One thing I enjoy about the various chronological system playthroughs (CRPG Addict, Chrontendo, etc.) is that they provide a bit of a history of video game ideas, letting you see the discovery and evolution of some tropes and gameplay styles that are still around today. While mainstream console and PC gaming has fewer "oh, what a cool new idea" innovations (Katamari Damacy is the last US release to my memory which really did something very "new"), the flash game, iOS, and other assorted mobile game markets have really taken off in terms of innovations, if not always "fun" ones. One of the early big hits in terms of genre-defining mobile game experiences is the "endless runner" genre (and the related finite-runner ones). Canabalt is a great example of a "pure" endless runner, Temple Run is a good example of a slightly more complex one that also made it big.
Playing the latest Donkey Kong Country, I wondered if the series was the original precursor to the endless runner, with it's minecart levels. I suppose Battletoads or some other fixed-speed racers qualify a bit, but to me DKC is the first one that has that pure, one-button gameplay feel that Canabalt especially provides. So, it's an open question: which games helped define the endless runner genre, either as the earliest example of them or as the ones who did it good enough? I'm sure there's an old arcade game or PC game that beats either of the two games I've mentioned. I'll add more as I get suggestions.
Battletoad's horrible racer level
Donkey Kong Country series' mine cart levels
Saturday, March 8, 2014
Tuesday, March 4, 2014
GAME IDEAS-- ECONOMICS: Fantasy Economics, or "I don't care if you're saving my village, you gotta pay for potions like everybody else"
At the CRPG Addict's blog, one of the qualities on which he rates the games he plays (against an imaginary "ideal" CRPG-- Baldur's Gate would be pretty close to it, for reference) is the game's economy: are there lots of things to buy, is there just enough money where you have to pick and choose among good things to buy, at the endgame are you just drowning in gold with nothing to do with it or is there still good things to buy, etc. Few games, especially JRPGs, get this right, with most of the games I've played lately ending up definitely on the side of "you can buy everything worthwhile as soon as you hit the place that sells it." Bravely Default is pretty good about making you choose what to buy (so far), and the Etrian Odyssey games also have an economy where you won't be able to get everything you want right away. The Etrian Odyssey games also share the Monster Hunter/MH-like games' associating stock with bringing parts from the monsters you kill and stuff you scavenge, which is a pretty sound system.
For most games, however, there's a certain absurdity to the proceedings beyond the failures or successes of the in-world markets-- part of it is the fact that new towns just happen to have the best weapons so far, and part of it is that you're often dealing with entire kingdoms who you save but who only provide modest monetary compensation and whatever few goodies you loot from the treasury. It's an old joke/tvtrope, but there's definitely something funky when the king of I-own-it-allistan asks you to save the world and sets you off with a few coins and an iron sword. And why does a small hamlet in the middle of nowhere have better weapons that a great military kingdom?
My radical idea would be to fix this by having everything be free, at least once you're recognized as the grand hero or whatever. Limit consumables by limiting how many of the weak ones you can carry, make them heal a set percent, and have more powerful ones require rare(ish) materials to make. Lock high armor and weapon tiers as things you find realistically (kill a great big baddie with an awesome sword and armor, actually get those goodies) or have to get materials for craftsman to make them ("I can make you a great amulet that drains your enemy's life if you get me a vampire's fang). "Realism" could still be sacrificed for balance and fun, but at least it wouldn't be glaringly obvious that the world makes no sense.
Meanwhile, here are some games that either had "just right" economics or did cool things with the game's economies. I'll eventually update this list as new games come out and do things right, or I remember old ones that had really innovative ideas. I'll mostly focus on RPGs, but any genre is fair game. Comments with suggestions or reactions are welcome!
"JUST RIGHT" Economies:
Secret of Mana- SNES
Bravely Default- 3DS
Monster Hunter and mimics, to varying degrees
Etrian Odyssey and mimics, to varying degrees
INNOVATIONS
Shadow Madness, PS1- halfway through the game, when you go to the "other world," they don't take your money anymore, you have an entirely new economy.
Chrono Trigger-- small thing, but trading rocks, vines, etc. for items in the caveman era
Fallout series-- old cash is a souvinier, soda caps are money.
