’t take kindly to it.

Their attention turns to my granddaughter, for she is the last of my line and the last hope for humanity.”

So begins Eternal Darkness. The player starts out in the shoes of Alexandra Roivas (whose likeness in contained within some of the girlie mags you can use to distract guards in MGS: TS) whose grandfather has just been brutally murdered within the confines of his mansion, located in Rhode Island. The police are clueless as to who might have committed such an atrocity, so Alex takes it upon herself to begin investigating the death of her grandfather and she starts by searching the Roivas mansion for clues.

In her quest for clues, she stumbles upon the aforementioned Tome of Darkness, a book bound of human flesh and bone, reminiscent of the Necronomicon, and begins to learn of the truth of her family’s legacy, the identity of the entities responsible for her grandfather’s death, and the fate of the rest of the humanity. Let me give you a little hint: it doesn’t look good for our species. Gameplay evolves by finding chapters of the Tome of Darkness, each detailing the exploits of different key players in the history of the Eternal Darkness.

Exploring those oh-so-cheery themes of Lovecraft, just about every one of these characters meets some sort of gruesome, grisly end once they’ve completed their chapter. Some do useful things for Alex in the future, some are fated to simply die in obscurity, their actions proving ultimately very futile. Also a factor of Lovecraftian literature, the fragile sanities of these characters play a prominent role in the overall gameplay.

On top of your more typical life and magic meters, Eternal Darkness features a sanity meter. Encountering the many unspeakably horrific beasts employed by the ancient evils you combat results in a constant drain on your fragile human sanity. This, inevitably, leads to strange occurrences within the game world itself. Walk into a room with a low sanity meter, you might find yourself spontaneously falling apart, slowly losing limbs until your head falls off. The screen will flash white, your character will say “This can’t be happening,” and you’ll find yourself at the entrance to the room, 100% in tact. I’m not gonna give away the really good ones, but there are a myriad of sanity effects to unnerve even the most steely of players mixed throughout the game, some of them fourth-wall breaking. Those are truly great sanity effects, as they immerse the player even further into the game. As your avatar loses his or her sanity, so too are you tested to see if you can keep your wits about you.

There are ways, later on in the game, to restore your sanity since an empty sanity bar results in health drains instead, but to raise your sanity meter for the sake of your own sanity really isn’t in the spirit of the game. If you’re not being freaked out by the statues that are suddenly following your character around, even though they never did before, then what’s the point?

Control and combat are a little loose for my tastes, but then again, that’s why it’s only a runner-up. This game is absolutely about the sum of its parts, as story cannot exist without gameplay, the sanity meter is just a gimmick without story and gameplay, and the loose controls are still better than most and make for a satisfying experience.

Will Eternal Darkness freak you out? Yes, at times it will. There’s nothing you can do about it. I knew about a particular freak-out moment beforehand. I knew exactly when it would trigger (it was story-based), and I was still freaked out when I encountered the event. That being said, don’t let something like being a little freaked out prevent you from playing the game. I’m about as horror-averse as they come and I still loved the game. The story is just too good to pass up.

Here’s a great US commercial for the game that I think just totally embodies the spirit of the game:

Tune in on Tuesday to see some of the best in RPGs for the last generation!

Game Overview: Post 16-Bit, Pre-Current Gen All-Stars

Friday, June 13th, 2008

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’ve instead started 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 16-bit era may have refined the gameplay of each generation prior to it, true modern game design didn’t officially begin until the release of the post-16-bit consoles with their 3-D capable processors. We’ll just pretend that Star Fox didn’t exist on the SNES for the sake of this point, but even if we do allow it, the 3-D effects in Star Fox, or on any system prior to the SNES, were primitive at best. The first real 3-D game with any influence on modern 3-D games was the launch title of the Nintendo 64, Super Mario 64. Everything from camera control to hub world design has been more or less ripped from this first, pioneering game to just about any other 3-D platformer and the conventions set forth by SM64 were even adopted by genres as distinctly different as RPGs.

