The enjoyable paradigm system returns for the sequel. (Photo courtesy 289chjl)
Man, oh man…If I asked you which Final Fantasy game you were most hoping for a sequel to, would you have said XIII? No, of course not. I wrote quite the lengthy post about how Squeenix should have allowed the complete destruction of mankind in the ending of XIII and I also gave them far more credit than most did as to the story and themes of the game. Since they didn’t kill everyone, they had the chance to make a sequel and…I’m not annoyed by it. I like the way that the story is handling time travel, even if it seems disconnected and/or sometimes characters say contradicting things in back-to-back lines.
Like it or not, I’m invested in the silly world they built for FF XIII and I like seeing how it changes from present to future. The overarching story makes zero sense, mind you, mostly because the plot coupons make no sense. We need artefacts (their spelling, not mine. I know it’s spelled wrong) to travel through time, but the artefacts have no real connection to anything. They’re just hunks of crystal. Shouldn’t they be anachronistic items that make sense instead of anachronistic hunks of rock?
Anyway, my impressions are below. I need to get those out before I get too crazy about the lore of XIII-2. Typing that sentence made my head hurt…
- Show, don’t tell! You have the most advanced cinematics ever seen with photo-realistic faces and you have to tell us that Lightning is confused or wondering “What’s he up to?” SHOW! Anyone who actually talked during battle as much as she does would be insanely annoying.
- Was anyone saying, “You know what FF XIII was missing? Quick Time Events!” I’m pretty sure they were saying that the interface is insanely cluttered already and adding in button prompts on top of the in-engine visuals will make them hard to see. People are prescient like that. Seriously though, we didn’t need these. They don’t add anything to the game.
- I still like the paradigm system, but I wish I didn’t have to start from scratch. Luckily it gets to speed relatively quickly.
- I like the “Here’s what you missed on FF XIII-2″ segments when you load a game. Helps catch you up when your story is ridiculous/makes no sense.
- Noel looks too much like Sora for me to take him seriously
Exhibit A (Photo courtesy Pendragon94)
Exhibit B (Photo courtesy MaidenKari)
- I said it before, but it bears repeating. The spelling of artefact is obnoxious
- The Mog voice is terrible and sounds like it doesn’t fit in the mix.
- The in-engine camera angles are stupid. They don’t properly frame anything. I feel like my laziness in setting up shots before I talk to people makes for ugly scenes where a person is occupying the corner and a wall is occupying the rest of the shot. It looks bad.
- I know I said I kind of like this game, but I’m not really highlighting anything other than the paradigm system. Seeing all the old characters get old(er) has been pretty cool.
-I’m also interested in seeing how this resolves. Time travel stories are, like, my thing, haha. I want to know more about this Valhalla place and how one gets there. Finding out how it ties in with the l’Cie narrative would be neat too, considering how perfect a metaphor for video games and their characters it is.
- The way that the Pulse fal’Cie are ambivalent gods is my favorite part of them. They’re so arbitrary and mean. It’s brutal the way they manipulate humanity
- Tied in with that, the running narrative about human independence is pretty neat.
- Restricting the game to a two-person narrative shows incredible restraint. It’s a story best told with only two people, for sure.
- The monster system is ok. Not sure I dig it yet.
The first game I ever saw New Game + in and my favorite one too!
I was thinking about Pokemon this morning (like I usually do) and I was lamenting the fact that the campaigns, while fun, are hardly difficult. The hardest battles you ever face are gym leaders and the Elite Four. In later versions of the game they added in bonus bosses or battles that were more difficult and challenge rooms, but it’s all post-game stuff and it doesn’t have a real narrative tied to it (most of the time).
I’m sure I’m not the first person to say this, but how much cooler would it be if they added a New Game + option with better AI on every trainer, not just gym leaders, coupled with better battle teams. It would be so much more fun if you didn’t face a guy with six Magicarp that he thinks are so awesome. How are those battles even fun, anyway?
Squeenix had it all figured out with Chrono Trigger. Beat the game once, get your standard ending and all that, but come back in NG+ with all your equipment and levels and take on a harder boss or challenge yourself to beat the game at weird times. I know for a fact that RPG devs worry about used game sales on their titles, so they feel like they have to pad them out with all kinds of cruft. Why not just include a NG+ option instead and add in a few optional bosses? Some games just add in optional bosses that require near maximum levels. The problem there is that you’re stuck grinding levels out in the endgame with no real distraction. I loved grinding out levels in Chrono Trigger by playing the campaign. It gave me something else to think about other than walking around in circles killing the same monsters over and over again.
In their last show as a band, the Sex Pistols played one song and left the stage. Before leaving the stage, Johnny Rotten quipped, “Ever get the feeling you’ve been cheated?”
The thing is, I don’t feel this way for the reasons everyone else might think I might. I suppose we’ll go after the biggest point of contention first.
Linearity
“Final Fantasy XIII is The Worst Final Fantasy Ever (TM) because all the dungeons are straight lines and there are no towns.” Guess what. The non-linearity of those Final Fantasy games you all hold so dear is an illusion. Final Fantasy XIII draws so much ire because it has the gall to tell you what you already know.
I mean, really, you might be able to wander around the world man, but that doesn’t mean you get to pick what you do. The plot only advances when you go to specific places in a particular sequence (also known as a linear progression) and locations on the map are artificially locked from transit by story gates.
In fact, non-linearity is a joke across almost every video game. The main fun of any GTA game may not stem from following the story, but when you do decide to start on it, you will never be able to sequence break or do anything but follow it linearly to its conclusion. You might be able to pick which order you complete mission paths, but, with the exception of GTA IV, every event has a pre-determined outcome. If that’s not linearity, I don’t know what is.
I applaud a game that doesn’t try to conceal its story behind a veneer of faux choice. Final Fantasy games have only ever allowed choices once: The World of Ruin in FF VI. There are countless story details and sidequests to experience, but once you get Setzer, Edgar, and Sabin, you don’t have to see any of them. You’re free to grind and face Kefka at any point.