For most games, however, there's a certain absurdity to the proceedings beyond the failures or successes of the in-world markets-- part of it is the fact that new towns just happen to have the best weapons so far, and part of it is that you're often dealing with entire kingdoms who you save but who only provide modest monetary compensation and whatever few goodies you loot from the treasury. It's an old joke/tvtrope, but there's definitely something funky when the king of I-own-it-allistan asks you to save the world and sets you off with a few coins and an iron sword. And why does a small hamlet in the middle of nowhere have better weapons that a great military kingdom?
My radical idea would be to fix this by having everything be free, at least once you're recognized as the grand hero or whatever. Limit consumables by limiting how many of the weak ones you can carry, make them heal a set percent, and have more powerful ones require rare(ish) materials to make. Lock high armor and weapon tiers as things you find realistically (kill a great big baddie with an awesome sword and armor, actually get those goodies) or have to get materials for craftsman to make them ("I can make you a great amulet that drains your enemy's life if you get me a vampire's fang). "Realism" could still be sacrificed for balance and fun, but at least it wouldn't be glaringly obvious that the world makes no sense.
Meanwhile, here are some games that either had "just right" economics or did cool things with the game's economies. I'll eventually update this list as new games come out and do things right, or I remember old ones that had really innovative ideas. I'll mostly focus on RPGs, but any genre is fair game. Comments with suggestions or reactions are welcome!
"JUST RIGHT" Economies:
Secret of Mana- SNES
Bravely Default- 3DS
Monster Hunter and mimics, to varying degrees
Etrian Odyssey and mimics, to varying degrees
INNOVATIONS
Shadow Madness, PS1- halfway through the game, when you go to the "other world," they don't take your money anymore, you have an entirely new economy.
Chrono Trigger-- small thing, but trading rocks, vines, etc. for items in the caveman era
Fallout series-- old cash is a souvinier, soda caps are money.
Saturday, March 1, 2014
SURPRISINGLY GOOD: Bug Heroes 2; One-Way Heroics
Again, this blog isn't supposed to be reviews per se, but sometimes I come across a game that, while not having any particular qualities that deserves a post of "things done right," I still want to give a shot-out to just for capturing my attention or just being enjoyable. Bug Heroes 2 on iOS definitely falls into that category for me, though I'm still pretty early in it. It's a mashup of MOBA, tower-defense, first-person shooter, and arena two-stick game that has a massive cast of characters and no real plot or level structure to speak of. You start with two (random?) bug heroes, and unlock others randomly for free after achieving certain milestones, or by paying in a premium currency that you get a decent amount of after each mission. I think part of what works so well is that each character (so far; I've only got 4) plays so distinctly, yet is quite effective-- the bee general summons increasingly-powerful friendly creeps, the ladybug fencer is a tank with great armor-piercing and burst-damage skills, and the earthworm demolitionist just blows everything to bits. For only a dollar, it's a great bargain, and most characters average a dollar per unlock if you were to but the premium currency (I look at doing that as a way to "tip" the developers for a great game sometimes).
Another cheap-but-good game I got into recently is One-Way Heroics, just released on Steam but probably out for a while on Desura or other PC sites. It's basically a roguelike with less punishment and a nice persistent power-up system; even when you die, you get some goodies to help another push. The concept is pretty cool too-- you have to keep moving right, dealing with enemies and RPG towns, trying to get strong enough to defeat the Dark Overlord when he finally arrives. It's very similar to the mall level of "The Guided Fate Paradox" on PS3, only you die immediately if you get caught up in encroaching darkness. The best thing is probably that there's a definite "easy" mode, then the normal mode (and I bet a hidden hard mode), so you can play the game to just have fun as much as to challenge yourself. Very well put-together, and under five bucks to boot.
EDIT:
I played more of Bug Heroes, and while I'm still enjoying things, the difficulty curve feels way off, and not in a "pay real money to win" sense. I have a decent selection of heroes, but several of the stages-- and you can only ever pick from three at a time, and must beat one for a new one to emerge-- seem ridiculously impossible. Lose a stage enough times and the difficulty (and rewards) drop, so you get through it eventually, but it's not much fun to play a "this feels impossible" stage four times to get to one that's challenging, but fair (or often a complete pushover). Hopefully this will get addressed a bit in a patch eventually. I still like the game, but it's flaws are pretty bad.
