final fantasy

We Thank you, V-Tech V-Smile – The Lifecast 120

We discuss the various gaming events that occured in February 2019. Such as Apex Legends and the two Nintendo Directs.

The PAX East 2017 Roundup

Since its first year in 2010, PAX East has become one of Boston’s fastest growing events. With more than 70,000 attendees each year, PAX East is the second largest gaming convention in the country–second only to PAX Prime in Washington. This year, we at The Lifecast traversed the enormous show floor, long lines, and overpriced food to share with you some of our best (and worst) finds in upcoming games. I, in particular, played 18 of the countless games to be found at PAX East. Allow me to share with you on the titles I played, with hopes that you’ll find something interesting if the this week’s episode of the podcast didn’t satiate your appetite for PAX feedback.

 

StarCrossed

via contigo-games.itch.io

The first game I played at PAX East, Contigo Games’s StarCrossed is a cute, co-op shoot-em-up. You and a partner play as your choice from a set of (very well drawn) magical girls in space, and you bounce a star between yourselves to eliminate enemies. It’s a pretty simple game meant for casual fun. It’s pong in space, but with magical girls.

 

The American Dream

Samurai Punk’s The American Dream is everything I’ve ever wanted in a satirical, Australian-made game about America. Nay, The American Dream is everything I’ve ever wanted in a shooter game in general. It’s a VR shooter that takes you on a 1950’s-style educational amusement park ride that’s all about the American lifestyle–meaning it’s all about guns. Everything from baby’s first shots, working in a bagel factory, etc.

The demo begins with you as a baby, learning how to use guns, and being asked questions by your mom and (of course) shooting the right answers. You’re then forwarded to adult life, where you work in a bagel factory. As you’d expect, you shoot the holes in the bagels (and sometimes, shooting rats off of the conveyor belt). The demo ends shortly after that.

The visuals, responsiveness, and general 1950’s aesthetic were all fine in this game, but what stood out to me the most about this was its incredible sense of humor that’s even visible in the promotional image for this game that you can see above in the thumbnail for the trailer. It’s a game that knows its own brand of humor better than most, and can therefore use it better than most (and, needless to say, it does exactly that). Taking the humor from this game, you’re left with a pretty standard VR shooter without any special qualities–therefore, if you’re looking for a thrilling VR shooter then this definitely isn’t what you’re looking for. Additionally, although certainly not the only thing that makes this game funny but a part of it, is that Second Amendment rights are quite a hot topic in America lately–therefore, I don’t see this game aging very well. But for now, if you’re in the mood for some delicious satire to be found in a game, then this is absolutely perfect.

 

Final Fantatsy XV Episode Gladiolus

I’d like to preface this by saying that I have a lot of mixed feelings about Final Fantasy XV, but this article isn’t meant to be a review on it, but the demo for Episode Gladiolus–a DLC campaign where you play as Gladiolus, finding out what his “important business” was in Ch. 7 of the main game. The controls are essentially the same from the main game, but there are some slight changes since we are playing as a different character with a different fighting style from Noctis. I’m not a fan of the gameplay in the main game, and Episode Gladiolus is no different in this respect, if not a bit slower, but if you don’t mind the main game’s gameplay then you won’t mind it in Episode Gladiolus either. That can be said about most of the demo, to be perfectly honest–if you don’t like the way X was done in the main game, you won’t like it in Episode Gladiolus either. It’s meant to be an extra chapter to expand on the game, and as such, is meant to fit in with the main game–which it does. Above all, what this short demo did was get me excited about when the Prompto episode will come out, as it felt too short and overall lacking. Although not awful, it didn’t get me excited or interested in playing the full episode once it’s out.

 

Victor Vran

I’m not normally a fan of top-down action games–Victor Vran is no exception. Normally I wouldn’t have even given this game a second thought, but they were promoting their Motorhead-themed DLC, and being a big fan of Motorhead, I thought I’d give it a shot.

The Motorhead-themes were definitely present–you could use a guitar as a weapon, attacks and yells were referencing Motorhead songs, but that’s the limitation of where my interest was. Gameplay felt uninspired and plain. The map felt cluttered and disorganized. And, as I mentioned before, I’m just not a fan of top-down action games like this. Had I not seen the Motorhead logo on their booth, I wouldn’tve tried this game at all. And, sure to my pattern of not liking games like this, I didn’t care for the very forgettable Victor Vran.

