6.22.2008

Back in Action

My folks have not only left town, but have left the entire country and returned to good old Kentucky. It was great having them here, but it left little time for either playing games or blogging about them. So it's good to finally be back. (Also, the 'B' key on my keyboard is acting up. So if you see any words missing a B, it's because B is for some reason furious at me and refuses to go on the screen every time I tell it to.)

Meeting my parents in Tokyo for their first few days in Japan did allow me to bring my new PSP into public for the first time. Thus far, my PSP time had been spent in the (non) comfort of my apartment's floor chair. Since the original Game Boy, I've never been the type of person to take my portable gaming devices into public, I think for a combination of 2 reasons. The first was an embarrassment (which is largely absent now) of gaming in public, and the second being that I never had an opportunity to play games while on the go.

Living in Japan without a car, and relying on public transportation, has really showed me the benefits and joys of commuter gaming. It's a great way to pass the time on a train or bus, and take your mind off the minutes or hours until your destination. It's also made me realize that not all games are great (or even playable) in moving vehicles. DS touch screen games (such as Puzzle Quest) are virtually impossible on a train. Similarly, games where sound is an integral and necessary part of the game play are difficult to play on trains because, obviously trains are very loud.

And that brings me to Patapon, the $20 game that is the only thing I had time to play last week. I'm really enjoying not only the rhythm mechanics of Patapon, but the art style and character designs are incredibly unique and cute. If you can consider a militaristic army cute. has captivated me so much that I can't help but enjoy even those aspects of the game which I really want to dislike. For example, as was widely reported when the game was released earlier this year, it is a common occurrence in Patapon to have to stop every few missions to do some grinding in order to create stronger and better-equipped units. The game play is so interesting and fun, that I even am enjoying grinding for gear. Unlike many RPGs, I'm not bored at all by this.

I'm near the end of the main game now, and am currently doing some grinding to get the best army I can before doing the final missions. Hopefully, I'll finish the game later this week, and post some more thoughts then. In the meantime, I've got a small boat load of games (and other stuff) to ship home before I move back to the U.S. next month.

6.11.2008

Random Game Playing

I know I haven't been posting that often recently. I've actually been finding it hard to balance playing games with writing about games. Often, I've felt more like playing something than thinking of something to say about a game. Nonetheless, here are some random thoughts on what I've been doing recently.

After an extremely long hiatus, I finished Grim Fandango. It was a sometimes frustrating, but ultimately rewarding experience. Despite the dated graphics, the production-qualities are top-notch. The decision by LucasArts to basically remove death from their adventure games of the 1990s was extremely wise. It works especially well for this genre too. And most importantly, it encourages experimentation. When I regularly found myself unsure of how to proceed in the game, I would try to use promising items on every object and character in the game, sometimes to their annoyance. But other than being stuck as a player, I was never discouraged from trying unorthodox methods.

On some blog, I'm not sure which, maybe the 1Up Yours podcast, they were talking about Lego Indiana Jones. Much like Lego Star Wars, your characters have a 4 heart health bar. And they were wondering why even bother with a health bar when you respawn at the exact location you died in. For all practical purposes, there is no death in those games. In Grim Fandango, the no-death concept works because you're not really fighting anything. You're trying to solve environmental puzzles. Nobody is shooting at you or attacking you in real time. It seems like the only solution with the Lego games would be either invincibility with little fighting, or 1 hit kills, both of which sound like painful, inferior solutions.

Finally, I got the Widescreen Mod to work for Baldur's Gate, which I have returned to after a period of many years. It wouldn't work before because the Bioware website told me I didn't need to download a patch with my version of the game. Somehow they were wrong, I did need the patch, and now the mod works fine. And beautifully too, I might add. I'm just barely into the game, since I haven't had much time to play recently, but I'm excited to delve further into it. I've also enjoyed listening to and reading about the release of D&D 4th edition, despite having never played a pen and paper RPG in my life. It's still fascinating.