Another cheap-but-good game I got into recently is One-Way Heroics, just released on Steam but probably out for a while on Desura or other PC sites. It's basically a roguelike with less punishment and a nice persistent power-up system; even when you die, you get some goodies to help another push. The concept is pretty cool too-- you have to keep moving right, dealing with enemies and RPG towns, trying to get strong enough to defeat the Dark Overlord when he finally arrives. It's very similar to the mall level of "The Guided Fate Paradox" on PS3, only you die immediately if you get caught up in encroaching darkness. The best thing is probably that there's a definite "easy" mode, then the normal mode (and I bet a hidden hard mode), so you can play the game to just have fun as much as to challenge yourself. Very well put-together, and under five bucks to boot.
EDIT:
I played more of Bug Heroes, and while I'm still enjoying things, the difficulty curve feels way off, and not in a "pay real money to win" sense. I have a decent selection of heroes, but several of the stages-- and you can only ever pick from three at a time, and must beat one for a new one to emerge-- seem ridiculously impossible. Lose a stage enough times and the difficulty (and rewards) drop, so you get through it eventually, but it's not much fun to play a "this feels impossible" stage four times to get to one that's challenging, but fair (or often a complete pushover). Hopefully this will get addressed a bit in a patch eventually. I still like the game, but it's flaws are pretty bad.
Bravely Default is the whatever game you want it to be
There's a subset of gamers who enjoy setting arbitrary challenges for themselves to make some games more like a puzzle-- how, through meta-gaming, can you beat a specific RPG without ever gaining a level, for example. Most of these playthroughs rely on toughing out the early game before getting to whatever exploitable resource makes the rest of the game a breeze; they're often tests of patience as much as ingenuity. They also tend to require making sure you run from every fight you can, and keeping most of the party dead at the end of mandatory fights so they don't get XP (until you can get an "XP Sponge" character that goes in, survives the fight, and is never used). I don't think it would have ever occurred to me to try something like this, much less have the patience to go through with it, and overall it's a pretty rarified gaming style.
Bravely Default, however, offers several in-game options for players who want to try this sort of thing. Programming-wise, it's easy enough-- just set a few toggles to zero, and put in an interface for the player to manipulate it, so it's not difficult to implement. But, it takes a company that's actually paying attention to its players to even think that someone might want the option to stop all XP (or gold, or whatever) gains from fights, to give themselves a special challenge, and especially to allow it to all be custom-manipulated instead of wrapped into a "hard, easy, normal" setup.
Similarly, though to me a more obvious design choice, in Bravely Default, you can raise or lower random enemy encounters, doubling them, quartering them, even eliminating them entirely, any time. There's often in-game items with these effects, but most games with them give them to you late in the game, and then you're trading an item slot for it. I appreciate that the game isn't patronizing about it-- it basically says, "You want this? Ok, here you go," rather than being more of "you must endure the game the way we made it originally until we decide to allow you a small amount of manipulation, whether you are enjoying this part or not!" I wish they'd gone a little further with the ability to increase XP, AP, and GP gains, but since those abilities are tied to classes I understand why they didn't (still, it's a bit paternalistic).
On a side note, one reviewer (I don't care enough to hunt the review down, other than vaguely remembering it as a review on an RPG-dedicated site) complained about the main story of the game, saying it was uninspired and required too much back-and-forth for little reason among towns (absolutely true). But, he then seemed miffed that the side quests were where all the interesting stuff was-- story-wise, character-wise, and especially gameplay-wise. So, he was essentially docking the game for not forcing him to play through the side areas. Even more ridiculous, though, was that he complained also that the game was grind-y in parts; well yes, if you skip all the sidequests and optional content and try to zoom straight through the main quest line, you would be underpowered. Hey, instead of grinding pointlessly, why not do some of those well-written, rewarding side events that flesh out the main story and give context to everything? It was a baffling review, especially for being on an RPG specialty site, and was one of the very, very few negative reviews the game got.
Bravely Default, however, offers several in-game options for players who want to try this sort of thing. Programming-wise, it's easy enough-- just set a few toggles to zero, and put in an interface for the player to manipulate it, so it's not difficult to implement. But, it takes a company that's actually paying attention to its players to even think that someone might want the option to stop all XP (or gold, or whatever) gains from fights, to give themselves a special challenge, and especially to allow it to all be custom-manipulated instead of wrapped into a "hard, easy, normal" setup.
