Monday, June 25, 2012

This blog looks ugly.

I got tired of the design for the blog.  I always thought it looked kind of atrocious.  This is just a placeholder until I can figure something out.  Something that doesn't look quite as bland.

Anyway, I'm still working my way through Assassin's Creed Revelations.  The mechanics powering it are definitely showing their age; races are incredibly stupid and frustrating, for example, and having to chase a target just makes me swear at everything.  But the game is still fun for the most part, and there's so much appealing stuff to do it's too easy to get sidetracked.

I'm on memory sequence 6 right now.  There's a hint of political intrigue in the story, but honestly the plot isn't that interesting.  Altair's sequences aren't that fun either, mostly because I didn't play AC1 and so most of the characters and plot elements don't make sense to me.  I guess Altair was betrayed rather often in his time, though.

I got an iPad 3, and I'm amazed by the battery.  Not only by how long it takes to run out, but by how long it takes to charge.  At first I thought it was the adapter I was using (I was using the adapter and cable for my old classic iPod that I used to have back in high school), but this thing really seems to charge at a trickle pace.

It's a really neat device, though.  I feel like I can get a lot done on it.  The screen is great too, but I had a 4th generation iPod Touch beforehand, so I'm used to the Retina Display gimmick.

Sunday, June 17, 2012

Let's talk about VNs.

So normally I don't mention VNs because 1)I've only played a couple of them and 2)I don't really find them comment-worthy.

But seeing as I have nothing else to talk about, I wanted to sit down and contemplate the MuvLuv trilogy.  The reason why is because I find it rather fascinating.

The series' core cast of heroines
The MuvLuv Trilogy consists of MuvLuv Extra, MuvLuv Unlimited (collectively known as simply MuvLuv) and MuvLuv Alternative.  The series starts with Extra, which introduces us to our protagonist Takeru Shirogane, and much of the core cast of characters.

Childhood friend Sumika is the main heroine
There is nothing particularly outstanding about MuvLuv Extra.  It's a straightforward, dime-a-dozen romantic harem story with some bits of comedy and drama sprinkled in for good measure.  Modern Japanese storytelling for a young adult audience is absolutely flooded by stories of this sort.  To be sure, it has its moments of genuine hilarity and sincere emotion.  But don't be mistaken; you've seen or read this story before.  And MuvLuv Extra is probably not the best version of it either.

You might grow tired of the typical character archetypes (yes, there's even a childhood friend), average writing, and conventional attempts at humor.  The plot--strung together by a cook-off between the heroines to win your attention, followed by a lacrosse arc especially permeated with unnecessary melodrama (particularly depending on who's affections you're pursuing), and of course, topped off with a hot springs arc--will feel unexceptional to most and downright monotonous to some.

It's hard to see where developer age (yes, it's all lowercase) could be going with this tale, especially since MuvLuv Unlimited--unlocked only after completing Extra--has Takeru waking up one morning to find that he has stumbled into another reality.  One where terrifying aliens known as the BETA have invaded Earth, and humanity is fighting a losing war against them with giant mechs known as TSFs, or Tactical Surface Fighters.

There are so many questions on Takeru's mind, and by extension, the reader's own.  How did this happen?  Why Takeru?  What are the BETA?  Where are all his friends?  Cruelly, MuvLuv Unlimited does not deign to answer most of these questions.  Instead of focusing on elaborating on the nature of Takeru's new setting, Unlimited instead focuses on Takeru himself.  How he's adapting to this new, harsh world.  A world where humanity's population has already been reduced to 1 billion, soldiers consider themselves lucky to survive longer than eight minutes in combat, and humans are forced to lay waste to their own land using weapons of mass destruction to have any hope of driving back the BETA.  Unlimited focuses so much on Takeru that it even manages to get away with not actually showing us what the BETA look like for the entire game.  The result however is that in spite of everything, Unlimited manages to stay relatively lighthearted.