 

We Know the Devil

A visual novel by Date Nighto, We Know the Devil is the story of a group of kids at a Christian summer camp and what they find there. Although the best of the 3 visual novels I played at PAX, this game did seem decent, but not remarkable. The demo did little to set up the story and failed to provide any kind of narrative hook for the player to latch onto in its short 10 minutes. Which is a shame, because listening to the developer talk about it, the concept did seem pretty interesting to me. The best feedback I could give would be to choose a better section of the game to make the demo–tease the plot more, the environment and circumstances less. The audience can be told those things when playing the demo–but they shouldn’t have to be told why they should be interested in this game, as anybody who played it at PAX was.

 

West of Loathing

One of my favorite online games in my early years of high school was a free-to-play game called Kingdom of Loathing. I stopped playing it (not because it was a bad game, but just because I had found other games to play and I just started playing it less and less) around my Junior year or so, and ever since it’s just fallen off of my radar–so you can imagine my pleasant surprise seeing that its developers, Asymmetric Publications, were making another Loathing game! Moreover, that it’s being made in the same vain of the original–with simple, black and white stick figure graphics, RPG parody, and delicious sarcasm.

West of Loathing is another RPG parody game, except this time you’re in the Wild West. If you’ve played Kingdom of Loathing, I can satiate your curiosity about this game now by saying that it’s basically Kingdom of Loathing, except with animated graphics and in the Wild West. If you haven’t played Kingdom of Loathing, by the end of this review on West of Loathing you’ll probably have a pretty solid understanding of what Kingdom of Loathing is, as well, as they are very similar to each other.

You choose from 3 “typical” RPG classes: Cow puncher, beanslinger, or snake oiler. From there, you leave your home farm and set off on your adventure, which (as far as the demo presented) consists mostly of doing quests for townspeople and turn based combat, all of which is laced with a consistent sense of dry, sarcastic humor which is present in every part of the game–including the aforementioned stick figure graphics, which are the centerpiece in this gem of a humor game.

It’s very hard for a game to instill a sense of humor into every facet of itself without feeling overwhelming, but West of Loathing manages to do exactly that. From its visuals, to its lore, to its gameplay, West of Loathing is everything a parody game should be: Funny, but not trite. If you’re in the mood for a good parody game, West of Loathing is sure to satisfy.

 

Hello Neighbor

I suspect that Tiny Build’s newest upcoming release, Hello Neighbor, will be one of the year’s biggest indie releases. Hello Neighbor is a game where you’re trying to break into your neighbor’s basement, as you suspect that something bad is going on next door. Your neighbor will, of course, try to stop you from breaking into his home, so you need to find some creative ways of going about your work. Where the real interest of this game lies, however, is the fact that the neighbor has an AI that is supposed to learn your patterns after a while, and adapt.

Although fun, I wouldn’t have guessed how advanced the AI is unless I had been told about it in advance (which I had been). Perhaps it was because the demo was meant to be easier, or perhaps it’s because this game is only in alpha, but regardless of the reason, I didn’t notice its presence. I’d often try to sneak into the house through the front door, and very rarely was the neighbor there to greet me. I’d also hide in the kitchen a lot, and lo and behold, the neighbor rarely took notice. That, alongside many visual bugs (both I and the neighbor clipped and panned into several things I’m sure we weren’t meant to) leave me a tad worried about this game, but not necessarily with a negative outlook on it. The game itself was still challenging enough–I just wish that this allegedly advanced AI were more present. Besides, as I mentioned earlier, the game is only in alpha and has plenty of time to get fixed before its release. In any case, it did leave me wanting to play a more tightened version of it. Despite its bugginess, it was still fun. Just not as fun as I’d hoped it would be.

 

Perception

I’ve spoken at length many times about this game and why I’m so excited for it. In summary, it’s an incredibly immersive cat and mouse game made by former Dead Space and Bioshock devs. You play as a blind girl, Cassie, navigating a haunted house while there’s something–a presence–haunting you. Using echolocation to navigate the house, you unfold its narrative whist hiding yourself from the presence.

Above all, Perception is a well-made game. An incredibly creative concept, a well-told narrative, beautiful graphics, some of the best sound design I’ve ever experienced, and unique gameplay all combined into one wonderfully well crafted game. The demo alone is one of the most immersive experiences I’ve ever had in a game, leaving me starving for the full game which I’m counting down the seconds for (or at least, I would if it had a specific release date).

 

 

YIIK

I’ve already spoken at length about this game a few times before, as I played it at PAX last year and in fact called it my favorite demo that I played there. Although tied with Perception, it still retains its position with a new demo featuring the first few minutes of the actual game.