Bonus points really should be awarded to FF XIII for having the guts to let its story carry the momentum, but they are immediately lost on their failed attempt to make anything remotely interesting happen.
Foremost in my annoyance with the game is Hope’s subplot. In the first hour or so of gameplay, Snow, a big, earnest, stupid guy in the tradition of anime big, earnest, stupid guys, manages to get most of his ragtag squad killed, including Hope’s mother, standing up against the world’s government. Naturally, this infuriates Hope, who now desires revenge.
Hypothetical: A man seems directly responsible for the death of your mother. Do you:
1. Stutter and stammer every time you see him 2. Stew silently while enjoying revenge fantasies every time you see him 3. Figure out some way to confront him (in rage or otherwise) the first chance you get.
Maybe I’m being presumptuous here, but unless you’ve got some sort of emotional disorder, option three seems like the healthiest and most logical choice. Hope is all about the first two options because he is a gigantic pain in the ass.
I don’t think this is the result of some kind of cultural difference. I mean, hey, I’m not the most emotionally open person. I don’t really go around sharing my feelings with everyone I know, but I’m pretty sure that if a man were responsible for killing my mom, he’d know about it ASAP. It’s got to be a contrivance (and an annoying one). Why are characters in media so unable to just open their mouths and talk? If writers think this is an effective way to build narrative tension, then I’ve got news for them. As a rule, if your characters are forced to behave like they’ve never interacted with another human being for your plot devices to work, said devices are cripplingly contrived.
Honestly, it’s just lazy writing and it removes me from the narrative. Maybe Hope has a Deep Dark Secret that makes him act so stupidly, but we never learn about it. The game goes out of its way to say that Hope has father issues to hand-wave away his social idiocy, but when we meet Papa Hope, we’re confronted with a loving father who seems to care very deeply about his son. Did I miss something somewhere? Someone seems to have dropped the ball.
You know what, I think I know why this happened. Somewhere along the way the story gurus at Square Enix decided that many young men, their prime and target demographic, seem to have issues with their domineering fathers. Some of them wrote this detail on his character sheet. Somewhere else the scenario writers were coming up with how half of the player characters would unite and escape. They decided they’d meet at Hope’s mansion and Hope’s awesome dad would help them out. When you’ve got a game this massive and important, you’d think that these two teams would discuss these idiosyncrasies, right? How does such a glaring contradiction make it into the final build?
One of my other big “WTF?” moments comes at the end of a sequence at an amusement park. Sazh struggles with whether or not to kill the traveling companion who has betrayed him. Pretty soon after that starts, the physical manifestation of his emotional conflict attacks him. For most characters, fighting their eidolons, as they are called, brings them emotional peace allowing them to understand their path. In this case in results in Sazh deciding to commit suicide. What. The. Fuck.
Repeating this same emotional pattern six times (one for each main character!) seems like it would get old fast. It does. Suicide does not freshen the experience. It makes no sense. We all know he’s not really dead because we just unlocked his summon!
It’s a shame to see so many missteps in such a promising premise. Roll with me here. In the world of FF XIII there are two primary sentient beings: Humans and Fal’Cie (ignore the stupid name of the second species (typical Squeenix pretentious nonsense)). The FC, as I will now call them, are magical creatures specializing in producing food, power, or other more advanced functions. Unfortunately, the FC are split into two warring factions, Cocoon and Pulse. FC also have the terrifying ability to brand humans, saddling them with cryptic quests. Failing to complete these quests turns the human into a mindless monster cursed to wander the earth slowly solidifying until he finally petrifies and can no longer move. If they magage to succeed in their quest, they are transformed into crystals for eternity. Those in “crystal sleep” are not dead, but they are also not alive.
It’s the perfect deconstruction of video game protagonists. Each character has a singular purpose. Failing will result in a fate worse than death and succeeding will result in the end of the narrative, dooming the characters to non-existence. The much maligned linear nature of the game represents their inability to turn away, especially when you learn that the antagonists have been helping you the whole time. The big bad wants the characters to kill him. For once the game realizes that its point is to be defeated by the player.
If Squeenix hadn’t gone and relied on a deus ex machina ending like they had, the world would have ended with mankind and the FC extinct. It would have been brilliant.
Here’s another idea for the writers out there. If we have no idea (and no hint) a character can do something until you dramatically reveal it in the penultimate cutscene, it will feel cheap when you make the ending rely on that skill. Not to mention, of course, that the physics of arresting the momentum of a giant biome falling thousands of feet through the atmosphere would probably result in the deaths of nearly every inhabitant.
This is all stacked upon the naive and bullheaded solution that our heroes come up with to counter the manipulative FC. Get this, their plan is to just keep going along the path hoping that something will save them from dooming themselves (ok, so it does, but that’s because of narrative bullshit). It makes my brain hurt in ways I cannot fathom. It’s idiotic.
Now we’re going to take a moment for a quick aside into my personal life that will invariably lead back into the game.
I don’t know what university was like for non-math-type majors, but for my ECE degree I was forced to read and watch tons of mathematical proofs. Invariably (math pun! (so lonely)) we’d reach a point where the professor would skip to the end of the proof and tell us students “I’ll leave the rest of this proof as an academic exercise for you students”. When you’re the professor, you don’t have to waste your time doing the grunt work.
That was quick, back to the game:
Why are we forced to load the battle engine against enemies who are drastically weaker than the player’s party? What’s the point of that? The only time I’ve ever seen this problem intelligently avoided was when I played Earthbound. Once Ness is sufficiently more powerful than a given enemy, enemy encounters result in an instant KO. The battle engine isn’t loaded and XP and items are awarded as appropriate. The game surrenders a battle whose result is a foregone conclusion, saving you from wasting unnecessary time.