Humanity's invasion strategy against the BETA usually consists of several phases
of long-range shelling and bombardment from sea and space, before moving in the ground force

And then comes Alternative.  Where to begin?  As the final entry in the saga, MuvLuv Alternative has a lot of answering to do.  It has to make up for all the questions Unlimited failed to answer, and all the worldbuilding Unlimited failed to do.  It does that, and so much more, and by then it's not even halfway done with you.

What people don't realize until they are sucked into MuvLuv Alternative is that MuvLuv Extra was clever.  For one thing, as you play through Alternative, you realize that Extra was positively riddled with foreshadowing and easter eggs.  Despite the fact that Alternative came out three years after the original MuvLuv, it's clear that age knew what kind of story they wanted tell right from the very beginning.


But more importantly, Extra provides contrast.  So much contrast it's painful.  At the beginning of MuvLuv Alternative, Takeru wakes up once more to find himself in Unlimited's wartorn reality, but he's been transported back 3 years in time...to the beginning of Unlimited.  But this time, he's a man with a plan.  He's going to use everything he learned and accomplished in Unlimited to save the world.

But he has another thing coming.  Age has a lot planned for Takeru, the reader, and everyone the reader and Takeru hold dear.  MuvLuv Alternative is a dark, gruesome story.  Nobody is safe, nothing is sacred.  It's been a long time since I've seen a protagonist get dragged through the mud quite like the gauntlet of tragedy and despair ML Alternative has prepared for Takeru.  Somehow age manages to make each death hurt more than the last, which is truly saying something, considering the first major death involves someone getting their head bitten off.

MuvLuv Alternative uses this constant air of doom to its advantage.  Every moment of triumph feels downright glorious.  But these moments are rare and fleeting, and almost always come at a horrible price.

We all thought Extra was boring and average and typical, but several hours into Alternative, after we've seen Takeru practically tear his hair out in depression and madness, or watched yet another friend die, or witnessed humanity's complete desperation against the BETA on full display....we find ourselves missing those idle days, which suddenly feel like some faraway memory.  It was all fun and games back then, when all Takeru and the reader had to worry about was which girl he was going to have sex with.  They were often dull and uninteresting, but at least they were peaceful.


And so we arrive again at this concept of contrast.  How age uses it to incredible effect to strengthen the impact of Alternative, and force us to re-evaluate our appreciation of what Extra brings to the table.  You never know what you have until it's gone, and by the time you've gotten a little bit into Alternative, I think we can all agree that there's nobody who knows this better than Takeru Shirogane.

Wednesday, June 13, 2012

It's been a while, Ezio.


I started playing Assassin’s Creed Revelations the other day.  I really loved Assassin’s Creed 2, and enjoyed Brotherhood.  But Revelations…just isn’t doing it for me.  I only played for about 45 minutes though…maybe I just need to get back into the groove of things.

It’s just that, after coming from games like Arkham City, which do a lot of what Revelations does better than Revelations itself, suddenly this latest Assassin’s Creed entry feels super dated.  It doesn’t help that I know I don’t have much to look forward to in regards to new toys.

I don’t know if I’m gonna write a review for it.  I know I won’t score it, because I only intend to go through the singleplayer, as I’ve been meaning to.

In other news, Gamefly has Catherine on sale.  I think I’ll buy it.   I couldn’t afford to when I played it, but that game is really good, and I don’t like letting really good games get away from me.

I also played a little bit of Civilization V last weekend.  I just can’t express how phenomenally addictive that game is.  I already won my scientific victory, now I’m playing the part of the global bouncer, and have started my campaign against Siam, who’ve been bullying just about everyone BUT me (because I’m so much bigger and more prosperous than them).  The plan is to basically leave Siam’s original territory a nuclear wasteland, while liberating the Japanese cities.

If I had known that you could continue playing after winning (I really should have guessed), I would have destroyed Siam a lot sooner.  They were getting too big for their britches.

Tuesday, June 12, 2012

A Note on Xenoblade Chronicles


So recently, this game called Xenoblade Chronicles was granted a quiet localization by Nintendo.  People wouldn't stop raving about it, so I convinced myself to dust off my Wii (which I had thought for sure I would never turn on again) and give it a shot.  I'm glad I did.

