― cozwn, Sunday, 31 August 2008 09:10 (ten years ago) Permalink
No offence to you personally cozwn, but I could shoot holes in that article all day. Then I noticed it was written by Stephen Fry, who should really know better. His "the Arctic Monkeys are a popular beat combo" shtick is pissing me off. And his deliberate stuffed-shirt use of painfully obscure words like "rorty".
― snoball, Sunday, 31 August 2008 09:19 (ten years ago) Permalink
you have hurt me heavy in my heart
― cozwn, Sunday, 31 August 2008 14:02 (ten years ago) Permalink
The column is called "Dork Talk", but it's written by tweedy men who should be smoking pipes and growing giant vegetables. Worse than Fry is the fucker with two Amstrad PCWs...
With books, I send the manuscript to the publisher and they have to key it into their computer. With journalism, I print out a copy, then fax it.
It makes my blood boil the way he casually makes unnecessary work for other people. In both cases someone has to type the information in again, or in a best case scenario, OCR it and then check it for OCR errors.
― snoball, Sunday, 31 August 2008 14:37 (ten years ago) Permalink
And "rorty" means "incorrigible", so why didn't he just say that, instead of trying to show off his big vocabulary AAAAAAARRRRRGGGGGGGGHHHHHHHH!!!
― snoball, Sunday, 31 August 2008 14:42 (ten years ago) Permalink
Anyway, none of this is aimed at you, cozwn
― snoball, Sunday, 31 August 2008 14:43 (ten years ago) Permalink
It's just that everyone in England at the moment seems to be either a middle aged person pretending to be a teenager, or a teenager pretending to be a gangsta...
― snoball, Sunday, 31 August 2008 14:44 (ten years ago) Permalink
-- snoball, Sunday, August 31, 2008 2:37 PM (1 hour ago) Bookmark Link
oh no somebody has a job!
― s1ocki, Sunday, 31 August 2008 16:37 (ten years ago) Permalink
And that typing/OCRing would be done by an intern who has more than enough work to get on with already. One of the cornerstones of technology is it's ability to reduce the need for repetitive work. This guy's attitude flies in the face of that (or rather, flew, because he replaced the Amstrads with a Mac).
― snoball, Sunday, 31 August 2008 17:25 (ten years ago) Permalink
haha, take two
― czn (cozwn), Saturday, 29 November 2008 21:24 (nine years ago) Permalink
Tom explains a bit more
― Andrew Farrell, Monday, 1 December 2008 10:27 (nine years ago) Permalink
the guy behind passage
― czn (cozwn), Monday, 1 December 2008 12:24 (nine years ago) Permalink
czn oyu linked page 2 of that article!
― Everyone is a Jedi (Will M.), Monday, 1 December 2008 16:05 (nine years ago) Permalink
passage is that zelda on rails with no enemies and bad graphics innit
― El Tomboto, Monday, 1 December 2008 18:38 (nine years ago) Permalink
That makes it sound better than it is.
― polyphonic, Monday, 1 December 2008 18:41 (nine years ago) Permalink
Nintendo's little console that could is shattering sales records left and right, and might just move more units in 2008 than any game system in history. Casual hits Wii Play, Mario Kart, and Wii Fit continue to captivate new players. But meanwhile, Nintendo's loyal fans, the ones who stuck with the company through the lean years, are feeling a bit like when you go to high school and your former best geeky friend is suddenly all hot and popular and doesn't talk to you anymore.
― TOMBOT, Tuesday, 2 December 2008 17:10 (nine years ago) Permalink
was this written by stephen fry the famous homosexualist actor
― cankles, Tuesday, 2 December 2008 17:25 (nine years ago) Permalink
― snoball, Tuesday, 2 December 2008 18:02 (nine years ago) Permalink
― El Tomboto, Tuesday, 2 December 2008 19:28 (nine years ago) Permalink
can somebody make one of them things where you have a picture and then a big equals sign and then another picture, and then another row of the same thing but two different pictures, and it makes a concise argument or something? I'm busy. It should look like this
totally sweet dos bootup screen into command line = ps3 controller with that fucked-up lookin blackberry keyboard addonold-ass macintosh system <7 black and white GUI = wiimote
― El Tomboto, Tuesday, 2 December 2008 20:09 (nine years ago) Permalink
except I guess a dos pc was always hella cheaper than the mac so it doesn't hold up
― El Tomboto, Tuesday, 2 December 2008 20:10 (nine years ago) Permalink
did we ever have an actual console argument thread on here or ILE?
idk! let's make a poll!!!!
― cankles, Tuesday, 2 December 2008 20:13 (nine years ago) Permalink
or better yet a series of polls a la the gamefaqs CHARACTER BATTLES, we can argue whether goku could beat up sephiroth!!!!
yeah we need to do a SEVENTH GENERATION CONSOLE WARS POLL so we can combine all the truths from the mind
― El Tomboto, Tuesday, 2 December 2008 23:20 (nine years ago) Permalink
― czn (cozwn), Tuesday, 2 December 2008 23:34 (nine years ago) Permalink
anyone read this?
― czn (cozwn), Saturday, 6 December 2008 12:03 (nine years ago) Permalink
not read this, just putting it out therehttp://www.chewingpixels.com/?p=1605
― cozwn, Tuesday, 16 December 2008 23:24 (nine years ago) Permalink
the magical wasteland article they (he?) mention really is excellent and i would be interested in what some posters here think (or thought) of it. i'm also really glad he mentions the time extend articles which are a good template for what games reviews (as opposed to criticism) should look like. i was a lot less impressed with the "if gamers rule the world" article which strained so much to make its point it ended up sounding like a jonathan franzen parody.
― handsome dude (Lamp), Wednesday, 17 December 2008 02:48 (nine years ago) Permalink
Some interesting stuff. I suppose every games writer has to overcome some kind of inferiority complex coming from society at large?
― Nhex, Wednesday, 17 December 2008 02:52 (nine years ago) Permalink
What the heck is this?http://amusement.fr/http://pingmag.jp/2008/12/15/amusement/
― Desire: Where Sex Meets Addiction (forksclovetofu), Wednesday, 17 December 2008 15:22 (nine years ago) Permalink
― cozwn, Tuesday, December 16, 2008 11:24 PM (Yesterday) Bookmark Suggest Ban Permalink
something about the fact that you have to make it through 700 words of meandering philosophizing to get to his list makes me value this dude's judgment a lot less
― s1ocki, Wednesday, 17 December 2008 18:29 (nine years ago) Permalink
what, you didnt need ten paragraphs lovingly outlining this guyz movie-selection process?
― j3W1SH LAGG4RD (Lamp), Wednesday, 17 December 2008 19:15 (nine years ago) Permalink
ya i dont know if i trust that guy's opinion on good writing.