Shouldn’t more games do this? Why do I have to load up the battle engine to complete a fight that lasts five to ten seconds? What does the game gain by forcing me to sit through this? It’s not like we’re strategically managing resources in this game (unlike, say, a Persona or Shin Megami Tensei game); the entire party is fully healed after every battle. So why not? Does Squeenix think that if we don’t sit through a five second battle while pushing ‘X’ once we will be livid that the game is playing itself?
Of course, this makes even less sense when you think about the way the battle system works in FF XIII. There are two ways that you can fight: Auto-Attack and Abilities. If you select Auto, the AI will select a series of commands faster than you could based on the knowledge it has about the enemy you are facing. All you have to do is set the roles (Tank, DPS, Healer, Buffer/Debuffer) and the game will pick the most prudent course of action. It’s also streamlined to such a degree that if you die, all you’ve got to do is pick retry and you are respawned just outside the battle you just lost. It’s that easy.
Final Fantasy XIII wants so badly to be a well-oiled machine, like a Disney ride pushing you toward the goal, that these time sinks become way more pronounced. Fighting with auto, like almost every player does, with your only responsibility being character roles can still be strategic and fun, but at a certain point I start to think, “Why do I have to select auto every single round? Why can’t I just toggle it off when I need to change my tactics?” It’s like the game asks me every turn if I still want it to play the game for me.
Don’t get me wrong here, XIII is not a bad game…or maybe it is. Perhaps FF XIII is a better experience than it is a game. You’ve got stunning cutscenes and top-notch voice acting combined with a game that mostly plays itself along a straight line. Almost sounds like a movie to me.
Super Potato in Akihabara
As is typical of me, I played a ton of video games this year. Here’s a listing of what I played along with a few short (or long) words on each game. For the most part, this list is restricted to games released in 2010 unless I did not play them until this year. It’s also mostly in chronological order, with some skips here and there.
Mother 3: Definitely did not come out in 2010. I reviewed it already, but let me say that there is significant beauty to this game. Affecting and heartwrenching, this is easily among the best games I played this year. Do not play this on an emulator because the music-timing of the battles is deliciously fun and the time lag of emulation makes that impossible to experience.
Mass Effect 2: The first AAA game of the year. My review trended toward disappointing, mostly due to the way that story was handled in this iteration compared to part 1. Still, an undeniably great game whose heist-story mechanics and plot are unique and interesting in the gaming landscape. I can’t wait for part three in November.
Heavy Rain: Almost as exciting as actually doing the chores your imaginary wife forces you to do in real life. The execution just missed with this one and its plot twist was asinine and felt cheap. If you’re allowed to hear the thoughts of the protagonists, but you fail to provide a logical reason as to why that person is lying to us (himself?), you’ve lost me.
Pro Yakyu Spirits 2010 (Professional Baseball Spirits 2010): My baseball game of the year. I love taking the Carp to the Japan Series each year. I spent countless hours developing my franchise. This game was worth every dollar I spent importing it.
Final Fantasy XIII: Thoroughly disappointing. Expect more from me on this (edits from the future!), but SqueEnix really dropped the ball something fierce here. A game that suffered from complete lack of creative direction. Final Fantasy XIII is the head of the snake eating its own tail that has become SqueEnix.
Yakuza (1, 2, )3: Did not put that much time into this one, but I did play its prequels to completion. Fiercely Japanese in design, I just haven’t found the time to get deep into this gem. I’m sure it’s actually pretty great.
Mega Man 10: It lacked some of MM9′s magic (partially by being easier), but still a razor sharp example of why the Blue Bomber captured our hearts in the first place. Pump Man’s power, while heavily reminiscent of Leaf Man, is deliciously fun to play with. Using it again Solar Man was also tons of fun for me.
Pokémon HeartGold and SoulSilve: It was fun to go back to the best two games in the series. The Pokewalker was stupid, but I have high hopes for Black & White. These games are easily dismissed as rehashes, but they’re still white-hot proof that JRPG design doesn’t have to be needlessly complex to be addictive and elegant.
Alien Swarm: Valve gave me this game for free. I played it maybe twice. Decent fun, but I’d rather play Left 4 Dead 2.
Shin Megami Tensei: Strange Journey: Never beat this game. SMT continues to be ridiculously tough and legitimately mature in their presentation of mankind’s eternal struggles against its darker tendencies. Maybe it’s the first-person dungeon crawling, but something about this game prevents me from ever picking it up most days.
Sam & Max: The Devil’s Playhouse: I’m lumping all five episodes into one entity. I find TellTale adventure games to be workmanlike in quality. With the exception of the last two or three episodes of Tales of Monkey Island, they lack the extra oomph that could make them truly great. That said, The Devil’s Playhouse was the most hilarious Sam & Max iteration yet. From Sam & Max’s insistence on pronouncing General Skun’kape as skunk-ape to their episode-wide fight over what to call the menacing Sam clones (Samulacra or Doggleganger?), these games were absolute riots. Now if only TellTale could figure out how to make them great games as well…
Monster Hunter Tri: One gaming session. The sword swipes pack so much friction it’s beautiful. Despite this, never picked it up again. Got a sick black classic controller out of it. Now if only I played Wii more often…
Super Street Fighter IV: Played the hell out of last year’s iteration. Opted to play other games since it was structurally similar to vanilla Street Fighter IV. Kind of wish I’d played it a lot more this year.
Green Day: Rock Band: Played it once, exported the tracks to Rock Band 2/3, never felt the need to boot it up again. Despite only 1 hour of playtime, unlocked an achievement. Fixing the ‘D’ rank that came as a result on Giant Bomb is the only reason I will ever boot this up again.
Dragon Quest IX: Sentinels of the Starry Skies: Practically perfect in almost every way that a JRPG should be. I understand why the story was left more generic than years past, but the lack of an interesting narrative is what kept me from finishing.
DeathSpank: Played the demo once. Bought it on PC to support Ron Gilbert. Might actually play it one day. It seemed funny.
Comic Jumper: Hilarious in a juvenile way, I slogged through the repetitive, mediocre gameplay just to see more of this game. I think Min “played” this the right way. He watched me beat it and got to enjoy the presentation without having to touch a controller.