What this new demo showed off the most was the story and set-up of the game: The year is 1999 and our protagonist, Alex, has just returned home after college. Following a cat to a mysterious forest, he finds a girl named Sammy Pak who is abducted by mysterious beings–perhaps aliens–before his very eyes. As the game’s site reveals, the footage is uploaded online and so begins Alex’s hunt for her.

YIIK is an Earthbound-inspired turn-based RPG. Like Earthbound, it also utilizes everyday objects as weapons that you can get more damage out of with timed button presses that reminds me of another turn-based JRPG called Shadow Hearts. When you’re not fighting enemies, you’re exploring areas, doing quests, and looking for answers.

This game, as you would expect, has a prominent sense of humor present throughout all the available demos–and therefore, also likely the entire game–thanks to our lovely, sarcastic protagonist, Alex and his quirky group of friends. Perhaps the only thing more prominent are the stylish, colorful graphics that dive you right back into the 90’s.

If I had to use a single word to describe YIIK, it’s “personality.” From its graphics to its story, characters, music, gameplay, and even its concept, everything about YIIK felt very fresh and very its own. If the full game lives up to the incredible uniqueness of the 3 demos I’ve played now, then this could easily be one of the best games to come out in 2017.

 

Splatoon 2

As someone who didn’t have many opportunities to play the first Splatoon game as much as I had wanted to (I’m not a Wii U owner, so I’ve played less than 5 hours of it, I’m sure) the differences between Splatoon 2 and Splatoon weren’t immediately obvious to me. The base gameplay is the same, the graphics (without a side-by-side comparison) looked the same, music and sound effects were the same, the map I played was in the first Splatoon, and the only differences I could notice were the dodge roll–a very helpful addition–and new pieces of wardrobe.

That said, being similar to the first Splatoon isn’t necessarily a bad thing–Splatoon 2, like the original Splatoon, is packed with colorful, inky fun for everyone. What puzzles me is why Nintendo has chosen to make this a sequel game–which it certainly doesn’t feel like right now, as there’s not enough setting it apart from the original Splatoon–as opposed to simply adding a Switch port much like they are for Mario Kart 8 and just patching in the dodge roll and new wardrobe. Especially in light of the fact that Splatoon has been around for nearly 2 years as opposed to Mario Kart 8’s 3 and the fact that Mario Kart is a regularly-releasing franchise makes it especially confusing why Nintendo has chosen to do this. Questionable decisions aside, the demo of Splatoon 2 paints the game as an only slightly upgraded version of Splatoon: Still very fun, but not enough differences from the original Splatoon to make it feel like a new or different game in any way. In its current state, it feels more like a slight patch to the original Splatoon.

 

Arms

Nintendo’s latest way of blatantly ignoring the Punch Out series, while fun, still feels like it has ways to go from a technical standpoint. It’s hard to say much about ARMS as I wasn’t given much time with it (a brief tutorial and 3 rounds–each lasted hardly longer than a minute) but what I can say with confidence is this: The game looks fantastic. The visuals are all incredibly animated, stylish, and fit the personality of the game very well. What worries me is its responsiveness.

Motion controls almost never seem to work to 100% efficacy, and ARMS is no different in this regard. Dodging and punching rely on moving the controller–rather than a button push–and those are without a doubt the most important mechanics of the game, seeing as how it’s a boxing game. (Read: Should’ve been a Punch Out game.) As one would expect, especially in a demo, dodges and punches didn’t go through 100% on the time–dodging in particular only seemed to work about half of the time. I had few problems with punching and no problems with button reliant mechanics. In addition to that, there were issues syncing the joy-cons to the game despite them being less than 2 feet away from the console. If Nintendo makes a way for one to play ARMS without motion controls, I could see this being a really fun game. When it works, it’s a very fun, very whimsical take on a boxing game that I could have a lot of fun with provided the motion controls weren’t involved.

 

Snipperclips

Snipperclips, to me, is the embodiment of the importance of allowing your player to be physically comfortable while they play your game. I played this cute, co-op puzzle game with Dan. We thought the idea of this game was clever enough, and we’d heard nothing but positive feedback on it. Unfortunately, we left with a very different outlook on it.