I'm not going to write a review for the game, because I literally do not have enough time to spare on it (it's a huge game; like Dark Cloud 2 huge).  But I wanted to take some time mention that it really is one of the better JRPGs of the generation.

From what I could tell from the couple of hours I put into it, Xenoblade Chronicles doesn't really try to do anything brand new, gameplay wise.  Instead, it takes traditional ideas and simply focuses on executing them well.  There's fetch quests, yeah.  But the game helps you separate quest items (even items that aren't actually quest items yet because you haven't accepted the related quest) with markers.  It also gives most quest givers a name and a bit of background.  Every named NPC shows up on a big ol' relationship chart that fills out itself as you talk to more people.  Small things like these add up to put a fresh spin on stale mechanics.  Xenoblade also adopts the modern JRPG trend of reducing player reliance on items and inns by not having items and having your health rapidly recharge outside of battle.

What actually hooked me, and what made me finally decide to give Xenoblade Chronicles a shot was the story and setting, however.  The game spans the bodies of two giant titans--Bionis and Mechonis--who have been fighting since the beginning of time.  One supports organic life, and the other machines, known as Mechons.  Just like the beings on which they reside, humans are locked in an eternal conflict with Mechons, who invade from Mechonis periodically to murder and kidnap people for seemingly no reason.  The story revolves around Shulk, who comes to possess a powerful, mysterious anti-Mechon weapon called the Monado, and decides to use it strike back against the Mechons.

It's not often you play a game with such a unique setting.  Hearing Gametrailers' review describe it, I found myself instantly hooked.  It doesn't hurt the characters and the way they interact with each other is well-written and feels genuine.  The game was originally localized for Europe, so the voice acting is permeated by British accents; but this only helps further separate Xenoblade from the rest of its contemporaries, as anyone who's played a fair number of JRPGs in English will know that the genre pulls from a fairly small pool of dubbing actors.

So I'm glad I gave this game a chance.  It's really neat and I'd recommend it to anyone who's interested in JRPGs.  Unless you didn't like Final Fantasy 12.  It does feel very similar to that game.

Monday, May 14, 2012

Tales of Graces f


Despite rarely gaining as much attention as other JRPG classics like Final Fantasy and Dragon Quest, Namco’s Tales series is actually quite prolific.  The series’ claim to fame has always been exciting combat coupled with a colorful cast and strong character interaction, rather than deep stories or unique visual elements.  Unfortunately only a fraction of the Tales games are available in English, but Namco Bandai has seen fit to add one more to the stateside roster; Tales of Graces f.

Tales of Graces f is actually an enhanced port of Tales of Graces, a Wii game.  This PS3 version includes new gameplay features, but most importantly, adds an epilogue to the main story, known as “Lineage and Legacies”, or the “Future arc” (see where the “f” comes from?).

Every Tales game’s story tends to revolve around a central theme or concept.  With Tales of Graces, it’s friendship.  The narrative begins in the childhood of our main character Asbel Lhant.  Asbel and his younger brother Hubert live in the peaceful town of Lhant, whiling away their days exploring.  During one of their playful expeditions, they come across a young girl lying in a meadow.  The girl is revealed to have amnesia, having no idea who she is or where she came from.  The group takes her back to town, and while deciding what to do with her, settles on the name “Sophie”, after the sopheria flowers they had found her lying in.  Sophie and Asbel become fast friends.

When the young Prince Richard comes to Lhant, Asbel and friends sneak into his room and invite him out to play.  Richard is suspicious at first, explaining that everyone who’s ever been friendly to him only did so because they wanted something from him.  But after a day filled with fun and adventure, Asbel and Sophie convince him otherwise.  The three form a friendship pact, vowing that whatever happens, they’ll always be friends.

This prologue, while perhaps a bit too long, lays the groundwork for the game’s main story arc, which takes place seven years later.  Asbel is now a knight-in-training, and a skilled swordsman.  When Prince Richard goes rogue, it’s up to him to find out what happened to his best friend.  So begins an epic quest in the name of eternal friendship.