StarCraft II: Wings of Liberty: Am I the only person who hates what they did at the end of this story? Sure, it has legitimately far-reaching consequences for the sequel, but I think they’re also legitimately less interesting. Still, as perfectly constructed a game as they come. I fell out of playing it, but it definitely feels like I could pick it up at any time and have fun with it.
Scott Pilgrim vs. the World: The Game: A loving tribute to River City Ransom wrapped up in a franchise that I really enjoy. Sounds like a recipe for success to me. Loads of fun, but, like most middling brawlers, starts to wear on you toward the end as there’s not enough variety introduced in later levels.
Worms: Reloaded: Love Worms. Loaded this up once and never did it again. I’ve hated all Worms interfaces since Worms 2, mostly because they obfuscate and hide customization options more and more as they transition toward console friendliness. I wish they’d put more effort into their PC version.
Dead Rising 2: Case Zero, Dead Rising 2, and Dead Rising 2: Case West: I’ll lump these all together since they are mostly the same game spread out into chunks. The prologue and epilogue (Zero and West, respectively) are just small and feature-gimped enough that they lack the oomph of the full retail release. Dead Rising 2 itself was everything I wanted it to be. A more robust co-op system would be all it needed to be top tier, but I still had loads of fun with it. As a bonus, Min and Dead Rising 2 taught me how to play Texas Hold ‘Em this year.
Civilization V: You probably saw my review where I hated on the terrible AI. I haven’t played since they patched/fixed it, but if they did it right, this game could totally fall back within my good graces. I do sincerely love this game, it’s just not what I hoped it would be and, in its present form, not as good as IV.
Rock Band 3: Harmonix went and made a perfect Rock Band game. Now all I’ve got to do is get my hands on a pro-guitar and I might actually learn something practical from a game that lets me indulge in all my favorite music.
Recettear: An Item Shop’s Tale: Ever wanted to run a JRPG item shop? This indie game translated from Japan is charming and fun, but I haven’t had the time to devote myself to it yet in 2010.
Enslaved: Odyssey to the West: So good until the end. Can a stupid ending mar an otherwise good game? Yeah, kinda. I still loved it for the great acting (weird to say, right?), but stupid ending + sub-Uncharted 2 traversal-style gameplay mires this one in the mediocre bin. The fighting system could also have used a little less frame-lock in its animations (is that what this is called?). Can’t count how many times I died because I was stuck in a seconds-long super attack aimed at the air.
Kirby’s Epic Yarn: Unparalleled artistic vision ties this game together. I haven’t put too much time in, but it seems super easy. I want to play with a friend to get the most out of this. What do you say, Min?
Super Meat Boy: Juxtaposing Kirby and Super Meat Boy is wrong on so many levels. One is like chamber music. Beautiful, complex, but not so complex it’s tough to listen to. The other is kick-you-in-the-teeth, bite off a squirrel head, make you a man heavy metal. Super Meat Boy is so deliciously crunchy in every way that it might be the best game game on this list. Where Starcraft II is perfect with a Beatles-type polish, Super Meat Boy is The Clash; unabashedly punk rock. I love this game. It’s so addictive and fun.
Pac-Man Championship Edition DX: Did I say Super Meat Boy was perfect? Pac-Man CE DX (PMCEDX) is video gaming distilled to its primal essence. Eat a whole train of 30 ghosts and I dare you not to feel primitive fun stir deep within you. Words cannot express how great this game is in bite-sized chunks.
Monkey Island 2: LeChuck’s Revenge: Is it cheating to count a re-release? This is probably the greatest adventure game ever now with a commentary track recorded by the big three: Ron Gilbert, Dave Grossman, and Tim Schafer.
Poker Night at the Inventory: Strong Bad is unbelievably annoying, but banter between Max, Heavy Weapons Guy, and Tycho are always a joy. The second half of this year’s poker lessons were learned here. Now if only I could get straight flush and four-of-a-kind hands so that I can 100% the achievements in this game!
Back to the Future: The Game: The voice acting and atmosphere in this game are both spot on. Unfortunately I hit a game breaking bug and had to start over. That sucked.
Limbo: First played this on 31 December, so it still counts. Deeply atmospheric, but darkly disturbing and difficult for me to stomach more than once a day. I want to go more into that in another post. Unfortunately for the game, I think the controls are a touch floaty, which I mostly find frustrating because I need to beat it dying fewer than 5 times for an achievement.
And that was 2010 in video games (for me). I missed some huge ones (Super Mario Galaxy 2, Assassin’s Creed Brotherhood, Call of Duty: Black Ops), but I think I got a good spread in there. Here’s to another great year in gaming for 2011.
Dragon Quest is inexorably tied to the Japanese video game space. The series was the first big hit RPG and its core qualities, simplicity, relative ease, and lightheartedness touched that first generation and continue to bring the same degree of fondness with each installment. It is unquestionably the premiere mega-franchise of Japan. Somehow it just never caught on in the states. In the states we play Final Fantasy.
Until Chrono Trigger, I’d never played an RPG with Enix’s stamp on it. The difference is unmistakable. Final Fantasy’s most iconic figure is an angsty blond teen with a huge sword. Dragon Quest’s most famous character is a smiling ball of slime. The difference speaks volumes. I think the most hilarious part about it is that Dragon Quest V, for all its puns and lighthearted humor, feels way more mature than any self-serious Final Fantasy I’ve ever played.
There was a period of time shortly after I left home for university that I had a somewhat contentious relationship with my family. Like many 18-year-old kids, I needed my independence and I went about grabbing it in the most contentious, painful way possible. I’m not proud of it, but it happened and it left a hole in my relationship with my parents that needed patching. The inflection point came, not coincidentally, as I started to mature and grow as an adult. Over the course of the four years I was at school and the few after I started to realize that I needed my family more than I cared to admit and I did my best to begin repairing the damage I had done.
