Retrospectives – Suikoden series, part 1

Imagine, if you will, a role-playing game (of the Eastern variety) which creates a persistent fantasy world for an entire series. This world is so large that, even in the latest entry, there are still entire countries that have been mentioned, but that players have yet to explore. The plot of each game concerns revolutions and wars – the sort of things most RPGs leave to the background – and the player is the architect of these nation-spanning changes.

Suikoden, called “Genso Suikoden” or Fantasy Suikoden in Japan, is an RPG series on the PSX, Saturn and PS2 that has been around since 1996. The “Suikoden” in the name comes from the Japanese name for the Shui Hu Zhuan or (usually) Outlaws of the Marsh, one of the four Chinese Classics (alongside the better-known Three Kingdoms and The Journey West). →  Read the rest

Soul Calibur Adventure

News today of a new action-adventure Soul Calibur game on the Wii. Very few details on it of course, but this pleases me nevertheless. I was devastated to see how messed up Soul Calibur 3 became because of the silly story segments and tactical-adventure nonsense they tried to cram down our throats. I would have loved to play with a sweet custom character, but not if it meant wading through ten hours of castle sieges, or losing twenty rounds in Tales of Souls so I could unlock twelve different capes in the shop (why the game unlocks things for losing, I do not know).

Of course, this new game doesn’t mean that an eventual Soul Calibur 4 won’t behave like 3, but I’m willing to guess that Namco realized they were trying to do two separate things in one game, and that this spinoff series will allow them to keep the adventure and story separate from the pure fighting.

The Real Gaming Challenge ™

You might be able to tell from a lot my recent articles, but I enjoy challenging myself when gaming. Over the years I’ve managed to become better at a lot of genres and titles that used to kick my ass, but one genre in its entirety has eluded me; racing games.

Yes, aside from perhaps Mario Kart, I am possibly the worst racing gamer you’d ever have the displeasure of competing against. I’m not sure what it is; am I handling corners wrong? Shifting improperly? Maybe I don’t understand the true performance of the car. All I know is that I can’t play these games for the life of me.

That is going to change now. I’ve decided to turn my past efforts up 200% and try my absolute hardest to conquer racing games. →  Read the rest

Sequels to classic games

Let’s talk about game sequels, specifically two sequels to two high profile games. The first is Fallout 3, which has been the subject of quite a few official announcements as of late to go along with all of the speculation. The second is the possible, but not confirmed Starcraft sequel, which may be an MMORPG. These two franchises have a lot in common: they’re both considered the pinnacle of their genres on the PC, they both get played constantly despite their increasing age, and they both have diehard fans that know exactly what they want in a sequel and will kill you if their demands aren’t met.

On one hand, Starcraft and Fallout fans can be a little more than annoying. For every good idea there is the equivalent of a Japanese Dragon Quest fan who wants nothing to change. →  Read the rest

Miyamoto could make Halo, but doesn’t wanna

In a pretty enlightening interview on EW.com, Shigeru Miyamoto openly says that he could design a game like Halo for the American market, but that it’s just not what he wants to do.

Miyamoto says he tries to bring something new to the end-user experience, something that fans didn’t even know they wanted. That may sound a bit egotistical, but it makes perfect sense. Most people want a game that they’ve played before because they know it was fun, like someone saying they want a sci-fi FPS. But if developers always followed what the consumer wants, we would never get something like Katamari Damacy or the Wii.

That’s what Miyamoto was trying to say. It’s not like he thinks Halo is a simple game that anyone can design. It’s just not his style to do something like that. →  Read the rest

Doctor, I can’t find a (WipEout) Pulse!

If there’s anyone out there that had a bad day today, I’ve got something to bring that smile back to your face. It’s a Eurogamer interview with Clark Davies, the designer on WipEout Pulse, the sequel to Sony Liverpool’s uber-awesome PSP launch hit, WipEout Pure.

I’ve talked about my chronic love for all things WipEout in a previous blog post, but my heart went through the roof this morning after hearing all the new things they’ve managed to fit in the sequel. Better get some Vicodin for this one, it may knock you into a joy-induced coma.

First off, we have a funky new gameplay element called “Mag-Strips” that keeps your ship grounded to the track. This opens up things like loop-de-loops and other such crazy track formations, but Davies promises it will be utilized for more than “the obvious corkscrew or roller-coaster ideas.” →  Read the rest

Turning up the difficulty

In my last column I talked about mindless games and whether such a concept actually makes sense. Today, we talk about something else that stems from this debate. Usually when I read a review of a “mindless” game that I myself have played, the first thing to come to me is not “they’re kind of right” or “they’re kind of wrong”. The question on my mind is “did they play it on hard?”

When I was a kid I didn’t play games on any sort of difficulty – few NES games actually had a difficulty setting; you played against whatever they threw at you. When difficulties did start popping up, it was always Easy mode for me. This was because I only got two, maybe three new games a year, so there was no concept of being stuck and putting it away. →  Read the rest

Nintendo – Honest designers or Japanese super ninja thieves?