Snipperclips, as I mentioned earlier, is a co-op puzzle game. You and your partner play as 2 shapes who can cut each other up into other shapes and reform, and you’re given a goal to complete together. Unfortunately, these goals are very vague, and rarely pointed out to you. Sometimes the goal is something like, “Form this shape together” and other times–2 of the 3 puzzles in the demo, no less–don’t tell you what the goal is. They give you some tools and the game seems to assume you know what to do. For instance, one of them gave you 3 balloons. We thought we were supposed to corral them together, but as a Nintendo employee had to tell us after several frustrating minutes of nothing happening is that we were supposed to pop them. The other, you’re given a basketball and a hoop. Whereas the goal was pretty obvious, the means by which you are supposed to achieve it are, of course, vague. We made one of the characters a cup to hold the ball and had them jump in the hoop, but unfortunately, even though we achieved the goal, that’s not good enough for Snipperclips. As another Nintendo employee had to tell us, you can’t have a character jump in with the ball. Although more forgivable than the lack of direction on the balloon challenge, it still left us with a sour taste in our mouths for this game.

After a few minutes with the balloon challenge, our frustration with this game was becoming pretty evident. Here’s where the importance of physical comfort comes in: Nintendo had you standing for all of their demos–after standing in their absurdly long line. That day, me and Dan were surprisingly close to the front of the line to get into the showfloor and we made a bee line for Nintendo. Even then, we were still in line for close to an hour and a half. Nintendo wouldn’t allow people to sit in the line because it took up more space. Needless to say, or legs and feet were starting to hurt by the time we got to play the games. We noticed all the more how sore we were getting after standing angrily around playing what should’ve been a fun, relaxing game. This, of course, made the already frustrating game less fun for us, as we became increasingly aware of how sore we were getting. Although we still would’ve been frustrated at the game regardless, we would’ve been much less so if Nintendo simply let you sit down and relax to play their games (except for ARMS, of course, which should be played standing up because it’s a motion control game, but that’s aside from the point).

A frustrated player who’s sore is much more frustrated than a frustrated player who’s seated and comfortable. From their line to their demos, Nintendo didn’t seem to understand that this year–a real shame since there were people waiting in their line for upwards of 4 hours. And this brought down my already frustrating experience with Snipperclips. In the right environment and with the right partner I’m sure this game could be fun–after all, it has a very creative premise and when it’s not being vague, it’s quite fun–but the fact of the matter is, it’s still vague. All the players need to be told of is the goal and whether or not there’s any rules for obtaining the goal, and that’s it. Although there is some fun to be found in Snipperclips, it still has plenty of room for improvement.

 

What Remains of Edith Finch

What a mixed bag Giant Sparrow’s newest playable narrative game What Remains of Edith Finch was. This is a game that tells you the story of the Finch family by telling you about all of the family members in different ways: Therefore, there were 2 versions of the demo: One about Calvin Finch, one about Molly Finch. They chose an interesting 2 to demo here at PAX, seeing as how they left me with 2 wildly different impressions.

The first one I played was the longer of the 2, the one about Molly Finch. Immediately what stands out in this game is its jaw-droppingly gorgeous graphics, which were probably the only consistency between the 2 versions of the demo. This demo felt more representative of what I’m assuming the game will be like. By that I mean, you start out playing as Edith Finch (our protagonist, who lived in a now-abandoned mansion until she was 11. Now she’s returning to find out more about her family) who gives us some exposition on her situation. From there, you go to the mansion, and you’re more or less led into Molly’s room after some time spent in exploration. After learning some more about her, you start playing as her in a kind of dream sequence where you become various animals. After getting over the initial awkwardness of the situation, it does reveal a lot about Molly and right as I was getting interested in her story, the demo crashed on me completely. To the point where one of the devs had to tell me what happened in the rest of the demo, and let me skip the line to play the Calvin one.

For every bit the Molly narrative was interesting, the Calvin one was not. Although not necessarily bad, it left much to be desired compared to its interesting counterpart. The Calvin story was short, plain, uninteresting, and didn’t provide any of the narrative hooks that the Molly one had to get me more interested or involved in the story. But at least it didn’t crash on me or have any other technical issues.

The polarizing feelings I had about the 2 demos left me unsure how to feel about this game overall. If nothing else, it at least got me curious about it. Assuming the technical problems are fixed, if the Molly narrative is more representative of what the full game will be like (which I’m thinking is the more probable case because it was longer and provided more context to the situation Edith was in) then this game will be wonderful. If the Calvin story, on the other hand, is more representative of what it’ll be like, then it won’t be anything particularly memorable. At the very least, though, I can compliment this game on some of the best graphics I saw at PAX East this year. Although What Remains of Edith Finch has certainly got my attention, whether or not that’s for the better is yet to be clear.