And that's it. I'll be on another break from the blog, as my parents are arriving in Japan tomorrow to visit me. But, I still have a 3 hour train ride to and from Tokyo, to get in some serious time with my still-fledgling Patapon army. Until next time.

6.05.2008

Itagaki Leaving and Suing Tecmo

JC Barnett at Japanmanship posted a take on Team Ninja's Itagaki quitting Tecmo and suing for unpaid bonuses. As someone else who lives and works in Japan, albeit in a school rather than a game development company, I couldn't agree more with JC's take on the situation. This quote from JC sums it up nicely.
"It certainly sounds like he was promised a bonus, but the excuse is that previous management had dropped the ball here. Again, I’ve seen this sort of stuff happen before, where management changes, or not, even, bring about contractual changes which are pretty much dumped on the employees who have no say in the matter. Or rather, they do, but they won’t. Unless they sue."
In a general sense, it's common practice for employees to be expected to not take advantage of any perks or benefits of their jobs. The official end of the working day for most teachers is, I think, 5:30. However, through a combination of truly being busy and being expected to stay as long as everyone else, very few teachers actually leave when the official work day is over. It is common for teachers to stay as late as 8, 9, 10 o'clock at night, every day. To be fair, it's a shame that many teachers are over-worked, especially those who are in charge of clubs and sports teams. However, with the exception of mothers with young children, I've found that very few teachers leave at a reasonable time.

So I can totally understand and appreciate JC's perspective. Personally, if Itagaki really did have a bonus that he wasn't paid for, I'm glad he's trying to get it. But also like JC, I don't particularly care for him as either a game designer or a persona. Regardless of the outcome of his lawsuit, it's likely that business in Japan will carry on as usual.

6.04.2008

Crisis Core Complete...For Now

I just finished Crisis Core. Literally, like 5 minutes ago. From my previous posts, I stand by my assertion that Crisis Core is an average enough game on its own, but as a prequel to FFVII, it's really incredible. The story is much more involving, and, to use a common English phrase used by Japanese people, it's very moving.

I'd like to briefly attempt the impossible, and touch on why I liked the ending without giving anything away to those handful of you have never played any game in the FFVII universe. Those of us familiar with FFVII know the outcome of Zack and Cloud before Crisis Core even starts. Their fates are preordained. Despite this, and the fact that Square knows that most of the people playing this game already know how the story ends, it still manages to do some interesting things. Essentially, Crisis Core explores the concepts of honor, loyalty, and even death to a great degree than many other games. The ending really manages to put you in Zack's shoes, and even attempts to explain some of the game play systems and how they are connected with Zack. The ending is sad, moving, and hopeful all in one, and surprisingly mature, especially in the super-emo world of Final Fantasy.

So, I think that's all that needs to be said about the ending. I'm sure it was vague and mysterious to those of you who haven't played the game, and hopefully interesting to those of you who have. I would recommend Crisis Core to about any PSP owner. The story is mostly intelligible, even to newcomers to the series. The exception is the lengthy ending, which I know would probably be a little baffling to a newcomer.

I went ahead and finished the main storyline of the game. But sometime in the future, I plan on loading up my save before the final boss and playing through the rest of the optional missions, just for completions' sake.

But for now, I have some other games on my plate. After reading about the Widescreen Mod for the original Baldur's Gate on PC, which lets you play the game in higher resolutions, I found I had acquired a very strong itch to play it. I played a couple hours of it once, but that was long ago. But I don't have enough space on my computer, so I have to beat Grim Fandango first to make room. And of course, I can't wait to delve further into Patapon now that Crisis Core is finished. So, I have plenty to do. And I'm sure you do too.