Similarly, though to me a more obvious design choice, in Bravely Default, you can raise or lower random enemy encounters, doubling them, quartering them, even eliminating them entirely, any time. There's often in-game items with these effects, but most games with them give them to you late in the game, and then you're trading an item slot for it. I appreciate that the game isn't patronizing about it-- it basically says, "You want this? Ok, here you go," rather than being more of "you must endure the game the way we made it originally until we decide to allow you a small amount of manipulation, whether you are enjoying this part or not!" I wish they'd gone a little further with the ability to increase XP, AP, and GP gains, but since those abilities are tied to classes I understand why they didn't (still, it's a bit paternalistic).
On a side note, one reviewer (I don't care enough to hunt the review down, other than vaguely remembering it as a review on an RPG-dedicated site) complained about the main story of the game, saying it was uninspired and required too much back-and-forth for little reason among towns (absolutely true). But, he then seemed miffed that the side quests were where all the interesting stuff was-- story-wise, character-wise, and especially gameplay-wise. So, he was essentially docking the game for not forcing him to play through the side areas. Even more ridiculous, though, was that he complained also that the game was grind-y in parts; well yes, if you skip all the sidequests and optional content and try to zoom straight through the main quest line, you would be underpowered. Hey, instead of grinding pointlessly, why not do some of those well-written, rewarding side events that flesh out the main story and give context to everything? It was a baffling review, especially for being on an RPG specialty site, and was one of the very, very few negative reviews the game got.
Thursday, February 27, 2014
What Final Fantasy XIII: Lightning Returns does right
Given the reviews, and my overall "just alright" feelings about the previous two games in the FFXIII trilogy, I didn't expect to get all that into Lightning Returns. Based on the reviews, I almost skipped it, but the lure of playing dress-up with 50+ unique "garbs" won me over. Once I actually got into it, I was surprised by how engrossing the game really became. Most of the reviews spend a lot of time bashing the things the game gets wrong-- and I'll mention a few of those things myself here-- but I wanted to put out there some things the game got "right."
1) Genocide.
No, really-- almost every enemy in the game exists in limited numbers (about 900 enemies total not counting a few infinitely-generating ones that exist to allow for fights on the final days), and if you kill all of them, that enemy is gone from that playthrough of the game for good. It's quite satisfying to finish one off, it's part of a major sidequest with a great reward, you get awesome items for each species you kill, and the "Last One" of each species is a mini boss fight that often requires clever strategy. Every enemy you fight moves you closer to the goal (yes, there's a secret dungeon that makes hunting the enemies beforehand moot, but still...) and even annoying enemies (self-healing Dryads who summon more) are more bearable knowing that you can wipe them off the face of the (game) planet.
It's not completely original-- NetHack has the Scoll of Genocide, many games have non-respawning fixed-encounters, but not a lot of triple-A titles do it, and few have as many intrinsic and extrinsic rewards attached.
2) The Story.
Ok, hear me out-- the Final Fantasy series gets some rightfully deserved flak for screwing up stories, and most video games as a whole muck this up. The level of hate this game gets for its plot by reviewers is a bit undeserved, and probably comes from being weighted down with dangling plots from the previous games and really, excruciatingly dull characters. Even if you know the backstory, there's a lot of "what the hell?" bits in the beginning that make no sense- at first. But, things come together in a coherent theme as you move through the game, plot holes turn out to have a point to them, and there's even a nice bit of pathos (again, among mostly horrible characters-- Fang is awesome as always, and Lumina, a new character for this game, is delightfully sorta-evil).
Part of the problems is that you have to, well, think about the game world to understand what's up. It's a world where no one has aged for 500 years-- and, more devastatingly, no one has been able to really change or grow. Very few characters managed anything close to develop meaningfully across the centuries, children stay children forever, no new births occur and every death (due to illness or accident) brings the world closer to annihilation. On top of that, an unknowable force seems to be hellbent on killing that last survivors. Lightning is dropped into this world to try and bring hope to the hearts of some of the citizens before God just kills everyone and wipes the slate clean; Lightning herself has also been stripped of emotions (inconsistently, unfortunately), and is only helping to revive her dead sister who she was responsible for sending to her death by failing hard in her previous role. (Pretty big spoiler here-- even her old friend, Hope, has been killed by God and hollowed out to be used as a vessel for His will/spy). Yes, it's very, very bleak.