― s1ocki, Thursday, 18 December 2008 00:17 (nine years ago) Permalink
you shd def check out the magical wasteland blog, most stuff on their is pretty decent
― cozwn, Thursday, 18 December 2008 00:20 (nine years ago) Permalink
man there's this great crazy japanese dude on the eurogamer forums who always posts these massive screeds about jp RPGs. totally tl;dr but I'll gobble this up all day long:
"As long as we're talking about Square Enix's output this generation, I think I'll rank everything they've done:
Egg Monster Heroes - a pleasant B-grade RPG with neither enough depth or a good enough story to be really special, but certainly very fun while you play it.
Children of Mana - still one of my favorite DS action RPGs. I really like making Mana into a dungeon hacking game. The enemy animations are awesome, I love combining magic and weapon attacks to make my own strategies and doing random errands for the villagers to get stronger stuff. The gems system is great, the boss battles are epic and I like the random different requirements for each floor of the dungeon.
Mario Basketball - another fun take on Mario sports, I'm not sure why but the portable versions are always better than the console ones. Since this is Square Enix-made the bonus Square characters are a nice touch and the dribbling with stylus feel was well-used, as well, its got lots of hidden depth and a well-tuned challenge level, but is still easy to play. Another winner.
Final Fantasy III - a superb remake of a classic game. Really nice to have the difficulty kept despite Square Enix's tendency to make games easier in their remakes. Except they really should have kept developing until they could get more than 3 enemies on the screen at a time, as that is the only thing that wasn't as good as the original. Loved the mog mail elements and redone characters. Also has probably the best DS intro movie ever.
Rocket Slime 2 - As the sequel to the incredibly fun original, absolutely nothing is lost, except a great chance to use the stylus. Better yet, the highly unique tank gameplay makes it better than ever. Fantastic humor and charm; its one of the DS's top tier games and its one of the first original games on the system to deserve the title of future classic.
Final Fantasy Fables: Chocobo Tales - Leave it to Square Enix to be one of the only companies who can follow up on Nintendo's trend of mini-game collections and make an excellent game out of it. From all the loving references to the series, to the absurd character of Mog, the Super Hero, to the great and tricky card game, its a good one. Some of the minigames aren't as good as others, but luckily most of them are pure gold and the game's got a lot more to accomplish than most mini-game collections.
Heroes of Mana - The first in the burgeoning RTS meets SRPG gameplay concepts, despite some control hiccups, this one was great. It really mixed the Mana world concepts with RTS ideas well. Better yet, knowing that AI and control features weren't a match for a typical RTS, its depth was found elsewhere and thus it had a completely different feel than a Western RTS. Also, a really long and involved game.
Front Mission 1st - a port of the PS2 remake with a few more enhancements, I feel like they totally didn't pay attention to the needs of a DS game with this one. The basic game is unchanged in that its a good SRPG and the enhancements make it even better, but a failure to make sure it plays comfortably on the DS means that some of the appeal is harder to get into. Should have had more of a graphical remake as well. So great game at the core, but a lazy job done on this version.
Final Fantasy XII: Revenant Wings - beside the somewhat iffy way the CG characters were animated, a feeling that it doesn't have enough side content and they could have done more to make gambits more flexible, this game's light-hearted plot was a welcome throwback to the whimsical nature of Final Fantasies of old, and as the second marriage of RTS and RPG gameplay, it surprisingly plays very differently from Heroes of Mana. Overall, a much better spin-off sequel than FFX-2 and still one of the most beautiful games on the system, with an incredible soundtrack.
Dragon Quest & Mario in Itadaki Street Special - Not much to surprise here, as usual, these are great multiplayer and singleplayer board games and this one is yet another well done game in that line, except made again fresh with boards and characters with a Mushroom Kingdom and Dragon Quest theme. This and the PS2 Final Fantasy & Dragon Quest game are probably the highest peak the series has reached. As always, the AI is surprisingly challenging, making for an infinitely replayable singleplayer game on top of the multiplayer.
Dragon Quest Monsters Joker - Mmmm, yummy. What the game loses in random dungeon flexibility and the total uniqueness of the caravan gameplay in the third title it makes up for with impressively 3D environments, great online tournaments and some awesome improvements to the base gameplay. Like Tactics A2, a game that can suck up hundreds of hours if you let it.
Shall We Listen to the Classics on the DS? - Yes, I bought one of Square Enix's ventures into new gaming territory. The idea of this one was that you listened to classical music and learned all about it, with visual aids and quizzes and the like. Except, only a small piece of the whole tune is played with information on how to buy the entire thing. It plays like an elaborate ad and feels like such a cheap ripoff that I feel bad just giving it attention in this paragraph. Since classical music largely in the public domain, why on earth did they do this? Also, since several of Square Enix's composers are famous, why did they not solicit their comments on the music? Koichi Sugiyama's comments especially would have been incredible. While its true that I learned an awful lot about classical music from it, seemed like a wasted opportunity. I want them to make it up by including full tunes and doing a 100 best songs/arrangements of Square Enix game.
Blooming Flowers DS Gardening Life - Now this may not please gardening maniacs or pros, but as a beginner who always wanted to know about this stuff, but never really tried, this is excellent. Thanks to this title, I finally was able to learn all the names of flowers and plants that I could only guess at before, know how to pick flowers and plants to grow in my house that I could afford to keep up and put in the right place and even start an herb garden for cooking (which amazingly, I started due to Cooking Navi, the DS is truly a monster). Excellent, easy to use, very handy and a fantastic introduction to gardening and plant knowledge. Why Square Enix got plants and flowers so very right and not music is beyond me though.
Yosumin - Did you guys know this is probably coming to you in the near future? Be very glad, as this game kicks ass. It's a puzzle game where you select smilie thingies of the same color to make a square and they disappear replaced by random other tiles. The basic rule is that you have to make a certain amount of colors disappear on each stage before time runs out. Play a free version of the game here: http://game.nifty.com/cs/catalog/game_freetitle/free2/cat... Of course as you play, new elements get introduced. The basic strategy of bigger squares netting you more points, but potentially wiping out other colors you could use to make a square is really well balanced and the DS game adds so many ways to play, that it's basically endless. Yosumin is the best puzzle game on the DS, period.
Final Fantasy: Crystal Chronicles: Ring of Fates - An enormous singleplayer improvement on the Gamecube game and an extremely deep action RPG. Playing dress up with weapons and armor makes for varied replay and the puzzles, environments, enemies and abilities make for a game with a constantly evolving feel. This is where the series started threatening the Tactics games as the best Final Fantasy spin offs.
Final Fantasy Tactics A2 - After the crack cocaine addiction of the first, comes another multi-hundred hour epic. There's just so much friggin detail and so many ideas packed into this one and its so damn well thought out and fun, it will take you ages to plumb all of the jobs, side elements and ways to play it. On the other hand, it just has so much to it, it makes you wonder how they can possibly think of anything new to put in another one. You can make a case of which type of game is better, Advance or the original Tactics, but this one just smacks them both down.
The World Ends With You - 100% fresh, with all sorts of innovative ideas, totally its own identity and a great setting. The only thing really wrong with it is that it can't seem to rise above the types of characters it also wants to criticize and is kind of infected with them. Other than that, its really hard in this day and age to make an RPG that be compared with anything else, but this one achieved that. It may not have sold billions, but it seems to have been influential on the RPG market, as Blazer Drive and Devil Survivor both seem to take after it.