6.01.2008

Crisis Core: The (Potential) Journey to 100%

Well, I've reached a point in Crisis Core where I must make a decision. That decision is whether to go ahead and finish the main storyline of the game, so I can move on to something else (aka Patapon), or whether I should try to finish as many of the 300 side missions as I can (I've currently done about 50%). This afternoon while I was playing, I had decided to just go ahead and finish the main game. I was tired of the tedious side missions, which offered little reward, and were slowly beginning to hand it to me. But then I finally got a very powerful materia (spell) that should allow me to breeze through a number of the missions.

However, to get to the point of this post, in order to find and create that materia, I needed the help of a FAQ on the Internet. My question to you, the readers, is how much or how often do you seek help with games? Do you only seek a walkthrough when you get utterly stuck and frustrated beyond hope? Do you buy a strategy guide with every new game and play through the entirety of the game with the guide in your lap? Or are you, like me, somewhere in between?

I consider myself a moderate game completionist. Within reason, I like to see and do all there is within a given game. I want to collect as many items and do as many side missions as possible. But sometimes, it just doesn't seem worth it. And I nearly reached that point with Crisis Core. I tend to only seek assistance in the course of trying to not miss things. What I often find is that I can't help reading about a section of a game right after I complete it. And then I inevitably sneak a peak at the next section to see what's coming up. The thought of irrevocably missing out on some aspect of a game gives me chills. Not really. But I do try my best not to miss any missables.

This stands in stark contrast to film, which movies so often aspire to emulate. While I have no qualms about reading details of areas in games before I've played them (when necessary), I would never, under any circumstances, read too much about a movie I've never seen. It often ruins the experience. The same can not be said of many sections of games, particularly the tedious, repetitious bits.

So where do you stand? How much help are you willing to seek for games? And how do you think that affects your experience of them?

EDIT: After reading Diego/Kimari's comment, I realized that I forgot to mention another, important reason that I often check the Internet regularly while playing a game. The reason is that my gaming time is very valuable. Not only do I have a plethora of games yet to be completed, but I also have numerous other commitments and activities to do in my spare time. So my gaming time is limited, and simultaneously important. I don't want to waste it by running around blindly in a game, or repeatedly losing a fight. In short, I prefer to make constant progress.

5.26.2008

Crisis Core: The Pros and Cons

The biggest strength and weakness of Crisis Core on the PSP is that your enjoyment might depend to a large degree on your relationship with the original Final Fantasy VII. That being said, I'm really having a great time with Crisis Core, largely because I like seeing some events that happened prior to FFVII. It is my firm belief that without the FFVII brand and mythos, Crisis Core would have been a mediocre, repetitive game.

Just so I don't sound like I'm knocking it too much, Crisis Core is a very fun game, and does a lot of things right. First, it feels very much like a Final Fantasy game, from the spells, to the images, to the music, it's all there. Even underneath the action exterior lies the heart of a turn-based RPG. Even though you run around battles at will and attack when you have an opening, every button press does not equate to an action on screen. If you make Zack (the protagonist) attack, there is a slight but noticeable pause before you can input another command. Similarly, magic spells take a proportionately longer time to charge before casting. These pauses lend a bit more strategy to the game, since you must balance when you can attack, and when you need to dodge, guard, or heal.

Another thing Crisis Core does an incredible job of is the story. Granted, I haven't finished the game yet, I'm maybe 70-75% done. But your primary mission, and the central mystery of the game, is extremely compelling. Sure, Zack starts out as something of a typical whiny, annoying, young male emo with spiky hair. But as this tale of friendship, honor, and most importantly trust begins to unfold, Zack undergoes a distinctive and powerful change. He matures. I know, that's rare in a game. There's even a simple scene where Zack mourns the loss of a friend, simply crying on the floor. It's surprisingly touching to see such a genuine feeling of loss and sadness in a game character. I'm eagerly pushing ahead with the story missions, anxious to find out what happens, but also dreading the end of the ride.