Also debuting with the Nintendo 64 was analog control on the home console. Mario was able to walk or run dynamically based on how much pressure was applied to the control stick, and other companies took notice. Within a year or so, the Sony Playstation had its own dual analog stick control (two makes it better!), which initially seemed like a rip off, but was brilliant in conception as the second control stick allowed for the natural progression of the camera buttons into the camera stick. Dual analog controls led to the current incarnations of the console first-person shooter and the genre’s best attempt at mimicking the pinpoint precision of mouse and keyboard FPS control. Voice acting became prominent as developers moved away from cartridge media (some more begrudgingly than others :cough: Nintendo :cough:) onto the more spacious disc-based CDs and DVDs. In fact, games and gaming matured into the more cinematic experience we now enjoy based on the power increases this generation.

Surprisingly enough, the company that had been synonymous with the video game, Nintendo, faded into virtual obscurity with the Playstation replacing it as the industry leader. Late in this time period, we saw also saw the launch of the Microsoft Xbox and as we laughed at the bulky design, gigantic controllers, and relative lack of games available, save Halo (which I will go on record as saying I don’t really care for), Microsoft cooly and stealthy maneuvered into first place in terms of HD systems with its next console launch.

We’re getting ahead of ourselves with that last point, so let’s get back to the list. Our third place game takes place a long time ago in a galaxy far, far away…you meatbag. A blast from the past in taking place a whole 4,000 years before A New Hope, it’s Star Wars: Knights of the Old Republic.

#3 Star Wars: Knights of the Old Republic

Lucasarts knows one thing is constant about its fanbase: they will consume just about any piece of Star Wars-related media that they throw out there and that attention to detail is commonly expressed through the many mediocre video games that the company puts out. While the series has actually enjoyed a number of stellar titles, the prequel video game blitz had been taking its toll on consumers as the property was overexposed and not with a bevy of AAA titles.

Enter BioWare, a company you wouldn’t typically associate with the RPG genre. They were best know, at this point, for Neverwinter Nights, a D&D-based dungeon crawling RPG, and Baldur’s Gate, another D&D based fantasy RPG. These are very highly regarded titles to this date, as old as they are, but I know many of us couldn’t help but wonder about how Knights of the Old Republic would turn out.

Not being a company to stray from what they do well, KotOR’s battle system is essentially a turn-based RPG based on, what do you know?, the third edition of Dungeons & Dragons. The interesting part about the engine is that it defaults to a game that is very much not turn-based. You can input commands for the character to carry out in their next “turn”, but the turns were relatively seamlessly hidden from the player, making it appear that the non-queued actions were being carried out on the fly. Couple this interesting and actually well-orchestrated battle mechanic with the ability to wield a one-handed or two-handed lightsaber or dual-wield one-handed lightsabers, throw in a couple of force powers, including that evil lightning thing that the Emperor does, and you had fanboys frothing at the mouth to get their hands on this game.

Which brings us to the story, which was, rather unlike the Lucas-penned prequels, nothing short of amazing. As mentioned before, our story begins 4,000 before A New Hope and two mega-powerful Sith Lords, Darth Revan and Darth Malak, were wreaking havoc on the Republic, as Sith Lords are wont to do. The Republic is able to decommission Revan, thanks to the powerful Jedi Knight Bastila Shan, but Malak was still out there terrorizing systems with vast resources at his disposal of a mysterious source.