Final Fantasy IV - Voice-acting, new abilities, a more Celtic soundtrack, far better difficulty that brings more of the game's true depth, I remember I used to dream that RPGs would be like this one day. I can't believe it came true. Since the Dragon Quest remakes are ports of already well-done remakes, this stands as Square's best remake on the system. One wishes they kept the bonus dungeons in some form though.
Dragon Quest IV: Chapters of the Chosen - I'm still pissed that they took out party chat for English players, but the fact that this game received another dose of polish and refinement makes it easily the best version of the game you can play. It helps that its always been better than most RPGs since its release as well.
Front Mission 2089: Border of Madness - As a port of the two cellphone games, this is sooo much better handled than Front Mission 1st. Appropriately adapted and enhanced for the DS, the only downer is the lack of original music, as they are all remixes of other Front Mission tunes. Still as a prequel to the first, everything but how the antagonists are drawn is strongly of interest to the Front Mission series' plotline and carried out well. The branching missions and plot lines are as ever, fun to compare and the hugely tweaked gameplay makes it one of the balanced games in the series. Also, its great to also see cameos from Front Mission 2, aka the best game in the series.
Nanashi no Game (The Game with No Name) - Okay, so its controls are little awkward, and the gameplay is super simple, and some of the plot details are "Eh?" worthy and there's too little content. But none of that matters when this game managed to completely frighten me to the bone more so than any console game with far more graphic power at its disposal can. I guess it just shows how incredibly strong Square Enix's graphic designers and scenario writers are that they were able to accomplish this on the weakest hardware of the generation. Also an excellent example of experimenting with the culture of games itself within the game and how to make a truly powerless protagonist without using violence, and using that to make things even scarier. Running away from the threat in this game once unnerved me so badly that I called a friend and asked to stay over at his house for the night.
Dragon Quest V: Hand of the Heavenly Bride - Because of the somewhat lower quality music, whether this is the best version of the game is up for debate, but all the other enhancements make its gameplay the best version. One of the greatest RPG stories in the history of the genre just gets even better. As usual, if you've only played the original this is going to seem like such an incredibly thorough remake you won't believe they went through all the effort they did, but even the DS version shows a lot of attention to tweaking the game to be as perfect as it can be.
Sigma Harmonics - The very idea of making murder cases wherein the detective therein can solve them in different ways is fresh. Combining it with an outstanding setting and an interesting RPG part makes it even more so. Though its not as thoroughly thought out as Remnant, Vermilion, Yosumin or World Ends With You, its another great example of what terribly unique things Square Enix comes up with when they birth new franchises.
Chocobo and the Mysterious Dungeon + - I've not finished it yet, but its nice to play the Wii game on the DS where its easier to start and stop, and dare I say it, but the DS's quainter graphics and inability for the story to get in the way as much as the console game make it stronger (not to mention the fact that its got more content). Not nearly as strong a game as Shiren, but definitely the runner-up to the roguelike crown on the DS.
Chrono Trigger DS - I hate it when a classic gets updated and I don't feel everything is an improvement. I've always felt companies should offer a way to play the original in the same package. It's nice to see them listen for once. Because you can play the original in any way you want, you can ignore the albiet nice enhancements and make sure that nothing ruins them. Again, the DS version of a classic turns out to be the definitive one. So that's 4 (definitive: this, FFIV, DQIV & V) vs. 2 (FFIII and Front Mission 1st).
Valkyrie Profile: Covenant of the Plume - strategic, typically morbidly fascinating character storyline in Norse mythology trappings with hella unique ideas backing it up. It's 3 for 3 for this series in terms of not being able to tell which one is best and up there in my games of the year for 2008. Probably my favorite brand new DS game that Square Enix has made thus far.
Final Fantasy Tactics: War of the Lions - as much as this has some great enhancements, I can't help but feel the new cutscenes reduce some of the old charm unlike the way it was handled in FFIV. Also the new guest characters break up a little consistency of the world in a game where that's kind of an important thing. Nothing added is really all that necessary and the glitches are little annoying. It's nice to have it portable of course, but of all the ports they've done, this is the only one where I think the original version was unquestionably better. Though I guess its different for the English version, since people can now actually make much more sense of the story due to the cleaned up translation.
Final Fantasy - Yep, I've bought this game a total of five times and I'll probably keep buying it as long as they add new stuff, as the original is still one of my favorites in the whole series. The new dungeon in this one is better balanced than the ones they added before, but it still lowers the game's difficulty too much to make all these changes. The graphics have gotten unbelievably good looking, I can't believe the game has changed so much from the original. At the same time, I can't but feel that it's another case of it just being a different flavor of the original and not the definitive version, mostly because of the lacking challenge now.
Final Fantasy II - On the other hand, this one keeps getting better each time they remake it, its tweaked to play even better. Better yet, the new dungeon that makes more use of the unique keyword and item system is extremely clever and was totally awesome way of getting more use out of that system. Again, the even more vibrant graphics are appreciated. Definitely the definitive version, especially since the Dawn of Souls version finally was the one that brings it up to quality with the rest of the series.
Star Ocean: First Departure - Gorgeous, gorgeous new graphics engine make this game really stand out, but the decision to go 3D on the world map takes a little charm out of the original. Otherwise, the item creation getting beefed up to the standards of the second game and the new playable characters making it a little more in-depth totally improve the game so that it can stand toe-to-toe with the rest of the series now.
Star Ocean: The Second Story - Kind of lazy in comparison to all the other ports and remakes, but the extras are unequivocally good and since the original is one of my all time favorites anyway, and this is the definitive version, *shrugs* its good to play it again and discover once again why I was so hooked to it when it first came out. I love this game's flexibility. I always get addicted to the item creation and bonus bosses for hours.
Dragon Quest & Final Fantasy in Itadaki Street Special - it's basically a way to play the PS2 game on the go and as such, I only bought it for that reason so I could get rid of the PS2 version. If you omit the time I spent playing the PS2 version, which is brilliant, I played the DS one a lot more.
Valkyrie Profile: Lenneth - The basic game is pretty much unchanged, but I don't feel like any of the additions add any real value whatsoever and in a way kind of detract from the original's feel, but only a little bit really. It's basically just as good as the original version, and at the same time, it's Valkyrie Profile, one of the best games ever. More people need to play it and see why. So Square Enix's PSP remake/port grades stand at 3 (definitive: Itadaki Street, Second Story and Final Fantasy II) vs. 4 (other versions might be better: this, First Departure, Final Fantasy and War of the Lions).
Final Fantasy VII: Crisis Core - Very addictive to clear out all the missions, the random element to battle keeps the game fresh, a great example of how to design a complex game to be portable and all the Final Fantasy VII cameos and references are very fun. That said, beside some well done references and Zack's characterization culminating in the great, great, GREAT ending, man does the story stink of overthinking some good and bad ideas and mixing it together into third rate anime shlock.