However, as I said before, the FFVII brand recognition causes me to overlook some of the game's flaws. First of all, battles get very repetitive. At least in the early stages, and even up to where I am now, probably 90% of battles can be finished by simply attacking with the X button. But that's not so bad, considering that the ease of battle gives you an opportunity to mess around with the numerous spells you have at your disposal, with little worry about losing a fight. Still, it would have been nice to fight enemies that were more resistant to physical attacks and took different strategies to conquer.

A more glaring weakness, in my opinion, is the pace of the game if you are A) a completionist or B) just want to find some upgrades and powerful spells. While the main story line is, I think, comparatively short, there are 300 optional missions you can complete. As a nice move, these can be accessed from any save point in the entire game. They make perfect sense from a narrative perspective. Since you are a member of an elite military unit, you can undertake these assignments from your government, or other organizations.

But I found they really disrupt the flow of the game. You might do the first few chapters of the story, then when checking out the mission screen, find that you have several dozen missions ranked as "Easy" or "Normal" for you to complete. If you do all the missions you are able to, hours will pass by, and it really draws you out of the story. Plus, the majority of the missions provide you with items or spells that you don't really need. The payoff for most of them is minuscule.

Most of the 300 missions are in the 5-10 minute range, so they're perfect for pick-up-and-play on a portable system like the PSP. Personally, I would rather have had a smaller number of missions that were more integrated into the storyline, so I didn't feel as if I was being dragged out of the game every time I attempted one.

Crisis Core, while not perfect, is definitely an excellent action-RPG for the PSP, with one of the best stories I've encountered in a while. FFVII novices will miss out on some subtle nuances in the story, given that the rest of us know what will inevitably happen in a few years in the game world. However, I think the story would still be engrossing and intriguing regardless of your familiarity (or lack thereof) with the source material. Crisis Core is a worthy addition to any PSP owner's library.

Well, I've still got a lot of missions to work through.

5.21.2008

Violence In No More Heroes - Blood-Free Japan

I finished No More Heroes a couple weeks ago, only a few months later than the rest of the world. It was really fun, enjoyable, albeit flawed experience. It was by no means perfect, but I really loved most of the time I spent in that world. Plenty has been written about No More Heroes already. What I think I can add to the rich dialogue is a look at the differences between the Japanese and U.S. version. See that screen shot at the top. I never could see anything like that while playing my version of the game. Since I live in Japan, I purchased the Japanese version, largely because the cut scenes still have English dialogue, just subtitled in Japanese.

More specifically, I wanted to briefly examine the differences in the portrayal of violence in these 2 versions. They are extremely different. The Japanese version of NMH is completely bloodless. Instead of defeated enemies exploding in a shower of coins and blood, in Japan enemies explode in a shower of coins and...some kind of weird black goo. I didn't think it looked that strange until I was reminded that the U.S. version was different. Then after watching a few YouTube videos, I believe that these 2 versions provide vastly different play experiences.

That being said, I think the key difference is in the boss battles, and the differences are apparent on 2 levels. On the first, most superficial level, your successful assassination of a boss in the Japanese version lacks the gravity of the U.S. version. And I know the presentation in this game is way over the top, but the deaths of most of the bosses carry a certain weight to them nonetheless. Take a look at this comparison of the first boss in the game, Death Metal.


In my version, I could barely even tell that Travis had cut off both his hands. The altered visuals made it difficult to tell what exactly had happened. Death Metal's death also loses some of its impact in that all that's left of him is an unidentifiable black pile of...something.

The second level of differences in the death scenes is on a more thematic level. During the final cut scene of that level in my version, Death Metal is gone. He's basically evaporated just like any other enemy in the game, except for a tiny black patch on the ground. But in the U.S. version, Death Metal's hand-less, head-less corpse is left in full view during the cut scene, as Sylvia's men clean up the mess. While Travis cares little for what he's doing in the beginning of the game, the effects of the carnage do change his attitude later in the game. The bodies of the departed are a reminder, to the player first and Travis later, that the assassin game is a messy business.