So what does this have to do with you, the Player Character? First, you have to decide on a couple of things: your name, gender, appearance, you know, the basics, then you’re plopped right onto a Republic ship of some sort that Malak is assaulting to get his hands on Bastila. You meet up with Carh Onasi, Bastila escapes on to the surface somewhere, and you and Carth head down to the planet yourselves to look for her, starting your adventure. The greatest part about this narrative though is that you can partially control its direction. Many of the quests and sidequests have multiple solutions based on decisions that will affect your alignment. What’s this alignment deal? It’s the core of the Star Wars existence, Light Side and Dark Side. Basically, your decisions will net you Light or Dark points that will determine which force abilities your character eventually has available to him/her. Helping people out generally nets you Light points. Helping someone out, getting your reward, then killing all of the parties involved and looting their corpses usually nets you Dark side points. While the game lets you officially decide on your ending in a dialog tree near the finale, these actions that your character undertakes will affect the way your avatar is displayed on screen and the way that characters interact with the player character. Someone like the hilarious and very evil droid HK-47 will applaud the taking of innocent life, guilty life, uninvolved life, etc., but a goody two shoes like Bastila or Carth will be a quite the buzz kill as they criticize the mass murders you may choose to commit.

Speaking of characters, the batch in this game are about as good an ensemble cast as you can find. Sure, Mission Vao, T3-M4, and Juhani aren’t that interesting, but the rest of the cast delivers it strong, with HK-47’s performance making him the stand-out character in the entire Star Wars Universe for me (followed by the eminent Grand Admiral Thrawn (AKA Mitth’raw’nuruodo) and the super-cool Mara Jade and Talon Karrde (can you tell I love Zahn’s Expanded Universe books?)).

“Definition: Love is making a shot to the knees of a target 120 kilometers away using an Aratech sniper rifle with a tri-light scope…Love is knowing your target, putting them in your targeting reticule, and together, achieving a singular purpose against statistically long odds.”

-HK-47

Yeah, he’s that awesome.

All of this great characterization and gameplay would be for naught if BioWare hadn’t come up with an equally awesome plot for our beloved player character to run through. The tale relies very heavily on the plot twist that SPOILER ALERTyou are Darth Revan/SPOILER ALERT and that the battle where you were supposedly killed resulted in you simply being captured and the Jedi Order reprogramming your mind. This overarching story of the Star Forge combined with the mini-sagas taking place on each planet make for an excellent narrative structure that BioWare continues to implement in its other AAA sci-fi epic Mass Effect.

KotOR is probably the best Star Wars game I’ve ever played and among the top-notch RPGs I’ve ever played (rare for a Western RPG!). If you’ve never played it, you can pick it up for either the original Xbox or just play a slightly enhanced version for the PC or Mac. What are you waiting for? Go play it or I’ll send HK-47 after you!

Here’s some great HK-47 video, but beware, they contains spoilers (also, the second is from KotOR 2)

This next game will probably be the most controversial entry among all of the games I’ve elevated to this position. I’ll give you a few hints:

1. Its unveiling followed a proof of concept video shown at a prior trade show that was considered to be much cooler than the final product

2. Regardless of your opinion on this iteration in the series, it’s generally accepted that this game blows

3. The Legend of Zelda: The Wind Waker

The Legend of Zelda: The Wind Waker VariousSee More The Legend of Zelda: The Wind Waker Various at IGN.com

#2 The Legend of Zelda: The Wind Waker

I’m sure a good chunk of the Zelda fans out there are wondering “Why Wind Waker? Doesn’t Twilight Princess qualify for this era?”

Yes, Twilight Princess does qualify for this era. Unfortunately, I think it’s uninspired and it suffers from lack of cohesive focus. When I played TP I felt like I was going through the motions to complete what was supposed to be an awesome game. It was definitely a more mature story and arguably slightly more interesting in execution, but it just felt lifeless and like Nintendo was just cranking out a mature LoZ title just to appease the fans after Wind Waker. Miyamoto genuinely thought that Wind Waker was a great game and I think he was seriously affected by the US fan backlash over what he felt was where the Zelda series should live. It kind of reminds me of Metal Gear Solid 2. Taken from a rather biased article written by Jeremy Parish of 1up.com, I found this quote:

“Kojima supposedly once said of Metal Gear Solid 2, ‘This is my Metal Gear. If it is to be destroyed, I will do it my way.’”