Final Fantasy: Dissidia - When this game wakes up in the morning, it showers itself in AWESOME. When it has to go the bathroom, it shits out pure, unspoiled AWESOME. When it speaks, the whole room shakes in fear at its great and exalted words o' AWESOME. Where it steps, flowers of AWESOME grow. If Final Fantasy: Dissidia looks at you, you will quake in righteous fear at the power of its all-encompassed AWESOME. Yeah, I've only had it for a few hours, but in that little amount of time I must conclude that Square Enix has completely bitch slapped the shit out of fighting game makers for not thinking creatively enough (even though they still make great games, if they thought like this the genre would not be losing popularity on consoles) and has designed the best character compilation fighter ever. The Vs. series and Smash Bros. lie in shame at the feet of this game. I love how even though its based entirely on old IP, it's gameplay is the freshest and most original I've seen for a fighter since the days of the original Smash Bros. and Bushido Blade. Dear God in heaven and alive is this game AWESOME. I've never played characters who play as uniquely as Exdeath, Onion Knight or Kekfa do in any other fighter. You can laugh at Nomura all you like for some of his absurdly bad character designs in comparison to Amano, but with games like Kingdom Hearts, The World Ends With You and this, he truly has inherited the Square and the Enix round of developers ability to bring innovation in the most unlikely ways. I'm not going to be surprised if this turns out to be my all time favorite PSP game or game of the year with more play.
Infinite Undiscovery - Hmmmm, like Radiata Stories, it seems like a game where most of its ideas don't get the chance to shine as much as they could, but its still a great game in spite of that. Even though it may have been their idea to engender roleplaying responses without it, one really wishes for easier and more control of the other characters. Otherwise, it's beautiful, got lots of unique ideas and I'm probably the only person in the world who absolutely loves the main character. I also like the, "Good lord, what have I got myself into?" FFVIII feel of the plot.
The Last Remnant - SaGa team! Already talked about how much I like this game despite the technical flaws in this thread. May the SaGa team live forever, creating games that don't hold you by the hand and play so very differently than other RPGs.
Dragon Quest Swords: The Masked Queen and The Tower of Mirrors - I thought this might be the first time ever that a Dragon Quest game, spin off or otherwise, wasn't AAA. Very fortunately, I turned out to be wrong. A wonderful mix of RPG and arcade gameplay that requires the best understanding of both worlds, I hope to see many sequels and games one day take advantage of the beautiful ideas present here. I especially love the great ingenuity of implementing the various shields and how very arcade-game-style high score replayable the game is.
Chocobo's Mysterious Dungeon: Maze of Forgotten Time - Great little roguelike with fantasy remixed Final Fantasy music, but the DS game, graphics aside is the better version. Wii betrayal! Duh duh duh! Also, although its at least charming with the classic Final Fantasy characters, everything else is up there with Crisis Core as most pathetically awful plot for Square Enix this generation. What on earth were they thinking with that green haired alien baby...thing?
Final Fantasy: Crystal Chronicles: My Life as a King - As I said before, Ring of Fates is where the series started challenging Tactics as the best spin-offs, and here is where that challenge became even stronger. A simulation of what its like to run an RPG kingdom, so very novel and its extremely well made in that the basic idea is taken and run with as far as it can go. Rockman 9 aside, this still feels like the best Wii Ware game yet.
Lord of Vermilion - Card-based arcade RPGs are a dime a dozen these days, especially in a fantasy setting. But leave it to Square Enix to totally knock it out of the park. Moreso than Last Remnant, World Ends With You, Nanashi no Game, Yosumin or Sigma Harmonics, this feels like their most completely well-roundedly accomplished new franchise. Easy to start, easy to play, but hard to master, I'm surprised they struck such a great balance for their second arcade game. One of those arcade games where you wish you could take the cabinet home, it's so pretty and sexy.
Dragon Quest Monsters: Battle Road - Addictive in small doses as a distillation of the Dragon Quest Monsters game, and always fun to see classic monsters rendered so lovingly, but I can't help but feel there's always a more they could do with it.
Final Fantasy IV: The After - I hate to tell you this people, but Before Crisis was a great game, even though it was only on mobile phones. I also hate to tell you that this is a great game too. Again, it's such a better a sequel than FFX-2 in all its unbelievable suck was. It is so much of what you could want with an extended stay in the world of FFIV and is so fun to revisit old areas under new storylines. Lately, it seems like so many RPGs are getting lost in meaningless additions to a battle system, but this game's Chrono Trigger-esque links are a truly meaningful and well-carried out idea. I also like the Shin Megami Tensei use of moon phases, which is especially appropriate considering the plot of the original. It's also really cool to be able to play the middle portion of the game, each character's chapter in order you please like the end of Final Fantasy VI. This is too high profile not to port to the PSP or DS, so hopefully, like Border of Madness, we see that happen. The last chapter is set to be released soon, so I can't wait to see how it ends. :)
Friends of Mana - a kind of low-scale MMO, where you live in one of three Mana villages and work with the villagers by raising pets to do various things to help out the villagers. As you and your friends work together to go on quests and scenarios of varying lengths, the Mana Tree grows, the happiness ranking goes up and more things become available to do. From fall harvesting to playing board games together to fishing to summer and spring events, it's like Animal Crossing meets an RPG with Dark Chronicle-like kitchen sink array of elements to take part in. Better yet, it's been out for nearly 2 years now and Square Enix is still sending new content out for it. Very charming to dip into casually while on a train over the weeks and months, especially because of the warm Mana-esque graphics.
Seiken Densetsu - The original updated in a more conventional manner, unlike Sword of Mana, while I love Sword of Mana for doing all sorts of cool new things with the concept of the original, I feel like losing the old puzzles was kind of a downer as well. So it's nice to have a second version like this that is more faithful to the original, but updates the graphics and music a great amount. I like both remakes for different reasons.
Dragon Quest Monster Friends - It's Dragon Quest Tamagotchi! Talk, pet and raise a dozen or so Dragon Quest monsters until they introduce you to your friends and you can then use them to replace your cell phone's convenient features in a Dragon Quest fashion. Ever fancied being woke up by a Dragon alarm in the morning? Well now you can! A must for a Dragon Quest nut like me for the small price. The dialogue is so awesomely funny in this game. (Did you know those lava rock monsters have to be careful of their allergies because if they sneeze, they might blow up? Man, it's gotta be a tough life to be a Dragon Quest monster.)
Crystal Guardians - Though I feel like for once, the graphics effects could be stronger, as you don't really get much of a feel for the difference in technique between the different jobs, this SRPG puzzle game is really cool. You basically pay gil to place different Final Fantasy Tactics jobs on a field with a road on it. Waves of monsters run down the road and based on how you placed your jobs, they will be taken care of or escape and steal crystals. The better you protect crystals the more you get to work with in leveling up your jobs and such. During waves you place new jobs and power them up accordingly to handle the new threat. New elements like special crystals, new jobs and summons appear as new versions of the game get released. Tricky and fun to replay different ones, it's really quite a cool idea and well done for what it is. Again, needs a port to one of the portable systems so everyone can experience it.