But the Japanese version completely loses these important ideas. As the bosses and their deaths grow more outlandish and complex, the Japanese version remains uncertain and, well, a little awkward. If the deaths of the bosses in NMH carry emotional weight and importance, what is their significance if they are altered nearly to the point of being unrecognizable? I'd say it makes for a vastly different, and inferior, game.

But it was still a blast to play through. I know just making the blood black and eliminating some of the more elaborate death animations was the quickest, cheapest way to alter the game for the Japanese market. But it would have been pretty cool, in my humble opinion, if Suda51 had kept with the retro themes in the game, and made the enemy deaths harken back to the games of yesterday. Enemies could explode into balls of light like Mega-Man, get squashed like goombas, or just explode into pixels and be reabsorbed into the game world from whence they came.

Even though No More Heroes is a somewhat different experience in Japan, there are still plenty of strange sexually-themed games here that would cause the U.S. to have a national heart attack. After all, I doubt U.S. gamers will ever get, or want, to massage metrosexualized high school boys a la Duel Love. Japan is a strange place sometimes. But then again, so is everywhere else.

5.18.2008

The PSP - My Thoughts

After extensive testing, I find the PSP to be quite a good gaming machine. Although it is, of course, not without its faults, too. So I'd like to present some of my thoughts on my newest acquisition, especially in comparison to the DS.

The Good

  • Downloadable Content - So far, this is perhaps my favorite feature of the PSP. Logging on to the PSN Store and downloading demos, trailers, backgrounds, and themes to my PSP is something I haven't really experienced yet with gaming. I don't have a PS3 or XBox 360, and while the Wii has numerous Virtual Console games available, Nintendo's still exploring. And the DS, well, without any memory, demos are only as good as long as the system stays on.

  • Sexy Design - The PSP is a really beautiful piece of hardware, although the DS caught up a little with the DS Lite redesign. The bright, wide screen in particular is really nice, for both games and videos. And overall, the PSP feels really comfortable in my hands.

  • Great Games, Especially RPGs - Finally, after a few years, I feel like the PSP has enough games that I'm interested. I'm currently deep into Crisis Core, have Patapon waiting, and want to get many more games. The PSP seems to have an especially large number of great RPGs. I can't wait to get a few more.
The Bad

  • Load Times - My DS made me forget how nice it is not to have to wait for games to load. Since they're cartridge-based, load times are practically non-existent. But the PSP, as basically somewhere between a PS1 and a Dreamcast, is disc-based, and therefore features load times of various lengths, depending on the game. Crisis Core features constant loading, although each one is relatively quick. I forgot how annoying that can be.

  • Fingerprints - Man, the PSP is a magnet for fingerprints, both on the case and on the screen itself. Annoying, but not a big deal.

  • Shortest Battery Ever - Depending on the game, I've found I can only get around 5 hours of game time in before the battery needs to be recharged. After the beauty of the DS Lite's 10 hour battery, it seems like I'm constantly having to stop playing a game to charge the PSP. 5 hours is theoretically plenty of time, but it does make me want to get the bigger battery. Although at $50, I'd wait and keep my eye out for a sale.
The Untested

  • Online Play - I've noticed that the PSP allows both ad-hoc and online multiplayer, but I have yet to test these features. This is largely because I have no games that have an online mode.

  • Ease of Traveling - The DS is especially convenient for traveling. It's easy to carry in either my pocket or a bag, and it's been no problem to whip it out on a train ride or when I'm waiting for something. The PSP has thus far been under house arrest. But soon I will probably let it venture outside and make its way in the world.

  • Future Games - Although I bought the PSP because there were at least 5 or 6 "must-buy" games for me, the future looks a little less certain. There are a few RPGs of which I would be interested in a U.S. release (Star Ocean), and the demo of Secret Agent Clank was pretty fun, but there's not a whole lot on the horizon that I'm interested in. Maybe some more games will be announced at E3

So in conclusion, I love the PSP, but it's certainly not without it's flaws. It's certainly amazing that the technology is available to allow me to play games with near-PS2 graphics on a portable system. But that comes at the price of ever-present loading screens, and a battery with an insatiable hunger for loads of electricity. But overall, the system is very much worth a purchase, especially at the current price $170 in the U.S., I think. If you don't have a PSP, now's a great time to get one.