Today I stumbled upon my bag of E3 2005 crap. I hadn’t remembered it was under the bed right next to the box of Chick Tracts (kids love them!) A quick look through the pamphlets and goodies made me recall how much of a bloated orgy E3 was. Just how many more Sony key chains, FFVII Before Crisis monitor wipers, paper Sly Cooper 3D glasses, and Phoenix Wright branded cans of coffee did they expect to give out before the whole thing collapsed under the weight of hastily thrown together demos, rabid consumerism (yes, I fought someone for that can of coffee, and no, coffee should not be in cans), thudding bass and barely dressed women?

The answer was “one years worth.” E3 as we knew it is over and the industry is better off, but this is all irrelevant. →  Read the rest

Wii is Just a TG16. With a wand. And a bunch of other crap.

Wii  GC

Look, I get that you’ve read it all over the place, myriad times, and by sometimes reputable people. I have too. Your friends have said it, which may be why you say it and perhaps, conversely, your saying of it has influenced those friends of yours that had not yet begun to say it.

It has become a meme impeditive of the correct progress of our gaming culture. It has inspired at once plagues of ire and embarrassing fanboy uprisings. It has become a badge pinned to the lapels of those who want to sound as though they have their finger on the pulse of an industry and has become a point of derision among those who feel an inbuilt brand loyalty virgin to the realities of a very real historical penchant for near-failure. →  Read the rest

Game Over: Not That Funny


Game Over, Man.

Like any good ‘lamer, I troll this here series of tubes with an eagle eye on gaming news and other related goodies. Whilst doing so last week I was besieged by persistent incestuous linking and goings on about the above video. I watched the video. When it was over I watched it again to make sure I hadn’t missed some hidden genius or arcane humor delivery initiative I had not had the mettle to have noticed on the first go-round

The whole week this went on. My RSS reader was brimming with links to this video and almost all of the comments seemed to be near sickeningly positive. A writer for a popular gaming editorial website, I was faced with a challenge:

Do I hold my tongue and starve this beast the select few who might come to it by my mention of it, having somehow missed the near ridiculous barrage of geek-love it has received in the last seven days? →  Read the rest

Weekly News We Care About Wrap Up – 5.4.07

Sony markets to teens
Sony decided this was a smart business move after analyzing the figures:
Selling games to 10 year olds = totally lame (Nintendo sux LOL)
Selling games to 14 year olds = awesome to the max (we rulz)

The All I want for Christmas is a PSP, Sony’s first attempt to market to teens, went over slightly better than September 11th. Most failed ads don’t bring in more customers, this failed ad led to current customers donating their PSPs to their walls at 15 MPH.

EA noticing Wii and DS appeal to kids, plans bad mini-game game to cash in
EA Playground appeals to “the kid in everyone.” How exactly did EA deduce this? There are the obvious things that appeal to kids but not adults, like finding the opposite sex disgusting and eating chalk. →  Read the rest

System Shock 2 OST Impressions: SHODAN scares me

I recently got a chance to listen to the official soundtrack of Irrational’s cult-classic, System Shock 2, which was released for PC’s back in 1999. I’ve never play the game before, but after going through the entire soundtrack multiple times, I’m dying to experience all that is Von Braun.

The game is an RPG/FPS hybrid that takes place on an experimental space ship, the Von Braun, the very first space ship that is capable of traveling faster than the speed of light. But of course, with something this amazing in terms of technology, something has to go wrong. And it does. I won’t spoil the rest though, as it’s possibly the coolest plot-line I’ve heard in quite awhile.

As for the OST, it’s filled with a lot of ambient and moody tracks. →  Read the rest

Xbox to make its first dollar in 2008

Yeah, seven years after the original Xbox was released. If this was the plan all along, there would’ve been no way in Hell that the Xbox project would have been green-lit had it been anyone but Microsoft. It has cost the company billions already, which isn’t a very favorable position when dealing with shareholders.

From eWeek via Next-Gen.biz, Robbie Bach, president of Microsoft’s Entertainment and Devices Division, states that through peripherals, software sales (1st and 3rd party titles), and Xbox Live, the Xbox platform will finally see a profit next year. Welcome, Microsoft, to the club that Nintendo has been a part of since, well, forever.

This fact just goes to show you how much money Microsoft can afford to waste on something like a gaming console. They’ve lost billions of dollars in the last seven years, but are still going into the console market with all guns blazing. →  Read the rest

Wear Your SHMUP. Wear it Proud.

ThunderForce222There are those of us to whom all your base are belong. Those of us whose love for all things SHMUP is insurmountable but for the clawing beckon for sustenance and expulsion. Those of us, even, who might be sated by a hailstorm of rapid-fire alone.

We are the bullet eaters. We are like you in many ways. We are unlike you in that 1080p means little to us. We can be sustained by as little as 16 mighty bits, and even those bits can be split between two processors as long as one is dedicated to calculating hit-box geometry.