Demon Chain - An original puzzle game somewhat like Puzzle Quest. You have a grid of different colored icons and if you match up three icons or three colors, you can make them disappear and affect your abilities, such as powering up two types of skills, recovering HP or damaging the enemy. When you make one set disappear, at the bottom a marker shows a color or icon that if you next make disappear will result in a chain, at the end of chain the power up effects are even stronger. You fight against six opponents until you can reach a new level and then repeat the process. As you go on, you can change costumes for each character which gives them jobs with different skills. Not as deep as it might sound, but well balanced and quite fun.
Hokkaido Serial Killer Crimes: Disappearance in Ohotsk - A remake of the Famicom of one of the adventure games before Yuji Horii got huge with Dragon Quest. Since the original is very old, this complete remaking of the visuals and gameplay take it and make it playable for a new generation. A pretty good adventure game experience somewhat like the Jinguji Saburou games.
Ellark - Due to the destruction of the world below and the lack of precious resources, a floating ark in the sky called Ellark is trying to rebuild the world piece by piece by using magical books to create new worlds. You wake up without your memory wandering which book you came from. You travel from book to book from the ark, carrying out adventures in Dragon Quest RPG fashion, except it's an online RPG (not an MMO) that you play by e-mail by sending in new decisions each week and then preparing for the next week once you get the results. I don't feel like you can do quite enough in each week for the pace of the game, but its an interesting idea with lovely graphics and the little stories are fun to take part in, as is looking at your avatar as you outfit him or her with new armor and such to change their appearance. Reminds me of the old Sword of Hope Gameboy games."
― ♪☺♫☻ (cozwn), Thursday, 18 December 2008 14:10 (nine years ago) Permalink
getting to the bottom of that required no less than six page-downs
― jamescobo, Thursday, 18 December 2008 17:15 (nine years ago) Permalink
I know, right? a forum post! crazy!
― ♪☻♫☺ (cozwn), Thursday, 18 December 2008 17:41 (nine years ago) Permalink
GameSpot UK: Why are you sick of Katamari Damacy?
Keita Takahashi: Wouldn't you be?
― cankles, Thursday, 18 December 2008 18:25 (nine years ago) Permalink
Yesterday As I Was Enjoying The Sonic Demo For The 1,000,000 Time My Picture Started To Go All Black And Grainy I Wasn't Sure Of The Problem So I Went Back To The Dashboard And The Screen Was Fine Apart From My Avatar That Was Also Grainy. So I Decided To Turn Off My Xbox And Switch It Back On. But When I Switched It Back On I Got 1 Red Ring And On The Screen Saying In Loads Of Diffrent Languages System Error.
I Also Got A Code At The Bottom Of The Screen Saying E 74. So I Went To Xbox.com And Went To Find Out What The Problem Was. The Only Help They Could Give Me Was Unplug Everything And Plug It All Back In. So I Did. Same Screen Came Up And I Still Had One Red Ring. It Also Said It Could Be A Problem With A Bit Of Hardware. Customer Support Was No Help The Robot Gave Me The Same Information. But I Found If I Unplug The Wire That Goes 2 The Back Of My TV Then The Red Quadrent Does Not Come Up.
Could This Have Any Thing 2 Do Wif It?
― when dont't you connect and im flying darkness (cozwn), Saturday, 20 December 2008 17:35 (nine years ago) Permalink
man, it must be onerous to feel compelled to capitalize like that. plus you can never get an iphone!
― jamescobo, Saturday, 20 December 2008 18:04 (nine years ago) Permalink
this is some pretty enraging shit: http://www.lrb.co.uk/v31/n01/lanc01_.html
― the curious case of poster burt_stanton (Lamp), Monday, 22 December 2008 05:55 (nine years ago) Permalink
i mean loldon review of books lol john lanchester lol this isnt a viditorial lol who cares but, i mean seriously: "[Bioshock] was a huge hit, and I have yet to encounter anyone who has ever heard of it." O RLY
― the curious case of poster burt_stanton (Lamp), Monday, 22 December 2008 05:58 (nine years ago) Permalink
"Older media have largely abandoned the idea that difficulty is a virtue; if I had to name one high-cultural notion that had died in my adult lifetime, it would be the idea that difficulty is artistically desirable. It’s a bit of an irony that difficulty thrives in the newest medium of all."
difficulty in meaning, reading or understanding /= difficulty of execution, or playing
― OɔIXEW (cozwn), Monday, 22 December 2008 11:36 (nine years ago) Permalink
btw the mental image of john lanchester hunched over a controller is a bit unbearable
― OɔIXEW (cozwn), Monday, 22 December 2008 11:47 (nine years ago) Permalink
haha I liked that article, I didn't really disagree with anything in it
― TOMBOT, Monday, 22 December 2008 14:13 (nine years ago) Permalink
i agree with some of his assertions and disagree with others but concluding with such a hands-in-pockets, shoulder-shrugging, bet-hedger is pretty lame. "are games art? well, not now, probably, with some exceptions but it's likely they might be, in the future, probably."
and the whole thing is really lazily argued and glib and inept esp when he's talking about games and the way they function. he invokes poole but doesn't really understand him or try considering the ramifications of routine as ritual, for example. i actually think he's right about the second way in which games can become art but that point deserves to be made better, with more clarity and rigour and generosity and less emphasis on mechanics.
― i'm dreaming of a white xmas btw (Lamp), Monday, 22 December 2008 16:15 (nine years ago) Permalink
the way I read it, his main point was that we at least need to be having the conversation (something that gets brought up every year by different people, but his version was enjoyable enough that I actually read it) and paying attention to some of these questions - he starts off with $$$, which should tell you right away he's not trying to find a big answer in this piece.
― TOMBOT, Monday, 22 December 2008 16:19 (nine years ago) Permalink
i think lanchester tries to tell ppl reading the lrb "hey, video games are a thing now, here's why" and then he tries to answer the "is it art?" qn. and it feels to me like he's doing the former to justify even asking the latter which gets my hackles up, and maybe it shouldn't. but that's such a big, important question to some many ppl in the industry, not just me, that i can't help but feel he's not equipped to answer it.
also the other big flaw, and i think it leads from his relative unfamiliarity with the medium, is that he keeps complaining about sequels and corporations and the money-men and yet gives no indication of playing anything other than "blockbuster" releases himself. its fair play to say that considerations of developers and others aren't important to the end result but lanchester tries to have it both ways here sating "that nothing within a world so fully made by a corporation can be truly creative" and then refusing to engage with the desires motivating "corporate" designers.
ugh i can tl;dr about this for hours but the article bothered me which is probably lame but there it is
― i'm dreaming of a white xmas btw (Lamp), Monday, 22 December 2008 16:25 (nine years ago) Permalink
i'm such an illiterate
― give the gift of gabbneb (Lamp), Monday, 22 December 2008 18:01 (nine years ago) Permalink
Xopher Wailord Barnett > Tim Rogers5/14/18 12:33pmI’m sick of seeing Tim Rogers’ pseudo-intellectual hipster face.