5.13.2008

My PSP Game Library Has Finally Tripled

As you can tell from the title, the PSP games I ordered from Play-Asia finally arrived, thus increasing my PSP game collection from 1 to 3. I would definitely use Play-Asia again, as shipping to Japan was free, and the games arrived only 9 days after I ordered them. Not too shabby.

I have only had a couple of hours to check out Patapon and Crisis Core, but they are both already amazing and fun, albeit in very different ways. In Patapon, I haven't even made it past the endpoint of the demo yet, and I can already see how addicting the mission-based structure can become. Crisis Core, I think, could eventually become equally addicting as the mission-based structure of the game opens up, but I'm still on the first story mission. The polish on that game is already incredible. If nothing else, Square-Enix pays a lot of attention to the visual polish and style of their games. Crisis Core is really quite beautiful.

After much deliberation, I think I'm going to focus most of my gaming efforts for the foreseeable future on Crisis Core. This isn't a knock against Patapon, because I wish I didn't have to choose. But during my wait for these games to arrive, I read an online summary of the story of Final Fantasy VII (which Crisis Core is a prequel to), and am very interested to delve back into that world.

Luckily, I finished No More Heroes yesterday, just in time for my new arrivals. So my next few posts should be a couple about NMH interspersed with some about the PSP and Crisis Core. Well, those Crisis Core missions aren't going to finish themselves...

5.06.2008

I'm No Longer Exclusively Loyal to Nintendo


As foretold last time, I purchased a PSP. Yesterday, as a matter of fact. Although Japan has several exclusive colors, I just couldn't see myself sporting an Easter green, pink, or blue PSP. So I ended up choosing the classic 'Piano Black' version. Long story short, I love it. It's a really beautiful piece of gaming hardware, and I'm glad the games are finally there to support my purchase.

Speaking of games, at this point I have only one. I bought Locoroco here in Japan, and am very happy with it. I try to limit Japanese game purchases to those that don't rely on a high level of Japanese ability, and in that regard, Locoroco fits the bill perfectly. It's a very cute and charming game, and there's not much out there like it. Plus, after my time in Japan, I totally understand how very 'Japanese' this game is. It's very kawaii, as they say. You control this cute little gelatinous blob, the Locoroco, and use the L and R triggers to rotate the playing field, which then slides your Locoroco in the appropriate direction. And...that's it. Very simple, but fun in small doses.

Now, just because I only have 1 game, doesn't mean I don't have plans to get several more. After all, I've only had the PSP for 1 day. I just received an email that my order with Play-Asia has shipped. I ordered the U.S. versions of Final Fantasy VII: Crisis Core and Patapon, and to be honest, I can't decide which I'm more excited about. I downloaded and tested a Patapon demo immediately after opening my PSP, and it's a wonderfully charming and addicting rhythm game. I'm really looking forward to investing some time in that game.

Other than playing Locoroco and ordering PSP games, I've also been exploring the PlayStation store, and have downloaded several game demos and trailers. Of the demos, God of War: Chains of Olympus and Syphon Filter: Logan's Shadow were both incredibly fun and intense for the short amount of time I was allowed to spend with them. They're both on my must-buy list. I also enjoyed the puzzle-styled atmosphere of the Echochrome demo, and will probably purchase it from the store at some point.

I'm very pleased with my decision to purchase a PSP. It's very different from the DS Lite in many ways, some good and some bad. I'll post more about those two handhelds next time. In the meanwhile, does anyone have any experience with the PSP version of flOw. It seems like most of the pieces I've read have covered the PS3 version. I really like the look of it, and at just $8, will probably buy it. Any impressions?