But, it all makes sense and ties into the theme of hope being eternal (major spoilers now). Lightning isn't actually soulless and unemotional-- she just cut out those parts from herself in a misguided attempt to do her job properly, which makes sense for the character and is a believable motivation. Lumina is torn between wanting to return to the old ways and not being destroyed or left alone. The chaos destroying everything is actually the souls of all the dead who haven't been able to be reborn-- pushed along by the countless souls of the Seeress, Yeul, the series' mot tragic character. Yeul is a single soul who is doomed to die young and be reborn over and over- creating countless frustrated, angry half-souls who are torn between despairing and wanting it all to end and hoping that things could be better. Everything ties into the struggle between despair/annihilation, calcification, and hope. It's not the best-told story, but it's a good one, and within the logic of the game-world it's all consistent (enough) and fits together.
Still, that's three paragraphs to cover the fact that, like 99% of games, it's not well-written, or well-executed, and is better in theory than practice. But, it's a big leg-up on most games, so bashing it in comparison to other stuff just isn't fair.
3) Sense of Urgency/Nonlinearity/Point to All Those Sidequests.
Too many games do a whole "this is awful, the world's about to end any moment now, oh but go and gather 50 shiny distractor plates for a secret weapon, no rush!" thing that while great for completionists, leaves the player feeling like there's no weight to the impending doom. Lightning Returns makes deciding what to do among all these things an actual choice, with potential consequences for screwing around, yet also making half the point of the game doing those dinky sidequests (to save souls). As a pretty big spoiler-- the game allows for 13 regular days if you complete the main quests, and there's plenty of time to do EVERYTHING in the game and then some with only a modicum of time management (judicious use of a time-stopping ability allows for about 4/5ths of the games main and sidequests to be completed in the first four days, and that's without a walkthrough or any help, and with most of the holdup being waiting for time-sensitive events to be trigger-able). But, the player feels like they are making big decisions, and that everything matters, and that they need to hurry, hurry, hurry but not skip anything. It's great for pulling you into the game, awful if you want to play in short bursts (unless those bursts are to genocide monsters while using chronostasis to freeze time...)
4) New Game+/Full Economy
I used to love a New Game+, and while I have too many other things I'd rather do than immediately replay a game I just beat, Lighting Returns has a great NG+ system. First, you keep nearly all your items, gold, equipment, and abilities, so you can zip through the easy stuff. Second, there's a new game mode that pumps up the monsters and gives you new rare garbs and items, if you want a bit of a challenge that also gets you better gear and abilities. Third, in the new game, you can modify shields and swords to make them stronger, and you can also improve accessories by picking them up again. Fourth, repeating missions still gives you stat boosts-- reduced quite a bit for most of them, but still worth doing. It's a great playground for really exploring the game mechanics and making a powerful setup, and money is always short enough that there's something around the corner you want to be making money for (instead of you having oodles of cash with nothing to spend it on at the end/new game mode of most games like this). I do criticize the game for not moving most of this into the main game line, but on balance it makes sense-- there's just enough resources in a single playthrough to get most of the good stuff in the game and make the final boss easy but not a one-hit kill, and playing on hard more after all those restrictions offers a great way to amp your character's power to make that playthrough and the secret, extra-final boss killable but challenging.
5) Nostalgia/Music
Boo for no Tonberries, meh for new Moogle design, Yay for Cactuars. Also, I adore the small music callbacks-- the Battle on the Great Bridge one-man-band in Yusnaan is amazing, and the cheer from the crowd when you win an arena battle is a sweet treat. Tangentially, this game has some amazing music overall.
There's other small bits of game design that I liked but don't think were so well-made as to be true highlights, but there's also a few things that annoyed me a bit:
1) Completing the secret dungeon gave you a garb that was rather mediocre-- the cash from the kill was more exciting to receive, as was the accessory drop from the secret boss there. But, it was also part of the quest that led to a great weapon, so I guess it balances out...
2) Waiting until the first genocide or day 6 to be able to do any customization, much less new game+ for weapon/armor buffing, was a bit annoying.
3) "Easy" difficulty should have been labeled as "Normal," with "Normal" being "Hard" and the "secret" Hard mode becoming "Extreme" or something. More people would probably have liked the game if they have played on Easy first.