Tim Rogers > Xopher Wailord Barnett5/14/18 12:37pmyeah, me too
― obviously DLC (Karl Malone), Tuesday, 15 May 2018 03:00 (four months ago) Permalink
i like tim rogers a lot and can understand why someone wouldn't
post an interview w a female game designer, get 7 posts trying to out-dog the dude interviewer. :-/
did anyone watch this video and see the other games that this developer made? they look amazing. Paloma Dawkins makes these games of psychedelic worlds with hand drawn trippy line art animation. she is partially funded by the NFB of Canada, something i have always held in high esteem for producing so many great (and personally experimental) works of art like the work of Norman McLaren.
her work is very collaborative - they have designers and artists and musicians, a lot of them students just making things to make new work. as a former art student myself, it's always cool to see cool new stuff coming out of the art school community.
― Hazy Maze Cave (Adam Bruneau), Tuesday, 15 May 2018 15:55 (four months ago) Permalink
the one about the universe full of hands sounds neat. it is her response to the election of 2016 and is intended to express a painful & emotional experience, with harsh sound design, a sensory-overload-driven overwhelming fps.
― Hazy Maze Cave (Adam Bruneau), Tuesday, 15 May 2018 15:57 (four months ago) Permalink
i didn't have time to watch that interview last night. but just finished it, and wow! she's amazing
― obviously DLC (Karl Malone), Tuesday, 15 May 2018 17:17 (four months ago) Permalink
the games definitely look interesting
― Nhex, Wednesday, 16 May 2018 06:43 (four months ago) Permalink
Single Player As Local Co-Op
― Nhex, Tuesday, 10 July 2018 17:50 (two months ago) Permalink
that is great
― illegal economic migration (Tracer Hand), Tuesday, 10 July 2018 21:19 (two months ago) Permalink
loved that, brought back memories of playing games with a friend on his dad's computer and splitting up roles, Elite especially where one person was the pilot and the other in charge of missiles/hyperspace/trading
― ( X '____' )/ (zappi), Tuesday, 10 July 2018 21:45 (two months ago) Permalink
dont think i ever divided roles like that with people, but there was always a lot of tagging in and out
i think the original smash bros was the game that killed 'single player as coop' for my childhood crew, that game raised the bar immensely for how much multiplayer time you could sink into it without getting bored
― ciderpress, Tuesday, 10 July 2018 21:52 (two months ago) Permalink
id heard about this noclip documentary for a few weeks now. it's pretty good! making me curious about Morrowind
― Hazy Maze Cave (Adam Bruneau), Wednesday, 11 July 2018 01:40 (two months ago) Permalink
for me nothing will ever say "we built a world for you" like they have taken you from the imperial city-- first by carriage, then by boat-- to the east. to morrowind. we can remember it for you wholesale.
― difficult listening hour, Wednesday, 11 July 2018 07:18 (two months ago) Permalink
i really wanted to like that bethesda documentary but after the 15th time it cut to the same shot of the parking lot of the bethesda studio i had to turn it off. there are some interesting nuggets of information in those interviews but i lost my patience waiting.
sadly, when i saw the phrase "Single Player As Local Co-Op" i assumed it meant the move where you're yourself and you try to use both controllers at once. like taping NES controllers to a table so you tap buttons on both controllers without them sliding around. which is a profoundly depressing activity as a young child, if you keep going with it
― Karl Malone, Wednesday, 11 July 2018 19:09 (two months ago) Permalink
haven't watched that noclip doc yet. i remember that during oblivion development, bethesda's testing department was apparently one guy on a couch.
― adam the (abanana), Friday, 20 July 2018 21:54 (one month ago) Permalink
digitalfoundry doing a series on the evolution of water rendering tech in games
― ciderpress, Monday, 23 July 2018 19:56 (one month ago) Permalink
Two Histories of Myst
― a film with a little more emotional balls (zchyrs), Tuesday, 24 July 2018 18:28 (one month ago) Permalink
― ( ͡☉ ͜ʖ ͡☉) (jim in vancouver), Tuesday, 24 July 2018 19:00 (one month ago) Permalink
i never played myst or any of its sequels or remakes
― ( ͡☉ ͜ʖ ͡☉) (jim in vancouver), Tuesday, 24 July 2018 19:01 (one month ago) Permalink
Me neither, but I've always found them/their success fascinating. The metanarrative about collective memory is the main hook of that article, for me.
― a film with a little more emotional balls (zchyrs), Tuesday, 24 July 2018 19:05 (one month ago) Permalink
PC was my only gaming platform through most of the 90s. I played and loved Myst/Riven, and doom/quake, and all the lucasarts games. Author is otm, the rewritten history of that period is a really odd and probably unhealthy thing.
Rebought Myst recently actually. Made a start, and man I've got no idea how I ever had the patience for it first time around. I finished this thing! More than once! With no walkthroughs!
Actually, I probably do know how I managed that - it was a combination of long empty school holidays and the nagging guilt of having convinced my dad to actually spend £50 on it. Almost all the games I played back then were pirates swapped with friends but we couldn't copy CDs then, so paying up was the only way to play Myst (which only added to its appeal tbh). Having made that unprecedented investment, there was no way I could justify giving up a couple of hours in.
In fairness though I don't remember actually wanting to give up either - the atmosphere of that place was so compelling, and it really did look amazingly *real* at the time, I think I was happy walking back and forth flicking switches until something happened, just because it felt like a nice place to be hanging out anyway.
― JimD, Friday, 27 July 2018 11:59 (one month ago) Permalink
yeah, cool article! could be more tightly edited but i like the big points about gamer metanarratives and their authorship. the inability for the canon to deal with the success of games that appear in the $9.95 bin near the exit at Staples, or even with things like successful catalog titles. the focus of all mags being the kind of "gamer" eager to drop fifty bucks on "gamer"-targeted titles the week of release, it's easy to overlook that in the aggregate, the game that may have blown the most minds in 1998 was.... myst, purchased for $9.95 at Staples. or whatever.
― This is a total Jeff Porcaro. (Doctor Casino), Friday, 27 July 2018 12:04 (one month ago) Permalink
Yeah, I think this definitely gets at what made the game appealing and also possibly what makes it somewhat difficult to appreciate as much today. Graphics and especially sound design were truly top notch at the time, probably years ahead of what else was going on. I don't think too much thought was put into sound design for games at the time, the only other game from that era that I remember being impressed by on this front was Doom.