I grew up in a family that valued family. It’s not out of the ordinary for a movie or game to awaken the memories of my upbringing and cause me to get emotional. Both Secondhand Lions and Mother 3 made me want to call my brothers. Dragon Quest V made me call my dad and tell him how much he meant to me. Sure, it feels a little silly to say that playing a video game caused me to feel guilt about my stupid actions as a kid, but that’s exactly the point. What I’d done was stupid and immature. This game, with its smiling slimes and stupid puns, recognizes the truth about family. It knows that there is nothing more important than the bonds we make with each other. It knows that life is beautiful and fun. It also knows that life is cruel, random, and unfair.
The angsty, loner teens with huge swords may learn by the end of the game that they need their friends, but the Hero knows that he needs his family from the moment the game is turned on. Everything about Dragon Quest’s systems point to family building. There’s more maturity in this one game than the entire Final Fantasy series combined (save one or two of the thirteen). I don’t mean to bash Final Fantasy here; I just want to emphasize that Yuji Horii is doing something different here.
Shigesato Itoi started the Mother series because of Dragon Quest. Mother games carry the unmistakable sign of Itoi’s authorship. The games are highly personal to him and every detail, from the dialog to the art, is a reflection of one man’s vision. I would be seriously shocked if Itoi ever consulted a focus group to help him design even one character in his games. I have a strong belief that Yuji Horii has similar creative control over his Dragon Quest games (or at least over V). Recent Final Fantasy games reek of audience pandering. Everyone loved Cloud, so Nomura has been designing endless rehashes of the same idea since then. Squall, Tidus, and Lightning are all iterations on the same theme. Every other cast member is expressly designed to cover some kind of anime trope. It seems like their designs are festooned with endless amounts of nonsense for the express purpose of selling replica jewelry.
Maybe I’m getting a little too conspiracy theory here, but it feels too purposeful. It feels like they are trying too hard. It feels like they are creating sequels to make sales rather than to tell new stories. I sound like a hippie artist and I realize that. Square Enix’s job is to make money, not write the next Homeric epic. For some reason, Dragon Quest just feels beyond that. I need more experience with the series, but I wonder if the merger will bring a tonal shift in the series.
It’s hard to not talk about Final Fantasy when I talk about Dragon Quest, especially since I just beat XIII last night, but I’m going to do my best for the rest of this post. Dragon Quest V did more than I ever expected an 18-year-old game to do. It was equal parts touching, funny, and gut-wrenchingly depressing and I enjoyed every minute of it that I played. I’m looking forward to experiencing more games in the series.
One of the first major features on this blog was a Villains of Final Fantasy series that ran for 13 weeks covering the main enemies of every numbered Final Fantasy game from I to XII including X-2. With Final Fantasy XIII launching in the states in just over a month, I figured it’s high time to give some recognition to the teams who are actually responsible for bringing those villains to justice and saving the world. I bring you the Heroes of Final Fantasy.
Week 1 – Final Fantasy I
The first real Final Fantasy story features four main characters in your party of heroes.
Firion
Amano's artwork really is gorgeous. Nomura's got nothing on him.
After witnessing the murder of his adoptive parents by the ruthless Empire, Firion did what any kid in these games would do and headed to join the Wild Rose Rebellion where he was uncharacteristically turned away for being too young. After proving himself to be worthy by slaying some beast or another, Firion and his pals are finally allowed into the Rebellion. Despite being the main character and the party leader, this game is arguably more about Leon in the same way that the Star Wars movies were ultimately about Darth Vader and not Luke.
Maria
I have no idea how the gravity-defying left side of this outfit is supposed to stay on.
Leon’s sister whose parents were also murdered at the start of the game. Throughout the story Maria is teamed up with Guy and Firion searching for Leon and opposing the Empire. Not much else to say beyond that.
Guy/Gus
This guy is kind of pudgy and gross-looking. Makes sense for a guy raised in the wilderness.
With even less backstory than everyone else, Gus is kind of a mystery aside from the fact that he and Firion are close friends. Oh yeah, he can also talk to beavers. No joke.
No, seriously, he can talk to these guys. Makes no sense to me either.
Leon
Would you be able to take Darth Vader seriously if he had a face on his belt buckle? I didn't think so.
Coolness:
Despite mostly being Star Wars ripoffs, these guys get points in my book for being cool enough to get invited into the Wild Rose Rebellion, which also has a pretty sweet name. Leon also has a Darth Vader thing going for most of the game, which is trite, but not too bad. Finally, Guy can talk to beavers. That’s worth at least 2 points there.
7/10
Hero Quotient:
Toppling an Empire is pretty big stuff, but that’s nothing compared to fighting said Emperor after he returns from Hell to destroy the world. Plus: what kind of hero team doesn’t talk to beavers? Still, it’s not too much beyond standard fare for these adventuring groups, so they only get average marks here.
6/10
Not to kill the momentum of this first iteration of the series, but the first Final Fantasy was too traditional RPG to actually have any characters. Instead you just pick classes and name your four characters and that’s that. I’ll do something a little different (how can it be different when it’s the first time?) this week and just show all of the classes that comprise the Four Warriors of Light.
Warrior
He looks so cute, but he's also scowling. Mixed messages there.
A generic, beefy tank class who relies on expensive equipment to be effective. The Warrior is not exciting, but it’s not his job to be. Surprisingly enough, this boring dude was selected as the representative for Dissidia. My guess: they had an unused 3D model of him floating around and decided to finally put it to use.
Monk
Kind of reminds me of Ryu
Known as Black Belt in the original translation to avoid religious connotations, the monk fights with his fists and wears light to no armor.
Thief
Really reminds me of Link. It's almost theft.
Surprisingly unable to steal anything in this first iteration of the series, the Thief’s main skill is being able to run away easily and reliably. He also has high agility.
Black Mage
The most famous of the bunch. I bet it's because he has no face.
