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Showing posts from March, 2018

Organic Discovery in The Starship Damrey

Like all forms of media, games are easily replayable, given the individual's access to the proper hardware. If a particular game happens to scratch that itch you have for a particular storytelling device, or perhaps a gameplay mechanic or motif that strikes your fancy, you can either return to it or hold out for a future title that utilizes similar concepts. Where a film ca utilize twists and turns that can be rediscovered upon a second viewing, however, games are somewhat different. While dialogue can be utilized in games to similar effect, the idea of creating a twist through gameplay is somewhat different. While the amount of content present in games can certainly cause certain segments to be forgotten, the rules of gameplay often give the player all they need in order to tackle new or unfamiliar situations. If gameplay is merged with story, then the memory will likely keep. On the other hand, if a game's aesthetic is repetitive or the story nonexistent, the player must rely

Pokemon Rumble: A Failure to Loot

What sensible 90's child didn't love Pokemon? As the years have gone by, this franchise has sustained its momentum with minor improvements to its gameplay and major increases in the number of catch-able critters. One of the finest examples of polymorphic content, Pokemon comes in all shapes and sizes, and more than a few titles have used its iconic character designs in various different ways. Pokemon Mystery Dungeon turns each monster into a rogue-like procedural dungeon crawler. Pokemon Conquest applies an isometric strategy twist to the fold. Hey You, Pikachu! uses a microphone to make a little critter into your Tamagotchi buddy. Detective Pikachu is a stupid thing that shouldn't exist. But one subseries of Pokemon that stands out as both bizarre in concept yet wildly addictive in execution is Pokemon Rumble. While none of the titles in this series are particularly fantastic, the idea of smacking around hundreds of weaker Pokemon with one's super-powered, highly a

Risk, Reward, and Rote in Etrian Odyssey

Most of the role-playing games I've talked about on this site have been narrative-driven, linear affairs. There's nothing wrong with this, and I've mentioned before that the appeal of these kinds of games is inheriting a role- being an active participant in a story. If this is the reason you play these kinds of games, you have an incentive for engaging in combat on a regular basis- you need to be strong enough to take on the next foe, so that you can progress the story, etc etc. The most frequent method of incentivizing a player is by crafting engaging narratives and allowing them to inherit a crucial role in the narrative. This leads a player to want to discover more from a narrative perspective, rather than through compelling gameplay. This is not to say that this model cannot have compelling gameplay- it largely depends on the sorts of organic progression the developers place in their way, as well as combat motifs and core mechanics. However, this can often present a

Why Octopath Traveler Still Feels Like a Project

I took a look at the Octopath Traveler demo version recently, and it left quite an impression on me. I'm still not quite sure whether it was positive or negative, however, mostly because the game's intentions are still somewhat elusive. While there are some aspects of the demo that appealed to me a great deal, others feel a bit nebulous, and the game as a whole seems to lack some direction. While the developers have apparently taken some of the concerns of those who evaluated the game to heart, there is still much that has not been said about Octopath Traveler, and while its aesthetic is striking and its homages evident, I hope to address some concerns regarding this new Square Enix RPG.

Resource Management in Code Name S.T.E.A.M.

Strategy games, whether turn-based or otherwise, are a huge time commitment. The momentum present is largely based on proficiency and awareness, and even then, players can have lengthy amounts of downtime and planning, especially in systems-rich titles. This is partially why finding the right entry point for the genre is a difficult task, and also why real-time strategy is more inviting- it is far more active and challenging, not to mention spectator friendly. But real time strategy often involves resource management on a larger scale than that of more traditional strategy games, as unit production is a major aspect of thoughtful strategy and execution. While some strategy games utilize weapon durability and unit movement as "resources" to manage, very few games are able to neatly and straightforwardly communicate the importance of this kind of gameplay, let alone implement it so that it takes a central focus. This is why Code Name S.T.E.A.M., Intelligent System's thi

The Importance of Aesthetic in Solatorobo

With a new installment in the Little Tail Bronx universe headed to the Nintendo Switch, there's no better time to take a look back at Solatorobo: Red the Hunter, the second title in the series. Released in the twilight days of the Nintendo DS, Solatorobo features arguably some of the best aesthetic design on the system, blending 3D character models with 2D backgrounds akin to early fifth generation role-playing games. While it shares a setting with its previous entry Tail Concerto, neither game requires playing the other as a prerequisite, and I would argue that Solatorobo is a fine entry point for anyone mildly curious in the series.

Examining Fatal Flaws in Final Fantasy Explorers

I have no particular love for Final Fantasy, a statement that would strip my status as an RPG fanatic in the eyes of some. I had very little exposure to the series in my youth, however, and my first Final Fantasy would actually be a spinoff, the first entry in the Crystal Chronicles series. The action-based, cooperation-focused role-playing systems were extremely appealing to me, and its unique races and more straightforward lore were easy to grasp, serving its rustic sensibilities nicely. I would go on to play each title in the Crystal Chronicles series, witnessing the refinements of its cooperative structure and eventual regression into something utterly weird, before vanishing off the map completely. In its place, I would find another coop ARPG to fill the void: a little series known as Monster Hunter. Its focus on precision movement, intense preparation, and dedication to equipment and weapon builds would enthrall me in a different way than Crystal Chronicles, which featured dung

When Demos (Don't) Align

Having recently played the demo for The Alliance Alive, I have been reflecting on the sheer amount of RPGs I have played on the 3DS. The Alliance Alive is likely to be one of my last purchases for the system, unless Nintendo decides to smash us with some worthwhile new addition late in the system's life. Regarding demos, however, I can safely say that I have not played some RPGs based on the way their demos operate. Sometimes a good demo can highlight the best parts of a game, and sometimes they don't. I recall my time with both the Etrian Odyssey IV and Legend of Legacy demos rather fondly. Both are extremely open-ended due to the nature of the gameplay of their full-retail gameplay motifs and systems, offering a great amount of potential for a player, and a figurative head-start, to boot. On the other hand, a demo can also be an extremely lackluster experience, either failing to sell the concept of a full-retail purchase, or simply because its something of a mediocre effort,