While it has its moments (the friendship pact scene was surprisingly moving) the story in ToGf won’t win any awards for its complexity or level of engagement.  Many of the plot twists can be seen coming from a mile away.  Fortunately, the plot is saved by its characters.  Not all of the cast is perfect—Asbel is as generic as you can get—but you can expect some great personalities.  Special notice should go to Pascal, a young female engineer who manages to be dumb as a doorknob, brilliantly intelligent, and hilarious; often all at the same time.

Where the plot falls, skits and a veritable horde of sub-events pick up the slack.  Skits, a Tales series staple for some time now, are basically small optional cutscenes where you watch the characters chat about all manner of things (often not relevant to the plot in the slightest).  This usually leads to silly things happening like Hubert getting his pants in a twist over Cheria’s skirt length, and Pascal and Richard plotting to make a law that requires every citizen to eat natto for breakfast.  Though they probably aren’t for everybody, skits help flesh the characters out immensely, and keep the atmosphere fun and lighthearted throughout the game.  In short, they’re great.

Tales of Graces f’s real shining factor, however, is its combat.  As mentioned before, Tales has always been known for its combat, and Graces delivers on this more than any game in the series so far.  Essentially, each character has two fighting styles (known as A and B artes) that you switch between on the fly mid-combat.   The A-artes are linked together into a single combo tree, not unlike an action game or beat ‘em up in the vein of Bayonetta or even God of War.  B-artes are more traditional, allowing you to map several arts to the Circle button (in combination with the left stick).

For example, Asbel is a straightforward melee attacker, who uses a sword.  In his A-arte tree, he fights with his sword sheathed, in a series of focused, quick strikes.  With his B-arte tree, he draws his sword and gains access to wider range attacks that are more powerful.  Hubert uses a blade staff (think Darth Maul) and dual pistols as his A and B artes, respectively.  Sophie uses fast, acrobatic hand-to-hand martial arts in her A-arte tree, but switches to powerful light-based magic with her B-artes.

Each character plays vastly differently, due in part to subtle quirks that are unique to them.  When Asbel draws his sword, for instance, he is unable to be staggered for a certain number of hits.  The hit counter resets however, when he sheathes his sword again.  However, depending on how many hits he dished out with his sword unsheathed, he also gains a health boost when he sheathes.  Thus you find yourself thinking of the best ways to switch between sheathed and unsheathed frequently, mid-combo while maximizing your benefits.

Sophie and Hubert are melee attackers much like Asbel, but whereas Asbel benefits from an aggressive approach, Hubert can back out of close quarters to spray an enemy with gunfire before dashing back in to slice them up with his dualblade.   Sophie’s attacks, on the other hand are powerful but often fast and wild.  Some of her most potent attacks travel very far, leaving her out of the fray and forcing the player to think about how to follow up if they don’t want to lose their combo or end up in a vulnerable position.

Combat takes place in a 3D arena, but you move on a 2D plane.  You can hold L2 to Free Run, but it’s slower than normal movement and you can’t attack.  Otherwise, you change your “alignment” by sidestepping, dashing, and backstepping.  Of course, this is also how you dodge attacks.

Most of your actions in combat, whether it’s attacking with a B-arte, A-arte, or even dodging, are governed by a single resource known as Chain Capacity, or CC.  This manifests as a large number beside your health bar.  There is no TP, or “mana” bar.  Only CC.  Each attack costs a certain amount of CC to execute (generally, the more powerful the attack is, the more it will cost).  Once you’re out of CC, you can’t attack until it recharges (which happens rapidly).  The first step in becoming an effective fighter in Tales of Graces f is learning how to manage your CC, squeezing as much out of your allocated amount as possible.