 

Pyre

I played the 2-player version of Pyre with The Lifecast’s own Dan, who also played the single player version afterward. I’ve been told by him that the single player version of Pyre is substantially better than the 2-player, but alas, all I played was the 2-player version and will be talking exclusively about that version of it for this review.

Super Giant’s latest strategy game, Pyre, was a fun game plagued by an interminable demo. Without taking much time to explain the gameplay (but in its defense, there wasn’t much to explain anyways, so this was actually a good decision) or the context of the game whatsoever, the demo throws you into a match with your opponent in which you use 3 units–a small, medium, and a large–to essentially play football, but with fire and magic. Using your units, you throw a ball of energy into the enemy’s goal mark while they try to do the same for you. You use your units to go on either an offensive or defensive, catching or passing the ball, and so on. What made this demo so tiresome, however, was that it didn’t end until one side earned a certain number of points. Especially with players who are only just learning how to play the game, this can go on for far too long. Had the demo only required scoring less points–perhaps half, considering that the game wanted you to score about 100 points if I’m not mistaken, with each goal only getting you about 10–it wouldn’t have felt so long and sluggish. Although not bad, the gameplay wasn’t enticing enough to hold me or Dan’s attention for more than a few minutes. It got to the point where he let me score on purpose so we could be done sooner.

Make no mistake, the gameplay was tight, the graphics were gorgeous, and there was a good degree of fun to be had. But considering we were just learning the game and how no context for why we were doing this (and based on the visuals, the game does appear to have some kind of story) the demo felt much longer than it needed to be–to the point where we started feeling exhausted from it because we had to play it for so long, by no choice of our own. The demo should’ve been half its length. I don’t normally complain about the length of a demo, but for a game meant for casual fun–much like the multi-player demo for Pyre–you have to realize that your game is exactly that: Casual fun. Usually not meant for extensive periods of gameplay, much like this demo was. If I’m not mistaken, we were there for nearly half an hour by the time we decided to leave–far too long for a demo like this.

 

Date or Die

via dateordiegame.com

Despite being a visual novel touting an all-queer cast, that’s all that can be said about the uniqueness to be found in the Date or Die demo. Date or Die reminds me of a quirky, edgy 14-year-old’s attempt at making a dating sim. When making a dating sim, writing interesting characters is absolutely paramount. After all, since you’re relying on the story of your game–rather than gameplay (seeing as how there essentially isn’t any)–you need your characters to help hook the player in. The idea of a dating sim is to get to know the characters better–therefore, if the player isn’t interested in the characters, they have no incentive to want to get to know them better. At least as far as the glimpse into this game that the demo provided, Date or Die fails on this front.

Admittedly, it is hard to make a player fall in love with a given character within 10 minutes. So I’m more or less forgiving Date or Die on that front, as that may have just been due to its constrains of time. No, what really turned me away from wanting to learn more about this game was its premise and how it’s treated: You’re on a reality TV show where if you don’t date one of the contestants, you die–the host is, like the rest of the game, straight from a quirky 14-year-old’s tumblr blog. Your standard “XDDDD so quirky and mysterious BUT WITH A SMILE lolol” kind of anime character, usually found in series meant for pre-teen girls (see similar: Xerxes from Pandora Hearts, Grell and Undertaker from Kuroshitsuji, Dazai from Bungo Stray Dogs, etc). Between the obnoxiousness of using such an overdone trope, the premise which feels entirely too goofy for the rest of this visual novel (after all, the first few moments of the demo, our protagonist is locked in a cell–if you’re going to make your visual novel this goofy, go all in and leave no traces of seriousness behind), and the uninteresting cast, this game left me not yearning for more. If this demo is at all representative of what the full game will be like, then although it might appeal to a younger crowd (younger than 16) with little to no experience in dating sims, to someone older and more aware of (and sick of) cliches in dating sims, this game doesn’t look like anything new or special.

 

Spirit Parade

If ever there were a single most generic game at PAX this year, it’s Spirit Parade. An otome visual novel, Spirit Parade–at least as far as one could see in the demo–has no originality, and feels as much like a token Alice in Wonderland-themed dating sim as can be. It’s very hard to bring originality into the heavily over-saturated realm of Alice in Wonderland themed visual novels (and media in general–especially anime inspired, as Spirit Parade quite obviously is) and Spirit Parade is no exception. The only factors that even somewhat set it apart are its lovely art (which is, without a doubt, the best and only redeeming quality it has) and Eastern attire–which isn’t enough to warrant calling it “unique” in any facet.