― silverfish, Friday, 27 July 2018 13:08 (one month ago) Permalink
i was, and still am, easily taken by wandering-around-in-pleasant-places games. i spent hours in the buggy, insulting and generally awful Ultima 9 just climbing hills, swimming into grottos, and imagining life in Britannia. wouldn't play it now with a gun to my head, but while staying with friends a couple weeks ago i got to play a little bit of breath of the wild, and it was the same itch. pretty sure that if I actually owned it it would drive me nuts because most of the mechanics i encountered seemed really fussy and overcomplicated and within an hour i was having to remember what like twelve different buttons did in the main interface and in the menus. but for climbing hills and swimming around and admiring views from the top of ruined abbeys, it couldn't be better.
― This is a total Jeff Porcaro. (Doctor Casino), Friday, 27 July 2018 13:12 (one month ago) Permalink
I love that article on Myst
Something about Myst that I remember very clearly was that it was an enormously popular game with girls and women. Not that my mom wasn't a Mario fan, or that my teachers wouldn't borrow a gameboy to play a game of Tetris at recess. But with Myst, I remember very clearly reading interviews with female public figures where they were eagerly talking about it. It felt like a watershed-- women were playing games with enthusiasm. It occurred to me that (aside from Roberta Williams) the development of games was largely a male enterprise-- and thus, the neurons that a game sought to stimulate were that of the male brain.
The article leans a lot on "violent content" as a symbol of "what makes a game male-oriented", but I think it's deeper than that, that it has to do with what a game is doing to you on a neurological level. Myst didn't come with instructions-- it was designed specifically to need none. There was no real goal, the beauty of the landscape was its own reward. It's non-objective gameplay, it was strictly world-building. You couldn't die, you could only get stuck-- and you'd still be stuck in this exquisitely rendered world.
It's impossible to really recreate in 2018 just how moving the images in the "slideshow" were, and the effectiveness of the world building. The 7th Guest contained too many anachronisms to be truly immersive. The graphical Zork games were not at all pretty. (The only game that was as successful at world-building as Myst, from around that time, as far as I'm concerned, were Jane Jensen's Gabriel Knight games.) And the reason why Myst's success cannot really be re-created directly is because the game's appeal was in the newness of the experience. The Sims is, as far as I'm concerned, the spiritual sequel to Myst. And Minecraft the spiritual sequel to The Sims. Games that aren't looking to capitalize on already existing subroutines that have been found to stimulate the brain "in a certain way that we have found to be saleable", but are creating new ways of stimulating the brain.
― flamboyant goon tie included, Friday, 27 July 2018 13:59 (one month ago) Permalink
Like, when a Myst or a Candy Crush or an Angry Birds or a Two Dots takes off in popularity, and the competitive ""modern"" gaming scene shudders, they're missing the point of those games' success. It's about stimulation, not about content-- it is comparatively like novelists bemoaning the rise in popularity of crossword puzzles
― flamboyant goon tie included, Friday, 27 July 2018 14:02 (one month ago) Permalink
animal crossing probably fits in there somewhere too
― ciderpress, Friday, 27 July 2018 14:08 (one month ago) Permalink
xxpost I would stop short of some of the essentializing male-brain part of that, but overall, you're definitely on to something. I think the style of Myst's puzzles is also significant to its crossover - while they were often baffling, it was clear what the puzzles were and where they were, and they were basically abstract (math and geometry and spatial relationships IIRC). The article compares them to the crossword puzzle but they might be closer to Sudoku (anachronistic comparison obv) in their disavowal of the need for either outside knowledge or, versus Zork, second-guessing of what the programmers imagined as a kooky creative left-field solution. It might be that Zork/Sierra/etc. appealed to a certain kind of nerdish emotional payoff - I'm so smart, I figured it out, I've outsmarted the game - that's subtly different from that of tinkering with little Towers of Hanoi or getting a gauge to add up to the right number with a mismatched set of switches.... but I could be reaching and/or misremembering how Myst actually played.
― This is a total Jeff Porcaro. (Doctor Casino), Friday, 27 July 2018 14:09 (one month ago) Permalink
i was mostly PC in the 90s and i the day i bought DOOM II a friend bought Myst (both our first CD-ROM games) and i played a little of it. it just paled in comparison, instead of fluid textured 60fps it was just entirely still 2D images. the rendering didn't excite me the way Donkey Kong Country did either, it just looked like those random Computer Graphics VHS tapes (which are pretty cool and actually full motion). the aesthetic was very Beige. compared to something like DOTT or Sam N Max the art design put me to sleep.
it was certainly a huge deal and instrumental in breaking CD-ROMs. before this most games came on floppy, or were just regular games with CD soundtracks. this was a tech demo basically. also a cool puzzle game and independently developed, demonstrating you could have massive success with ambient games that are nonviolent in nature. just not for me.
we picked up 7th Guest, which was more goth, more my style. never played it for more than a few hours. the most interesting thing about those interactive CD-ROMs is the high level of kitsch in all the FMV segments. they are almost the 60s Roger Corman biker/monster movies of the 90s. revisiting the low budget low res video cheese of old titles like Sewer Shark or Night Trap, maybe having FMV Movie Nights, is going to be a big thing in the future 90s nostalgia cycles imo.
― Hazy Maze Cave (Adam Bruneau), Friday, 27 July 2018 15:59 (one month ago) Permalink
i suspect they overlap in aesthetics and in some cases maybe production equipment/personnel with 1980s direct-to-VHS horror movies and stuff like that. which of course have a corman lineage of their own.
― This is a total Jeff Porcaro. (Doctor Casino), Friday, 27 July 2018 16:02 (one month ago) Permalink
that particular '90s nostalgia cycle is already happening, you should see the VHS swap meets going on. I go to a monthly series at my local Alamo Drafthouse, Video Vortex, that cherishes this stuff
― Nhex, Saturday, 28 July 2018 06:09 (one month ago) Permalink
Well, some people would prefer to explain statistics like these: https://en.wikipedia.org/wiki/Women_and_video_games#Genre_preferences as being a reflection of the game's content. I think it's neurological. As for that sub-category, "atmospheric exploration"-- I can't think of a game more suited than Myst to be credited with effectively creating that genre
― flamboyant goon tie included, Saturday, 28 July 2018 18:16 (one month ago) Permalink
i think myst's a pretty linear evolution from high infocom. certainly all the zorks except maybe beyond (but def zero) count as "atmospheric exploration"-- so do enchanter, planetfall, starcross etc. (and before infocom, colossal cave). suspect these games were played by a lot of women too.
the sierra/lucasarts/westwood/revolution games took their cues from the less exploratory, more linear stuff, full of npcs and jokes-- hitchhiker's, leather goddesses, sorcerer. (the first couple king's quests count as "exploratory" maybe but aren't v atmospheric.) and when zork first made the jump to real graphics (literally a week before myst) it was more like those (or like beyond zork) than it was like 1/2/3/0: full of fmv characters and inventory items. and maybe most importantly, its interface was full of contextual popup text commands chosen from menus-- more elegant than lucasarts SCUMM interfaces of its time imo, but not more than the refined eye/hand/mouth SCUMM in full throttle and curse of monkey island-- while myst popularized a seamless mode of interaction so much more native to graphical adventures that it was immediately adopted not just by all its ripoffs but by both subsequent graphical zork games. the fully appropriate newborn simplicity of "click on what you want to touch" was the graphical-adventure analogy to "the computer asks you what you want to do and you type a reply", but i think the latter was fully as "accessible" in its day (scaled down for the pre-macintosh, pre-cdrom era) and led a lot of women around a lot of desolate and eerie environments.