Parish admits directly after the statement that this quotation is probably apocryphal, but the general idea is still there. In Japan Kojima didn’t bother to hide that Raiden was the main character because he knew they wouldn’t mind him so much. In the states, Raiden does not have a very good reputation and a lot of gamers were upset about being duped.

This bait-and-switch happened to a much lesser degree with Wind Waker. Back in Spaceworld 2000, the aforementioned proof-of-concept video was shown.

This is what people began to expect from the next Zelda game. Miyamoto, perhaps remembering that Zelda was based on his childhood adventures in the countryside, seemed to want to bring Zelda back to its more innocent roots. The art style of WW is strongly reminiscent of A Link to the Past and the atmosphere is much less serious at times than that of Ocarina of Time (which is also amazing, but just doesn’t make the list, I like this one more).

The moral of the story: don’t make Miyamoto do what he doesn’t want to do. Otherwise you end up with a soulless game like TP instead of WW.

Speaking of WW, the game starts off by tying back to the Ocarina of Time, but this is definitely not the Hyrule that you once knew. In fact, it’s not even really Hyrule at all. The people of this world live on islands within the Great Sea. After your sister is kidnapped for looking too much like Zelda, you set out with some pirates to save her. Along the way you get a boat, explore dungeons, etc. Typical Zelda fare.

SPOILERS

The story does get good though, as you eventually discover that the pirate captain you’ve been gallivanting with on occasion is actually the reincarnation of Princess Zelda, holder of the Triforce of Wisdom! You, naturally are the reincarnation of Dan (what? I always rename Link), so you’ve got the Triforce of Courage. This leaves the Triforce of Power, which, as always, is in the possession of the evil Ganondorf. You discover your true identities underwater in the game’s surprise twist. It’s unclear precisely what happened, but at some point the threat of Ganondorf was so great that the only way to defeat him was to call forth the Great Sea to submerge Hyrule and Ganondorf once and for all. The King of Hyrule, AKA the ship you’ve been sailing around in the whole game, was still alive, but sealed beneath the waves while Ganondorf had mysteriously escaped. Once you fully recover the Triforce of Courage, you confront Ganondorf, who extracts the Triforces from Zelda, Dan, and himself, and claims that whomever touches the Triforce will get a wish granted, his being the restoration of Ganondorf-controlled Hyrule. Before he can make a wish, the King of Hyrule touches it and wishes that Hyrule and Ganondorf be washed away and for Link and Zelda to escape. Link and Zelda turn Ganondorf to stone to keep him from escaping, water pours into the previously sealed-off Hyrule, and the great kingdom is erased from history.

/SPOILERS

Aside from being my favorite LoZ game story, I think that the Great Sea is my favorite LoZ overworld. Sure, it’s a little dull sometimes to sail around the map with the whole vast expanse of blue, but it’s also calming and fun at the same time. You see, you set the wind direction and you just put up your sails and move. Every little quadrant of the map features at least one, but typically more secrets and challenges and the whole island design allowed pre-Mario Galaxy development because each island could be specifically tailored to challenge different aspects of your arsenal of equipment and moves.

Sailing is fun, the story is fun, the gameplay is fun (but WAY too easy) and, at the end of the day, isn’t that what really matters?

I remember seeing this sucker in the movie theaters:

This Japanese commercial emphasizes the stark contrast between how Zelda is marketed in the East and West. Our commercial has that dark and edgy look while the Japanese one is more whimsical in presentation:

The top game on my list for this era is one that I actually finished fairly recently. While some may argue that there might be bias because it’s the most recent of these games that I’ve played, those people are wrong. What is this game? Here’s the only hint you’ll get: within this game you will experience pain, fear, end, fury, sorrow, and joy. The one that doesn’t make much sense is probably the giveaway that I’m talking about Metal Gear Solid 3: Snake Eater (Subsistence).

#1 Metal Gear Solid 3: Snake Eater

I’ve already waxed quite poetically about the game and story of MGS3 in my review, so if you skipped that guy to avoid spoilers, don’t bother reading it now, but that’s a good chunk of the validation for why this game sits at the #1 spot.