The demo introduces us to our main cast: The Mad Hatter, Cheshire Cat, Queen of Hearts, Alice, etc. All of them act how you’d expect them to–Alice is the naive Mary Sue, Queen of Hearts is the regal (and best designed of the group) leader, and the Hatter and Cheshire Cat act like a 14-year-old on tumblr’s quirky OC. And of course, being an otome, they’re all men except for yourself (Alice) and the Queen of Hearts.

As far as the demo could present, Spirit Parade is another of the dozens of hundreds of Alice in Wonderland themed stories. As is typical for these kinds of stories, it presents no unique qualities, and its lovely art is its only redeeming quality. Spirit Parade, alongside Victor Vran (which I at least give the crutch of myself not liking top-down action games) and Date or Die, is without a doubt the worst and most generic game I played at PAX.

Some of you may be reading this part and thinking that between my feedback for Spirit Parade, We Know the Devil, and Date or Die it’s likely that I just don’t enjoy visual novels or dating sims and are therefore being unfair toward them, but that’s simply not the case. I very much enjoy visual novels–in fact, they’re my go-to genre for a relaxing game. Many visual novels are dating sims, so that subgenre is no different for me. I quite enjoy them both. It’s just unfortunate coincidence that the only visual novels to be found at PAX this year were so lacking.

 

Blasters of the Universe

Blasters of the Universe is a pretty standard-feeling VR bullet hell. Hearing it being called a “VR bullet hell” got me immediately interested in the game when I first heard of it, but playing it felt very underwhelming. Perhaps it was just the level that they used for the demo, but it felt too easy. There weren’t that many bullets to dodge, and even then, they were very easily dodged. It felt less like a bullet hell as it did a shoot em up, seeing as how most of the bullets that could be seen were my own–which shouldn’t be a surprise since there were a lot of enemies on screen (many of whom don’t shoot, at least not for a while) which again, made it feel less like a bullet hell and more of a shoot em up.

Blasters of the Universe feels like something you’d find in an arcade with VR setups–casual fun for a little while, but you’re likely not going to leave with a big impression of it. Other than its concept, it doesn’t have any remarkable qualities. Even then, it’s only the concept of it that sounds interesting–at least in the demo, the concept was hard to see at work seeing as how it hardly felt like a bullet hell at all. Although not necessarily a bad game, I wouldn’t call it good either. It was just really underwhelming.

 

I Expect You to Die

I have a lot of mixed feelings toward Schell Games’s I Expect You to Die. It’s a VR escape the room puzzle game where you play as a spy going on secret missions. I waited for about an hour in the demo line, only to play about 5 minutes of the game, so I don’t know if I’m exactly qualified to have a substantial opinion on it. Once you finish the tutorial, it sends you into a car that you’re supposed to escape with–it’s the enemy’s car, and one of the first things that happens is a retinal scan. Once it sees that you’re not the owner of the car, it fires a laser that you’re supposed to dodge–I dodged to my left, and died. I asked one of the devs what happened, and they said that you’re supposed to dodge to your right–despite nothing indicating that you’re supposed to do that. Needless to say, I left with a sour taste in my mouth that vaguely reminded me of a similar thing Compulsion Games did last year with We Happy Few.

That said, I do question the responsiveness of the game if dodging in a certain direction despite there being no indication that it’s a bad idea ends up killing you. If nothing else, I think this game should be better about indicating details like that so players won’t get as frustrated, as I was after leaving. The only other noteworthy detail I noticed was the visuals–which are, especially in the opening credits, incredibly stylish.

All in all, I don’t know how to feel about this game since I played it for less than 5 minutes. I think it’s stylish, has a very clever concept, and lots of potential but I heavily question its responsiveness and communication. It seems like a game that if the aforementioned issues were fixed could be excellent–especially as a VR game–but as of right now, it’s hard to say whether or not I think it will be good simply because I didn’t get enough time with it.

 

Kismet

An astoundingly visual fortune telling VR game by Psyop, Kismet flexes all the aesthetic muscles of VR. The game itself is simple: It’s a fortune telling game where a character–Kismet–will read your fortune either by a tarot card reading or a star reading. There’s also a “game of wit” option, but that wasn’t available in the demo. There’s not much one can say about this game because of it’s incredibly short length, but as a gimmick–a small thing to add to your PSVR library–I think this could work incredibly well, especially if you’re into the occult or fortune telling, or perhaps just need something to pass the time during small parties or social gatherings.