otm tho that just being in this otherworld, wandering around it when "stuck", is a/the major appeal in this and its precedents. myst understood this v well, which is why the box said MYST THE SURREALISTIC ADVENTURE THAT WILL BECOME YOUR WORLD.
dc is otm about the puzzles in myst, which are often v grounded and physical-- the best "ages" are designed around you figuring out how they "work" holistically-- i.e. directing the water flow in channelwood where you need it; or understanding the sound codes in whatever the world w the sound codes is called (btw i think the article above mentions that myst requires you to draw maps-- this is infamously a tell that the player did not understand the sound codes). however there are also plenty of codes gratuitously concealed in v strange places (planetarium roof, engraved plaques in power generator, distant horizon etc.) that without sinking to the 7th guest's level of I AM THE DEMENTED PUZZLEMASTER! WELCOME TO MY PUZZLEMANSION are not always exactly what you would call elegant.
what is elegant is riven, which is a stone masterpiece of eerie ruin exploration in which all puzzles and obstacles are fully integrated into the physical fiction, in which everything is about figuring out how the place works. the rightful heir to zork 2 or enchanter and hugely surpasses both. interesting to read that article on false late-90s memories of myst "killing" adventure games because of course what killed adventure games was the ridiculous excesses of the sierra/lucasarts model (williams+jensen always get blamed for this, but the strangely canonized the longest journey is a perfect example of decadence, as are all the monkey islands after... well take yr pick, and tbph as are the puzzles in grim fandango, to say nothing of the interface). if anyone had made a better game than riven the genre might have gone somewhere.
― difficult listening hour, Saturday, 28 July 2018 19:06 (one month ago) Permalink
I never played Riven! I remember reading, when it came out, critical drubbings, and deciding not to sink my allowance into it.
I never thought about what "killed" the adventure game genre! But it's interesting to consider. For me, the extreme high-points in that format (Monkey Island, Tentacle, SQ3, KQ3) just were never surpassed by subsequent games. What was so good about the high-points was the lack of "rendered graphics" that made GK2 and KQ5 decidedly unlovely, the lack of speech that only created excruciating, spell-breaking loading times (SQ4, SQ5), really poor puzzle design (Sam & Max, Full Throttle). What was lost was fluidity. Even latter-day celebrants in the genre (Silent Hill 2, Monkey 3) felt clunky and inelegant. But man, those highs were high. SQ3 and Monkey Island are just amazing, and I don't think I've ever felt such a sense of accomplishment in a game as I did when I finally killed Manannan in KQ3
― flamboyant goon tie included, Saturday, 28 July 2018 23:27 (one month ago) Permalink
yeah kq3 is prob the unheralded sierra great. i'm biased tho cause it's the first computer game i can vividly remember arriving in our house, that fancy fancy box on the kitchen table, me not knowing how to pronounce "heir." i spent hours and hours and hours with that game. every environment is burned into my brain, it informed the way i thought crystal balls and the interiors of pirate ships should look, the way i thought rope ladders should unfurl from treehouses, a long-term affinity for orphan-raised-by-evil-wizard scenarios.... so great. even the bullshit of climbing up and down that mountain was worth it for how it enhanced the urgency of getting home before manannan returned - oh god i gotta stash this stuff under my bed and fast - and the triumph once you can come and go as you please. if you know what you're doing probably you can beat the whole game in like one trip down the mountain and back, but of course the first time through i lived out weeks and weeks of gwydion's sad little life. all the atmosphere a six- or seven-year-old could ever ask for.
― This is a total Jeff Porcaro. (Doctor Casino), Sunday, 29 July 2018 00:04 (one month ago) Permalink
i remember riven being mindblowing to me at the time, it's certainly an improvement on myst
― ciderpress, Sunday, 29 July 2018 01:12 (one month ago) Permalink
grim fandango ended up winning me over once they rereleased it with modern controls, that's probably my favorite game in the genre now
― ciderpress, Sunday, 29 July 2018 01:16 (one month ago) Permalink
fwiw The Witness is very intriguing and looks like it plays like what my dream version of Myst would be.
― Hazy Maze Cave (Adam Bruneau), Monday, 30 July 2018 16:32 (one month ago) Permalink
it's got the same vibe but the puzzles are quite different
― ciderpress, Monday, 30 July 2018 17:05 (one month ago) Permalink
never really played myst, though i watched others; i suspect that myst was atmosphere first, puzzles second; the witness is more the other way round - still has atmos and sense of discovery in spades though.
― home, home and deranged (ledge), Monday, 30 July 2018 19:12 (one month ago) Permalink
Was it someone here who recommended the crazy James Howell MGS2 Big Boss runthrough/commentary? It's pretty fascinating in a super dry way
― Nhex, Saturday, 4 August 2018 07:45 (one month ago) Permalink
I like his Last of Us videos!
― Gwent Stefani (Leee), Sunday, 19 August 2018 17:06 (four weeks ago) Permalink
His meaning James Howell.
I didn't know he did some, gotta check that out.
― Nhex, Monday, 3 September 2018 20:12 (two weeks ago) Permalink
that was great
― illegal economic migration (Tracer Hand), Monday, 3 September 2018 21:22 (two weeks ago) Permalink
Every Mission is a Suicide Mission
― Karl Malone, Friday, 7 September 2018 02:44 (one week ago) Permalink
The Bandai Namco documentation shared with me refers to Galaga’s original design as “simple, yet deep.” Its elegance lies in its ability to insist upon a high level of integrity in the gameplay. This is not a game that can be “point-pressed” by running up the score with needless actions. In Donkey Kong, by contrast, a player can mindlessly leap extra barrels for more points. Donkey Kong also boxes players in with a terminal “kill screen,” the interval where the game board simply doesn’t have the memory to continue play. The same is true of Pac-Man and Ms. Pac-Man. Scrambled code appears on the monitor and the game resets. Limited in such a way, the pursuit of a high score divorces itself from the game’s purpose: Dicking around with extra barrels has nothing to do with saving the princess. On Galaga’s hardest settings, however, the objective of the game and the achievement of a score are inextricably bound together. A high score is the product of existing well. At lunch a couple of days before ScoreWars, Mark tells me that’s the reason he loves the game: “It’s all on me.”
this is the comparative analysis i crave
― Karl Malone, Friday, 7 September 2018 03:07 (one week ago) Permalink
― got the scuba tube blowin' like a snork (Doctor Casino), Friday, 7 September 2018 11:39 (one week ago) Permalink
great great article
― illegal economic migration (Tracer Hand), Friday, 7 September 2018 12:05 (one week ago) Permalink
― Paleo Weltschmerz (El Tomboto), Friday, 7 September 2018 19:28 (one week ago) Permalink