We walk among you. We slip through the crowds; our collision detection tight and our eyes peeled for a volley of hellfire. Though you do not suspect it, we are near. →  Read the rest

New Wii games will not make current Wii games less terrible

As you may have read, Nintendo recently announced the first party games they plan on releasing in Japan in 2007. Here’s the list:

-Donkey Kong Taru Jet Race (renamed DK Jet or DK Bongo Blast for the US)
-Wii Health Pack
-Disaster: Day of Crisis
-Mario Party 8
-Project H.A.M.M.E.R.
-Wii Music
-Super Mario Galaxy
-Super Smash Bros. Brawl
-Battalion Wars II
-Forever Blue
-Mario Strikers Charged
-Metroid Prime 3: Corruption
-Mario and Sonic at the Olympics

It’s about time, Nintendo, because there are a lot of terrible Wii games out right now. The Wii’s ratio of playable games to shit is nearly as bad as the Virtual Boys. Far Cry, Rapala Tournament Fishing, Wing Island, World Series of Poker, Rampage, and Wii Play are horrendous. Then there’s the licensed garbage like Happy Feet, The Ant Bully, Avatar, Open Season and SpongeBob. →  Read the rest

Dragon Quest IX: The more things change, the more they stay the same

Back when it was first announced for the DS, Dragon Quest IX looked like it would be completely different from its predecessors. Not only would the game be on a portable system, it looked like it would be multiplayer and in a real-time, if not an action-RPG, system. After Dragon Quest VIII’s revelations (huge graphical upgrades and a rename in the US to follow the Japanese series name), it looked like the ninth entry would bring even more changes to a series that is notorious for having old school gameplay and feel. Was Square Enix finally going to change the main system of the grandfather of RPGs?

The cover for the original Dragon Quest.

More recently, the news has trickled in that, yes, the game would be multiplayer, but it would have the same turn-based battle system. →  Read the rest

Kutaragi is Kutarazy

Ken Kutaragi recently made it known that he has design ideas for the PS4. And the PS5. And the PS6. Based on Phil Harrison’s declaration that the PS3 is future proof, the PS4 should hit the market between about 84 thousand years from now and never. But even if you’re one of those cynics who don’t believe everything PR people say, you’ve got to figure the PS4 will launch around 2012. With five years each generation, that gives us the PS6 in 2022, a full 15 years from now.

Maybe Kutaragi has a knack for correctly interpreting Nostradamus, but he is probably just delusional. How could he possibly be planning anything beyond the color of the PS6 casing? Technology advances in fits and starts and is difficult to predict even without any unforeseen break throughs (cars, radio, TV, internet, The Clapper). →  Read the rest

Review – Sam & Max Episode 6: Bright Side of The Moon

Here it is, the final episode in the only episodic series that’s actually managed to do something with itself. Six games in as many months is something that Telltale Games should be proud of, but they get another pat on the back for doing such a good job. Season 1 was very much a learning experience, both for themselves and for the fans. Throughout the journey, Telltale has shown definite signs of listening to their audience and learning from their mistakes. Bright Side of the Moon fixes a lot of problems from past episodes, and is all-around the most solid effort of the six games. Funny, lengthy and fun to play, I was sad to see this one come to an end.

The first five episodes sometimes struggled with the balancing act of keeping the puzzles tough but not obtuse and also keeping the humor strong, all in a very tight timeframe. →  Read the rest

Creative writing, descriptive language and curse words do not automatically make a review good

I apologize for linking to an old review of Twilight Princess. I only recently read it and feel compelled to comment. My first instinct was to write the entire review off as a cry for attention. While it may be, writing it off is the easy way out and allows the author the satisfaction of being dismissed, as opposed to critically assessed. So let’s discuss the merits of her positions.

Whether games are all ultimately very similar and it is only the façade of graphics, sound, and plot that differentiate them or whether the façade doesn’t matter because games are ultimately the game mechanics underneath is not a debate I am equipped to settle. I tend to come down on the side that the façade usually doesn’t matter and the mechanics are really what a game “is” at least 95% of the time (for example, Fumito Ueda titles may be in the remaining 5%). →  Read the rest

What is it that makes a good (bad) man turn neutral?

I’ve been playing Ogre Battle 64 recently. I wasn’t a particularly big fan of the original (Ogre Battle SNES/PSX) in some ways, mostly because of the way town liberation works. You pretty much need to have a high alignment unit liberate towns as I recall. Most good alignment units were pretty worthless, too. OB64 does it in a bit more complex way, where you have to liberate towns by matching up the town’s alignment with the unit’s alignment.

Anyway, I was happily playing the game, going around liberating all the towns so I can try to get the best ending, when I started to notice a problem: far from having problems with units being too chaotic, I was having problems with all my units going lawful. They were getting too good on me too fast, so I couldn’t liberate the low alignment cities anymore. →  Read the rest