What made this game memorable to me was its visuals and environments. Each of the 3 parts of this game has its own unique environment, each befitting of what it is. The cards set you in what appears to be a kind of gypsy caravan, the stars in a boundless planetarium-esque looking “room”, and the game of wit in the middle of an Egyptian desert–all of them look incredibly picturesque. What Kismet lacks in substance, it makes up for in its astounding visuals and environments. If you like fortune telling, are looking for a visual experience, or something that’s more of a gimmick than a game, Kismet is right up your alley.

 

Battlesloths 2025: The Great Pizza Wars

Roosterteeth’s latest work, a fast-paced multi-player twin stick shooter about one of my personal favorite kinds of animals, was perhaps the best “casual fun” game I played at PAX. Playing as multi-colored sloths with varying silly hats, you’re given a prompt for a game with 3 others players (or computers) usually involving pizza. The default game–the one that I played–involved you simply getting enough slices to fill up an entire pizza. Slices would randomly drop, and using various weapons that are also dropped, you fight your fellow players over the pizza. Basically, a king of the hill game but with sloths and pizza.

The demo felt very done when I had played it–tight gameplay, lots of variety, good graphics, no overt issues to be seen–to the point where I had assumed the game was already out, which is more or less true. It has been available on the Humble Monthly Bundle, but is not available on Steam yet. Its vague release details aside (though its site and social media says “Early 2017”), my only regret about this game is that it’s local multi-player only and there doesn’t seem to be any indication that it’ll have online multi-player as well. That aside, Battlesloths is the most fun I’ve ever had being a dragon-headed, laser-wielding sloth looking for pizza.

 

 

Best Indie Game: Perception, YIIK

via indiemegabooth.com

Even though it wasn’t my first time seeing either of them, Perception and YIIK have yet again impressed me much more than anything else I saw at PAX. Perception has brilliant design, an incredibly immersive environment, and engrossing narrative that I can’t wait to sink my teeth into. YIIK is an incredibly stylish, personality-filled turn-based RPG that one will immediately fall in love with. Both games have me absolutely enamored and I’m counting down the seconds until the full games are out.

 

 

 

 

 

Best VR Game: The American Dream

via samuraipunk.com

The hilarious, Australian-made vision of America is a (literal) ride from start to finish. With its incredible sense of humor, solid (but not remarkable) gameplay, well developed 1950’s aesthetic, and relevance coming out during a tumultuous time for Second Amendment rights in America, The American Dream demo at PAX was an absolute delight. If it’s at all indicative of what the full game will be like, then we’re all in for a lead-flavored treat.

 

 

 

Best Triple-A Game: Splatoon 2

via nintendo-europe.com

You’re a kid now, you’re a squid now, there are dodge rolls now.

My Final Fantasy Wish List

There aren’t many game series that have managed to not only survive, but thrive as long and as well as Final Fantasy. Final Fantasy has practically become synonymous with the JRPG genre and in many ways, is its mascot. That doesn’t necessarily mean that Final Fantasy is without sin, though.

Kennedy makes a sick joke

Get it? I’m hysterical. via finalfantasyunion

I find it hard to call myself a longtime Final Fantasy fan in light of just how long it’s been around, even in the States (1990) but I have been a fan of Final Fantasy for just over a decade now, and I have played most of the main series games and many of the sequels, prequels, and spinoffs. In other words, I know my way around the franchise well enough to know exactly what I want from it. Ever since the release of 15 I’ve been thinking a lot about things I’d like from the franchise since it’s been changing so much in its last few entries: New concepts that could be interesting, old ones that I’d like to return, things it should hang on to and let go of, and so on. So without further ado, here’s my wish list of things I want to see in Final Fantasy.

 

via fanpop

Remake or Re-Release of Crisis Core

Since Final Fantasy 7 is getting remade, it’d only be appropriate if its wonderful prequel, Final Fantasy VII: Crisis Core, got a remake, too. Or at the very least re-released. It was originally released for the PSP in 2007 (or, if you live anywhere but Japan, 2008) and is, in fact, the tenth best selling game on the PSP. Despite being a clearly well-loved and well-selling game, a very crucial part of the Final Fantasy 7 story, and yet on a handheld console that was largely overlooked and underrated, Crisis Core never got a re-release of any kind. Not even on Steam, where you can find a sizable portion of the Final Fantasy franchise, for better or for worse. I’ve been playing a lot of Final Fantasy 7 lately, and the only thing it’s making me want more than to sink my teeth into the remake is a chance to replay Crisis Core. Not only is Crisis Core simply a wonderful game, but it fleshes out 7’s story entirely–but sadly, unless I want to go buy another PSP, I can’t do that unless it’s re-released. Once the remake is out, we’re going to see a flood of new Final Fantasy fans wanting to get into the series and older fans wanting to relive it. Crisis Core is a large part of reliving the joy of Final Fantasy 7, and Square Enix can bank on that easily. There’s no reason for them not to re-release it.