With an iconic design that has held from Final Fantasy I all the way to throwbacks in modern iterations, the Black Mage casts black magic, AKA offensive spells.
White Mage
Typically portrayed as a woman.
Another design that has remained relatively unchanged, the White Mage and his/her iconic white robe casts white magic, which is mostly curative, but also holy.
Red Mage
Looks more like a rogue-ish character than a mage.
A jack-of-all-mages class that can cast white and black magic spells, but specializes in neither. The top level spells are unavailable to him, but he is versatile.
Lame. These guys are all ciphers. No personality, no motivation, and no story. My pet rock has more personality.
1/10
Saving the world is kind of the status quo for these heroic parties, so they won’t be getting bonus points for that. Eliminating the guardians of all the elements and deciphering the nonsensical plot centered around a time paradox does earn them some bonus points in their score.
3/10
As a bonus, you can check out Brian Clevinger’s webcomic, 8-Bit Theater, to see the personalities that he feels these heroes should have.
When you’re on a 2.5 week trip, it hardly seems like it’s ever going to end, but it was my last day in Tokyo and it felt pretty surreal. It would be my last chance to tie up all my loose ends, so I headed out to get my final souvenirs and replace that stupid sake cup that I broke.
The plan was to go over to the Square Enix store to grab a CD for Min, the Tokyo Seibu Loft to try and replace the sake cup, somewhere to find another bag because my suitcase was now too full to travel, the Tokyo Dome to get Fighters jerseys for Eric, and maybe a CD shop to look for a live Persona music DVD/CD.
It would be a busy Thursday as I worked to get everything done and have enough time to see the sumo tournament I had tickets to and catch the ballgame that night. It doesn’t sound like a whole lot, but it involves a lot of train switching and walking and nothing really opens until 1000 or 1100.
They text just as much as we do out in Japan, if not more.
To make a long story short, my day was met mostly with adversity. The first two or three stores I went to didn’t have travel bags. As I mentioned in a previous post, the Square Enix store was closed because it was Thursday, so the long trip out there was a waste of time too. The only real highlights were being able to get Eric and Danielle’s jerseys, the Persona DVD/CD (and a few other soundtracks), and my final CoCo curry lunch of the trip. All the running around the city got me back to the hotel with barely enough time to get to sumo (only an hour and a half left of matches that day) and a guarantee that I’d be late to the stadium in Chiba.
Frustrated, I finally reached the station by the sumo venue. How did I know it was the right one?, I hear you ask.
Lucky guess, I suppose.
Sumo has a religious context to it too, a first for any sporting event I’ve ever seen. Because of that and probably the national germophobia, I was required to purify my hands at the gate after entering with hand sanitizer. It was strange, but I also got a sweet sumo fan out of it, so I couldn’t really complain.
Exhibit A: Sweet sumo fan.
A nice usher lady took me to my seat in the arena and I saw some great bouts. There’s a lot of starting and stopping in sumo that I really didn’t understand, so each match takes a really long time. Rather than explain it, I took a video of the match:
There are so many videos because of the limit in how long an upload can be on Flickr.
Once I’d had my fill of watching the most awesome wrestling style on the planet, I decided to head on over to Chiba Marine Stadium. Before I got too far, I noticed barricades being set up for spectators to wait and watch the departing sumo wrestlers. A steady stream of those already done with the day’s matches flowed out of the stadium and excited fans waited for a chance to take a picture.
Leaving the arena for the night.
One older lady walked right up to a sumo wrestler, but he brushed her off. As I was walking toward the station I noticed a much younger, very good-looking lady stop to talk to the same sumo and he gladly stopped to chat with her. It’s comforting to know that sumo wrestlers are men just the same.
They may have the mass of three men, but they still have the brain of one.
By the time my train and taxi made it to Chiba Marine Stadium, it was already dark out and the game was just getting started. I bought my jersey, but not before almost going insane listening to the Marines fight song on endless loop, and made my way to the seats.
Your usual fake grass outdoor ballpark. At least the dirt is real here.
The Marines are one of the few Japanese teams managed by an American, Bobby Valentine, in this case, and, contrary to what you might think, the fans of the team totally love Valentine. Despite the fan adoration, the team did not renew his contract in Chiba, so it was his last year managing the team. Fan response was vehemently against letting Valentine go, so much so that the cheer section carries a large Bobby Valentine flag with them to every game. Still, the team is looking to go in other directions, so they’ve even ignored the fan petitions and pleas to keep Valentine. With his dismissal, the lone, remaining American manager is Marty Brown, who was fired from the Carp this season, but will go on to manage the Eagles next year.
An early shot of the scoreboard.
Since Ken was there and, if you recall, he loves the Lions, I was actively rooting for the Marines, even though we were seated within the Lions section. I was lucky this game, because it was one of the few where the home team prevailed, with the Marines eventually winning 6-3, bucking the home team loss trend of the trip once again.
The last out for the Lions walks dejectedly off of the field. Reminds me of the episode "Good Grief" in Arrested Development.
Chiba Marine Stadium was nothing really to write home about. The decoration was mostly spartan and kind of reminded me of late 80s stadiums in the States. Most of the atmosphere comes from the ōendan. If you remember from that Buffaloes game, those guys go nuts all game long, waving their flag and jumping up and down to their fight song. They really get into it and make it lots of fun.
Yet another shot of the field
Another game marked off, we now had only one left and only one more full day. Since we had to catch a very early shinkansen, I had yet another boring night as I packed up what I could and turned in for the night. To Tohoku and Sendai tomorrow!
The famous and super-busy scramble crosswalk at Shibuya.
Here we are on the last (full) day of the Main Tour. It would be the last day that Dave and I were together in Japan, so we decided to hit up all our Tokyo loose ends. That mostly meant wandering around getting the last of our souvenirs and checking out some of the famous districts within Tokyo.