So, the question no one is dying to have answered: would I recommend the game? Honestly, there's a few people I would say would probably be able to enjoy the game, and again I played a ton of it, enjoyed it, and suspect I will come back to it some day to play Hard mode if I ever caught up on my backlog of games to play, but I'd say it's not a game for most people. Though, given it's part of a trilogy, I don't think the designers were hoping to bring in a lot of new players with this one. I just want to give props to the game for doing some things exceptionally well, beyond just being well-polished (example: polish = having a bestiary and datalog, exceptional would = them being worth reading).
1) Genocide.
No, really-- almost every enemy in the game exists in limited numbers (about 900 enemies total not counting a few infinitely-generating ones that exist to allow for fights on the final days), and if you kill all of them, that enemy is gone from that playthrough of the game for good. It's quite satisfying to finish one off, it's part of a major sidequest with a great reward, you get awesome items for each species you kill, and the "Last One" of each species is a mini boss fight that often requires clever strategy. Every enemy you fight moves you closer to the goal (yes, there's a secret dungeon that makes hunting the enemies beforehand moot, but still...) and even annoying enemies (self-healing Dryads who summon more) are more bearable knowing that you can wipe them off the face of the (game) planet.
It's not completely original-- NetHack has the Scoll of Genocide, many games have non-respawning fixed-encounters, but not a lot of triple-A titles do it, and few have as many intrinsic and extrinsic rewards attached.
2) The Story.
Ok, hear me out-- the Final Fantasy series gets some rightfully deserved flak for screwing up stories, and most video games as a whole muck this up. The level of hate this game gets for its plot by reviewers is a bit undeserved, and probably comes from being weighted down with dangling plots from the previous games and really, excruciatingly dull characters. Even if you know the backstory, there's a lot of "what the hell?" bits in the beginning that make no sense- at first. But, things come together in a coherent theme as you move through the game, plot holes turn out to have a point to them, and there's even a nice bit of pathos (again, among mostly horrible characters-- Fang is awesome as always, and Lumina, a new character for this game, is delightfully sorta-evil).
Part of the problems is that you have to, well, think about the game world to understand what's up. It's a world where no one has aged for 500 years-- and, more devastatingly, no one has been able to really change or grow. Very few characters managed anything close to develop meaningfully across the centuries, children stay children forever, no new births occur and every death (due to illness or accident) brings the world closer to annihilation. On top of that, an unknowable force seems to be hellbent on killing that last survivors. Lightning is dropped into this world to try and bring hope to the hearts of some of the citizens before God just kills everyone and wipes the slate clean; Lightning herself has also been stripped of emotions (inconsistently, unfortunately), and is only helping to revive her dead sister who she was responsible for sending to her death by failing hard in her previous role. (Pretty big spoiler here-- even her old friend, Hope, has been killed by God and hollowed out to be used as a vessel for His will/spy). Yes, it's very, very bleak.
But, it all makes sense and ties into the theme of hope being eternal (major spoilers now). Lightning isn't actually soulless and unemotional-- she just cut out those parts from herself in a misguided attempt to do her job properly, which makes sense for the character and is a believable motivation. Lumina is torn between wanting to return to the old ways and not being destroyed or left alone. The chaos destroying everything is actually the souls of all the dead who haven't been able to be reborn-- pushed along by the countless souls of the Seeress, Yeul, the series' mot tragic character. Yeul is a single soul who is doomed to die young and be reborn over and over- creating countless frustrated, angry half-souls who are torn between despairing and wanting it all to end and hoping that things could be better. Everything ties into the struggle between despair/annihilation, calcification, and hope. It's not the best-told story, but it's a good one, and within the logic of the game-world it's all consistent (enough) and fits together.
Still, that's three paragraphs to cover the fact that, like 99% of games, it's not well-written, or well-executed, and is better in theory than practice. But, it's a big leg-up on most games, so bashing it in comparison to other stuff just isn't fair.
3) Sense of Urgency/Nonlinearity/Point to All Those Sidequests.