Still, I figure I should expand a bit about what makes this game so great. More than any other Metal Gear game to date (that I’ve played), Metal Gear Solid 3 absolutely embodies the tagline of “Tactical Stealth Action.” As you slink through the Russian jungle to achieve your mission, you really do feel like this is how it would theoretically be done. Naked Snake is also a great character. He hasn’t seen as much action as Solid at this point in his life, so he’s more naive and pure. Seeing him develop into the persona of Big Boss is truly moving as you see why both Naked and Solid end up making the decisions they later make in life after growing tired of the endless manipulations of governments.

The game succeeds on all fronts and truly deserves to stand out as the best this era ever produced.

Here’s a parody video highlighting one of the other characters as the actual protagonist:

Yet another parody movie regarding the end of the game:

Oh man, what a great Japanese commercial:

So that’s that for the Post 16-bit, Pre-Current Gen top three. Keep tuning in this week to see what didn’t quite make the list, but was still awesome!

Game Overview: 16-Bit All-Stars Part 3 / Sony: MGS4 Launch

Thursday, June 12th, 2008

Here we are at the last of the 16-bit era’s all-stars that couldn’t quite crack the top three.

This game is distinctly famous for Shigeru Miyamoto claiming that this game “proves that players will put up with mediocre gameplay as long as the art is good,” which he later apologized for claiming that he was expressing some frustration at Nintendo pressuring him to make changes to Yoshi’s Island to make it look more like this game. Another, more obvious clue, is that I talked about this game in my instruction manual editorial. Our last runner-up is Donkey Kong Country.

Runner-up: Donkey Kong Country

This will be one of the few times that you hear me say this, but Shigeru Miyamoto is wrong. Donkey Kong Country was the much lauded return of Donkey Kong to the video game spotlight and what a job it did. They looked at the aesthetic of the original Donkey Kong and they absolutely brought most of that to this new game. The most obvious transition from original to SNES was the strong use of the barrel. Donkey Kong’s chief weapon in the first level makes a return as one of the most prolific items in the game. You save progress in them, fly around the world map in them, rocket through the levels in them, regain party members from them, and have a projectile attack a la the original game. The mortality of the player characters were even brought over from the arcade game with both Donkey and Diddy dying after one hit, much like Mario (Jumpman) did back in the day.

I love Donkey Kong Country because it took the conventions for how a platformer is done, pulled from Mario 3 and Mario World, and took it to brand new heights. Sure, it didn’t have the branching paths of SMW or the innovative power-up management system of SMB3, but it had pets done way better than Yoshi, tight, almost simultaneous two-player action, secrets hidden around every corner, and that trademark Rare humor (or should I say humour?) that’s long since left the company (probably left when the Stamper brothers left).

DKC was and still remains one of the coolest Christmas presents I ever got. I still have the t-shirt that came with the game as a pre-order bonus (thanks Mom!). If you’ve never played it, you should go back and try it out.

A great Sega-bashing commecial:

The kid in this commercial is wearing the t-shirt I got as a pre-order bonus:

One of my favorite video game intros:

Wow, what a journey the 16-bit era was. My most formative gaming years spanned this generation, setting up my future video game habits and tastes, most notably, my voracious love for RPGs. This era’s a real tough one to follow, I mean a good chunk of my top games of all time came out of this period. Tune in tomorrow to see which console games make my top three in the post-16, pre-current gen time period. I can tell you right now, regular readers of my blog won’t be surprised by the number one game, but can you even come close to guessing what else will be covered in the week to come? Go ahead and leave a comment with your guesses.

I hope you all remember that Metal Gear Solid 4: Guns of the Patriots launches today! Go and buy it. If you don’t have a PS3, go get an 80GB model (backwards compatibility for the win!) and a Dual Shock 3 and then buy MGS4. What are you waiting for?