Our first mission of the day was to head to the NHK building, home of Domo-kun. Other tourgoers told us that the building was in Shibuya, so we hopped aboard the subway and arrived at Shibuya Station, only the fourth-busiest station in Japan with 2.4 million passengers a day, and made our way outside to witness something we hadn’t seen before: a crowded Tokyo. At each end of the scramble crosswalk you can see above, there was a full compliment of tourists and businessmen going about their business throughout Shibuya. Finally, I thought, I’ll have some pictures to prove that Tokyo isn’t the ghost town that Eric thinks it is.
These horns are pretty famous. I've seen them in videogames.
The NHK building wasn’t as close as we were led to believe, but as we wandered around we ran into some cool storefronts, like the one below.
The second most elaborate entrance to a Disney Store that I've ever seen.
After a long walk, we finally saw the NHK building in the distance. Our morning’s journey would finally come to a close and we’d experience the awesomeness that is Domo-kun!
I don't know what the other NHK mascot's name is, but Domo is the only important one.
It turns out that Domo-kun and the NHK gift shop cater almost exclusively to small children in Japan. All that walking and our hilarious attempts to try and bridge the language barrier to get to what we were seeking was for naught. I still love Domo, but this was a seriously disappointing start to the morning.
What Dan doesn't know is that the smile on his face will be wiped off immediately after entering the gift shop and finding no cool Domo-kun merch.
Seriously…why can I buy cooler Domo-kun merchandise on the American Amazon.com page than in the NHK’s very own gift shop?
They lure you in with the giant Domo, but it's ultimately a disappointment to anyone over seven-years-old.
From the NHK building’s remote location in Shibuya, Dave and I wandered in search of a rail line to get back to the hotel and look up the location of our next hopeful spot, the Square Enix store. We wandered for another half hour or so and even came across a large contingent of teenage girls dressed like goth rockers queuing up outside a concert hall.
The concert hall in question. (Not pictured: hundreds of goth rocker teenage girls)
At some point we came across the shrine dedicated to Emperor Meiji and his wife, the Meiji Jingu. The shine was in a huge park, so David and I gave up on getting to the shrine (we had things to do!) and hightailed it to the nearest Metro station, which turned out to be Harajuku.
The most extreme fashion we saw at Harajuku. I assume it gets better on Sundays when school and work are out.
Unfortunately, it was a Tuesday afternoon, so the people who might have been here dressed up in bizarre fashions were all in class or working or just plain not here. That didn’t stop us from wandering around a bit and spotting the essential commandments of Harajuku.
I don't want to know what smorking is, but touting sounds even scarier since its picture does not match its definition in the slightest.
At this point we realized we had no idea where the Square Enix store was (turns out we were looking in the wrong part of Tokyo), so we decided to pop back to the room to do some research and then head back out again. Back to Shibuya we went!
Above David's head is the famous Shibuya 109 (BONUS: It looks like a taxi cab is about to drive into Dave's ear).
When we got back to Shibuya station we finally spotted a landmark we were desperately searching for, the statue of Hachikō. If you don’t know the story, Hachikō was the dog of a professor who took the train from Shibuya every day. Hachikō saw his master off every morning from his front door and met him at the station every evening when he got back from the University. One day, his master suffered a stroke and died at the university, but poor Hachikō could not know such things, for he was a dog. He went back to his master’s house repeatedly after being given away, but eventually realized that the preofessor was never coming back home. After that, Hachikō returned every evening at the appointed time to Shibuya station to search for his master for ten straight years until he died. He became a hero and a symbol of loyalty and affection for the Japanese and a statue was erected of him at the station where he awaited his master throughout the years.
Dave posing with the cutest, most loyal dog in Japan.
Quick research in the room showed us that we never found the Square Enix store because it was in Shinjuku, not Shibuya. We quickly set out again now that our maps were recalibrated. Since we only had time for that stop and little else before we had to be at the ballpark, this would be our last stop for the day. Lucky for us, it wasn’t that hard to find the Squeenix store, although we did manage to end up on the wrong side of the road and had to walk quite a ways before we found a crosswalk.
A picture of Lightening from the upcoming FF XIII. I thnk Dave's in the picture too.
The Square Enix store sits in a nondescript part of Shinjuku. There are no other stores immediately surrounding it, it has a fairly bland facade (the picture of Lightening and the logo above the shop are the only really standout things aside from the merch in the windows), and it is closed on Thursdays (a fact I would later regret not remembering), but the interior store is definitely cool, if not too small. Since Squeenix’s biggest recent release was Dragon Quest IX, a full half of the store was dedicated to DQ merchandise ranging from slime t-shirts and hats to figurines of iconic DQ monsters (including slimes) and Dragon Quest-themed DS accessories. Also available were plush figures from DQ and Final Fantasy, various Kingdom Hearts and Snoopy (random, I know) related merchandise, KH clothing, and even a section containing soundtracks from their various game franchises. It’s the back room that features the most iconic piece of art within the store.
I don't even want to think about all the uncontrollable fangirls who have licked the floor above Sephiroth's face.
A just-under-life-size Sephiroth lies encased within the “lifestream” in the back room that contains various pieces of overpriced Square Enix action figures and themed jewelry. Ever wanted a key chain in the shape of a keyblade? It’s here for ¥2000. A replica of the same pendant Squall wears throughout Final Fantasy VIII? Yours for a much less reasonable ¥19000. You can even buy ridiculously overpriced “materia” (read: marble on a chain) for ¥12000.
Beyond this point there be baseball talk.
Our mission accomplished, Dave and walked to the further (and free with our rail pass) JR station about 15 minutes away to head over to Meiji Jingu Stadium, home of the Tokyo Yakult Swallows. As Tokyo’s “second team,” the Swallows get about as much respect in Tokyo as the Mets do in New York City. While the Giants play in a nice dome in the heart of Tokyo that even has an amusement park associated with it, the Swallows play in a smaller, open-air ballpark owned by the Meiji Shrine.
One of the gates to Meiji Jingu Stadium. I forgot to mention in the article, but Dave went to the hotel to work on some homework at about this time.