I have to say, Tales of Graces f might have the most fun combat system I’ve ever experienced.  It’s difficult to explain in words, and it takes a pretty long time before you’re really allowed to stretch your legs (you don’t have B-artes at all throughout the couple hour-long childhood arc and not enough CC to experiment with combos until around 10 hours in, at least).  However, once the combat hits its stride, it never stops getting better.  Just when you think you’ve got everything down and you think your enjoyment is plateauing, the game introduces or suggests a new mechanic or facet to keep things fresh and engaging.  Once you wrap your head around switching between A and B artes, then you have combos to learn about.  Once you learn combos, you have mystic artes (flashy super moves you can pull off under special circumstances) to toy around with.  Once you’ve learned a few mystic artes, you have attributes to consider.  Even after the main arc has finished and you’ve started the future arc, the game throws another mechanic at you in the form of Accel mode.  And that’s if you only play one character throughout the entire game.  Every character has a completely different A-arte tree, a completely different set of B-artes, and often requires a different approach as well.  There is a learning curve to each character (some more than others), but it’s fun to experiment and see which ones suit your play style most.  I personally rotate between Hubert, Pascal and Sophie regularly.

The fun only multiplies when you add in extra players.  Like most other Tales games, Tales of Graces f supports 4 player co-op, with each player controlling one character.  You can also switch between characters mid-combat on the fly using the D-pad.  Unfortunately, it takes a while to get used to this game’s combat, and there’s no place especially designed for co-op (even the ‘coliseum’ in the game is restricted to one character at a time).  I haven’t had the best luck finding friends willing to sit down with me long enough to really get into the game’s combat like I have, but best of luck to you.

When you defeat enemies, you gain two resources: XP and SP.  As in most RPGs, XP increases your level once enough is gained, which in turn increases your HP and base stats.  However, much of your character progression in Tales of Graces f will also be handled by SP and Titles.  Titles are somewhat like achievements that you can individually equip on each character.  There are dozens of titles to unlock for each character for doing a range of things, from using certain skills often to simply talking to a certain number of people.  Of course, you’ll also unlock a number of titles simply as you progress through the story.  In addition to an active perk gained from having the title equipped, each title has five levels you can progress through by gaining SP.  With each level comes a new skill, benefit or even a new A or B arte to use in battle.  Most titles even come with stat buffs that you can gain from them.  The benefits you gain from a title are permanent, even after you unequip the title to work on another one.  In this way, the title system drives character progression even more so than the traditional levels gained from XP.

Titles and XP are one way to give yourself an edge in battle.  The other way is Dualizing.  With Dualizing, Namco has managed to consolidate the traditional cooking, crafting, and upgrading systems often present in other JRPGs into one.  The premise of Dualizing couldn’t be simpler.  You take two items, put them together and they become one new item.  Sometimes those two items are ingredients to a pie or cooking dish.  Sometimes they’re crafting materials.  Other times they’re a weapon and an upgrade shard.  What matters is that you only need two compatible items to Dualize.  The Dualizing system has a lot more to it than meets the eye (especially once you get into making gems), but like with many of its mechanics, the game encourages experimentation rather than dumping information on you expanding on the system’s intricacies.

When it comes to production values, Tales of Graces f is mostly average in every way.  Much of it probably has to do with the game’s origins as a Wii game.  The visuals, while very colorful (whether it’s the environments, the characters or their flashy moves) aren’t technically great.  The animations are stiff and simple, but serviceable.  The areas and dungeons are large and varied, but empty and sometimes bland.  Generally, the game runs at a steady clip and has been completely devoid of any glitches so far, but later on in the game where everyone has access to high level artes, you’ll find that the game’s engine sometimes has trouble rendering so many special effects at once, resulting in a dip in framerate.  The game’s plot is bolstered by several anime cutscenes in full HD, at least.

The music is nothing to write home about; there’s even one instance where I’m certain the BGM is being looped every few seconds.  The dubbing is pretty good overall, though I imagine some people will find Sophie’s voice grating.

There’s no denying that in a lot of ways, Tales of Graces f isn’t much more than a typical JRPG.  You’ve got your colorful cast, generic theme, and JPop opening.  There’s even a beach segment.  But if you’re okay with all that, you should know that you’re in for one of the most entertaining JRPGs the PS3 has to offer.  An 8.5/10