Too many games do a whole "this is awful, the world's about to end any moment now, oh but go and gather 50 shiny distractor plates for a secret weapon, no rush!" thing that while great for completionists, leaves the player feeling like there's no weight to the impending doom. Lightning Returns makes deciding what to do among all these things an actual choice, with potential consequences for screwing around, yet also making half the point of the game doing those dinky sidequests (to save souls). As a pretty big spoiler-- the game allows for 13 regular days if you complete the main quests, and there's plenty of time to do EVERYTHING in the game and then some with only a modicum of time management (judicious use of a time-stopping ability allows for about 4/5ths of the games main and sidequests to be completed in the first four days, and that's without a walkthrough or any help, and with most of the holdup being waiting for time-sensitive events to be trigger-able). But, the player feels like they are making big decisions, and that everything matters, and that they need to hurry, hurry, hurry but not skip anything. It's great for pulling you into the game, awful if you want to play in short bursts (unless those bursts are to genocide monsters while using chronostasis to freeze time...)
4) New Game+/Full Economy
I used to love a New Game+, and while I have too many other things I'd rather do than immediately replay a game I just beat, Lighting Returns has a great NG+ system. First, you keep nearly all your items, gold, equipment, and abilities, so you can zip through the easy stuff. Second, there's a new game mode that pumps up the monsters and gives you new rare garbs and items, if you want a bit of a challenge that also gets you better gear and abilities. Third, in the new game, you can modify shields and swords to make them stronger, and you can also improve accessories by picking them up again. Fourth, repeating missions still gives you stat boosts-- reduced quite a bit for most of them, but still worth doing. It's a great playground for really exploring the game mechanics and making a powerful setup, and money is always short enough that there's something around the corner you want to be making money for (instead of you having oodles of cash with nothing to spend it on at the end/new game mode of most games like this). I do criticize the game for not moving most of this into the main game line, but on balance it makes sense-- there's just enough resources in a single playthrough to get most of the good stuff in the game and make the final boss easy but not a one-hit kill, and playing on hard more after all those restrictions offers a great way to amp your character's power to make that playthrough and the secret, extra-final boss killable but challenging.
5) Nostalgia/Music
Boo for no Tonberries, meh for new Moogle design, Yay for Cactuars. Also, I adore the small music callbacks-- the Battle on the Great Bridge one-man-band in Yusnaan is amazing, and the cheer from the crowd when you win an arena battle is a sweet treat. Tangentially, this game has some amazing music overall.
There's other small bits of game design that I liked but don't think were so well-made as to be true highlights, but there's also a few things that annoyed me a bit:
1) Completing the secret dungeon gave you a garb that was rather mediocre-- the cash from the kill was more exciting to receive, as was the accessory drop from the secret boss there. But, it was also part of the quest that led to a great weapon, so I guess it balances out...
2) Waiting until the first genocide or day 6 to be able to do any customization, much less new game+ for weapon/armor buffing, was a bit annoying.
3) "Easy" difficulty should have been labeled as "Normal," with "Normal" being "Hard" and the "secret" Hard mode becoming "Extreme" or something. More people would probably have liked the game if they have played on Easy first.
So, the question no one is dying to have answered: would I recommend the game? Honestly, there's a few people I would say would probably be able to enjoy the game, and again I played a ton of it, enjoyed it, and suspect I will come back to it some day to play Hard mode if I ever caught up on my backlog of games to play, but I'd say it's not a game for most people. Though, given it's part of a trilogy, I don't think the designers were hoping to bring in a lot of new players with this one. I just want to give props to the game for doing some things exceptionally well, beyond just being well-polished (example: polish = having a bestiary and datalog, exceptional would = them being worth reading).
Sorry, Mark Walton-- Donkey Kong Country: Tropical Freeze's levels are awesome
So, Gamespot's Mark Walton panned the latest Donkey Kong Country game (Tropical Freeze) as unexiting, not having new designs or challenges, and just feeling "a little off." He does make some true points in the full article-- yes, it's not as good as Rayman Legends, the boss fights go on for a while with no checkpoints, and there are some levels where there is a "stop and start" aspect to the stage-- and seems to be wanting to play a good Sonic game rather than a DKC game (he praises the speed of the minecart levels, for example). What distressed me, though, was that the main reason he seemed indifferent to the game was that he felt the levels were uninspired and poorly designed. I'm only halfway through the game now, and already I'd say at least half the levels have a clever gameplay-related design element, and 90% of them have a great visual twist to them. Despite my "I'll spoil whatever, whenever" policy, I won't go through and name all the bits here, but I will take one level as an example of how expertly the level designers mixed aesthetics and gameplay designs to make a stellar level.