The hallways within the stadium are narrow and dingy, but the food options are pretty neat. Dave and I ate at a curry place earlier in the day that featured a novel way to order your food. Instead of placing the order with a waitress and having her relay it to the chef, patrons simply select their meal based on text and a picture on what looks like a soda machine, put the money in, and give the ticket that comes out to the chef.
Put money in and tickets for curry come out!
Some of the food in the ballpark was like that and some was your typical ballpark fare, hotdogs, the occasional hamburger, and bento boxes.
I didn't think about it before, but this box of katsu was served at room temperature, which I don't find ideal for eating fried pork.
It took me until this ballpark to realize it, but it’s a very Japanese feature in most ballparks, even non-domes, to only have real dirt in the area immediately surrounding the bases and on the mound. The base paths and the rest of the infield is all artificial turf. Even more bizarre is that even outdoor stadiums like Meiji Jingu have artificial turf in their outfield too instead of real grass. It blows my mind, considering how much baseball players absolutely hate playing on artificial turf, that they’d do something so ridiculous in an outdoor ballpark.
It's hard to tell, but if you look closely you can see that the dirt around second base is differently colored than the artificial turf made to look like dirt surrounding it. The grass is fake too.
Other than my gripes about the field, Meiji Jingu Stadium is a decent ballpark with a pretty fervent fanbase. The Swallows have a unique tradition of raising umbrellas during their 7th inning stretch and whenever the team scores a run. Hearsay from the tour tells me that it’s a subtle jab at the Giants as a way of saying, “We don’t need a dome, we’ve got umbrellas.” If that’s true, it’s a little weak, but I might be saying that because I developed a strong anti-Swallows sentiment at this game.
It's not a bad ballpark at all once you get over the fake dirt.
My dislike for the Swallows stems from a few arbitrary reasons, but, really, since I’m not from Japan, my feelings about these teams can only come from arbitrary decisions made right on the spot. How else can you explain me becoming a Hiroshima Carp fan?
Reason #1:
At about this point on the tour, I realized that my schedule had me seeing the Swallows four times on this tour!
Domo-kun shares my feeling about the Swallows.
Reason #2:
One of the tourgoers, Ken, loves the Swallows (and the Lions). For some (evil) reason, this made me want to root against them. It’s thanks to him that I realized that the Swallows played on fake dirt and grass too.
These player intro slides were the only awesome thing about the Swallows.
Reason #3:
The most important reason. They were playing my beloved Hiroshima Carp that day.
My favorite NPB player, Akihiro Higashide, hit his 1000th hit against the Carp the same night I was there! This is him accepting a bouquet in honor of the achievement.
The game turned out better than I could have hoped. Hiroshima creamed the Swallows, winning 9-0 and netting Akihiro Higashide’s 1000th hit just for us. It was a pretty special moment in a great game that I had a good time at.
The always cool Bob Bavasi striking a pose above the dry-eyed Leon.
After I got back to the hotel room, I grabbed Dave and we went out for karaoke again.
Dave making what I'm sure he thinks is a cool face for the picture.
I’d say the highlight of the night was the performance of “Love Shack” by the B-52s.
After a hard night of partying, it was finally time to hit the sack and say goodbye to Dave and most of the tour.
Domo-kun had a little too much to drink.
Insert another credit, because it’s time for your weekly video game news and you’ve just hit the Game Overview screen.
Guess what guys, it’s the slow season. Not much is going on…at all…
Let’s celebrate the start of this week with some Phoenix Wright!
The folks over at OCRemix have put out some mixed versions of the songs from the soundtrack.
Man do I love this series. OBJECTION! Classic.
No Yakuza?
In some seriously sad news, it seems that Yakuza 3 won’t be making its way to Western shores. SEGA smartly cites the 40,000 units of Yakuza 2 as a valid reason not to bring the sequel stateside. Can’t blame them, I guess.
EDIT: The interview where this was stated has been amended with claims that SEGA America’s statements were not an “official SEGA statements”
The Examiner further said
SEGA still hasn’t made any mention of an upcoming release or revealed plans to release it stateside.
Minor News
Fat Princess finally came out this week. I’ve yet to try it out.
Dragon Quest IX is up to 3.2 million units sold in Japan. Keep on rolling, you can hit 5 if you really try Squeenix!
Declining Rock Band sales have accounted for an 8% drop in revenue for Viacom. If you recall from last week, Rock Band and Guitar Hero sales are down almost 50%, resulting in this huge decrease in revenue for Viacom.
If you’re the type of person who cares (I’m not), Uncharted 2 will not have a mandatory install.
World of Warcraft sales are reported to be somewhere around 8.6 million. Just in the US! That’s insane.
L4D2
Obligatory L4D2 mention of the week!
Common Uncommon (or are they calling them Uncommon Common?) will feature bulletproof horde or zombies who were cops in riot gear before they were infected. Since they will be bulletproof (thanks to their riot gear), you’ll have to melee them down and then shoot their exposed backside.
On a totally different note, Rochelle can be seen in artwork wearing a Depeche Mode t-shirt. Why? The band asked to be in the game (and probably shelled out some cash). Not a bad idea. The whole story is that Valve was soliciting a few labels and bands and DM came through in a big way, allowing the use of their music, likenesses, and merchandise. If we get to shoot Depeche Mode zombies, I’m going to call this one of the greatest games of 2009.
Who am I kidding? This will probably be my game of 2009 like L4D was my game of 2008.
20 Years of Mother
The Mother series is 20!
It’s a terrible shame that we haven’t seen more than Mother 2 hit US shores. Perhaps I’ll pick up a Mother 3 cart while I’m abroad…
Comic-Con Cosplay!
Who’s that Pokémon?
It’s PIKACHU!
Speaking of Pokémon, Platinum players will be able to get the Member Card through Wi-Fi gift from 3 August to 13 September. Be sure to get it or you won’t be able to catch Darkrai!
And that’s all he wrote for this week folks! See you next week!