The level I'm talking about is a minecart level (which yes, Walton says are among the high points of the game, of which there's at least one in each island so far by the way), which is a bit of a love-it-or-hate-it part of the games. First, it's great that the designers decided to include them; they're a wonderful throwback to the older games in the series, I find them fun, and the proliferation of endless runner games that owe a LOT of inspiration to these levels (more on that in another post, possibly) suggests that they're a winning gameplay mechanic in the right dose. But, given that they've been in four major 2D platformers, the idea could be stale by now, so how did they spice it up?
First, the setting is somewhat interesting-- it's a sawmill, thematically appropriate to the island's concept, though not very original on its own. Midway through, it switches you from the minecart to a log flume, which makes perfect sense giving the setting, and which also allows for a small but fun change in mechanics (your flume sinks in the water after jumping). The you're back on the regular minetrack and the stage starts falling down around you, then a giant blade is chasing you-- again, not exceptionally original but solid additions-- before the track starts to fall apart and in another gameplay twist you end up jumping to land on track coming from behind you as you move forward. And all this is mixed in with other solid elements, including the usual collection aspects (those puzzle pieces are fiendishly well hidden) and two secret level exits. It's a particular high point in the game, but it exemplifies the care, thought, and intelligence put into all these levels.
I don't really care that Walton didn't much like the game, or that he gave the game a low score because of feeling like something was just missing or that the game wasn't exciting even. But, the bullet point at the end of his review-- "dull, derivative level design"-- is asinine. The "derived" level aspects are polished and still creative, and the innovative stuff is just flat-out awesome. Again, the game is no Rayman Legends or Mario Galaxy, but it's damn well put together, and if your opinion is that it wasn't fun, fine, but own it as "I just didn't like it" instead of coming up with flimsy justifications for a low score.
The level I'm talking about is a minecart level (which yes, Walton says are among the high points of the game, of which there's at least one in each island so far by the way), which is a bit of a love-it-or-hate-it part of the games. First, it's great that the designers decided to include them; they're a wonderful throwback to the older games in the series, I find them fun, and the proliferation of endless runner games that owe a LOT of inspiration to these levels (more on that in another post, possibly) suggests that they're a winning gameplay mechanic in the right dose. But, given that they've been in four major 2D platformers, the idea could be stale by now, so how did they spice it up?
First, the setting is somewhat interesting-- it's a sawmill, thematically appropriate to the island's concept, though not very original on its own. Midway through, it switches you from the minecart to a log flume, which makes perfect sense giving the setting, and which also allows for a small but fun change in mechanics (your flume sinks in the water after jumping). The you're back on the regular minetrack and the stage starts falling down around you, then a giant blade is chasing you-- again, not exceptionally original but solid additions-- before the track starts to fall apart and in another gameplay twist you end up jumping to land on track coming from behind you as you move forward. And all this is mixed in with other solid elements, including the usual collection aspects (those puzzle pieces are fiendishly well hidden) and two secret level exits. It's a particular high point in the game, but it exemplifies the care, thought, and intelligence put into all these levels.
I don't really care that Walton didn't much like the game, or that he gave the game a low score because of feeling like something was just missing or that the game wasn't exciting even. But, the bullet point at the end of his review-- "dull, derivative level design"-- is asinine. The "derived" level aspects are polished and still creative, and the innovative stuff is just flat-out awesome. Again, the game is no Rayman Legends or Mario Galaxy, but it's damn well put together, and if your opinion is that it wasn't fun, fine, but own it as "I just didn't like it" instead of coming up with flimsy justifications for a low score.
WHAT THIS BLOG IS
This blog is about geeky stuff-- board games and video games-- that covers what some games do right (or wrong) without always worrying about trying to "review" the product as a whole and without necessarily falling into a full-on critique or deconstruction of games. The blog especially aims to hit some points about games that, for whatever reasons, reviewers of most sites don't mention in their rush to get to the all-powerful numerical score. Occasionally, I may use this space to rebut a specific review or recurring point among reviewers that annoys me. I plan on having a TON of gameplay spoilers in the discussions, so those sensitive to such things should just move on, but I'll try to mark off if I'm going to go into huge, mega-spoilers about the plot of a particular game. Ideally, this blog will end up as a collection of tons of just great video game ideas, usually from current-at-the time games, but also from historical perspectives of single older games or across a genre/system.
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