 

via gematsu

3D Remakes of Final Fantasy 5, and 6 (or at least 6)

Currently, Final Fantasy 5 and 6 are the only main series Final Fantasy games that were never made or remade in 3D, despite 1-4 all getting 3D remakes on the DS (7, of course, is when they started getting made in 3D right off the bat.) Final Fantasy 5 I can sort of understand why it was never remade in 3D: It’s not one of the particularly more well-loved Final Fantasy games, generally has okay reviews at best, and is generally only well-known for being the first Final Fantasy game to expand the job system and add more customization options. In other words, it’s easy to see why it wouldn’t be high on Square Enix’s priority list for Final Fantasy.

The reason Final Fantasy 6 hasn’t been remade in 3D escapes me completely. There’s no reason for it not to have been remade in 3D. Final Fantasy 6 is constantly hailed as one of the greatest entries in the series. Many fans agree that its antagonist, Kefka, is the best in the whole franchise, the gameplay is more polished and perfected in 6 as opposed to the other 16-bit Final Fantasy games, the characters are very well-written, this was the first time a Final Fantasy game dug this deep into its story, it was emotionally gripping, the list of reasons why this game is so beloved can go on forever. This makes it all the more curious why it never got a 3D re-release or remake of any kind, sans a very poorly made mobile port with some slightly 3D sprites (which, in case you’re wondering, doesn’t constitute being called a 3D remake.)

If I haven’t made it clear enough, if only 1 of these games were to get a 3D remake, it should be 6. It confounds me how it hasn’t been remade in 3D yet. The gorgeous visuals and jaw-dropping atmosphere are 2 of the biggest hallmarks of Final Fantasy. So why not, Square Enix, bank on one of your most loved games and make it the visual indulgence we’ve all imagined it to be for over 20 years now? After the 7 remake is done, 6 should, without a doubt, be the next to get remade. If Square Enix wanted to take the next decade or so and not make any new Final Fantasy games and focus on remaking some of the classics instead, I honestly wouldn’t have a problem with that.

 

via hardcoregamer

A return to turn-based combat

If this were a numbered list, this would be number 1. If only one thing on this list were to happen, I’d want it to be this. I didn’t care for the combat in Final Fantasy 12. It got worse in 13. I give 14 the same leeway I give 11 because they’re both MMOs and therefore should be played differently because they’re a different genre of game, and of course, I’m not a fan of the gameplay in 15. One of the hallmarks that made early Final Fantasy stand out was its turn-based combat with a timer that was used in the first 9 games. In 10, the timer was removed and it was purely turn based. Final Fantasy 11 is when the average player could start noticing some pretty large changes to the traditional Final Fantasy combat, but as I already said, it’s an MMO–obviously the combat would be different. Enter Final Fantasy 12, which in terms of gameplay, feels like an identity crisis from start to finish. The timer from the early games is still there, but it’s not turn based–it’s a Frankenstein of gameplay elements. It’s the game that transitioned the series from its traditional turn-based combat to action JRPG combat.

Make no mistake, I like action JRPGs. In fact, there are many I love–most notably the .hack//G.U. trilogy which is one of my all-time favorites. The problem lying in Final Fantasy as an action JRPG series is that the gameplay is messy, gimmicky, and in many cases, needlessly complex. It had its time to experiment, but has failed not once (12), not twice (13 and all its spinoffs), but 3/3 (15) times now. Many fans miss the turn-based combat this series branded itself with–including myself. Change can be good, sure. And yes, there is a shortage of popular turn-based JRPGs (as opposed to action JRPGs) in recent years. I think that’s all the more reason Final Fantasy should return to its turn-based roots, especially if they choose to bring back the style from 10 which (in my opinion) was the best gameplay the franchise has ever had. Not only will several older fans be happy, but it’s an effective way to dominate the sizable niche of fans who prefer turn-based JRPGs (which is likely to be become bigger real soon with the release of Persona 5 on the way) and improve the overall quality of the games in general.

 

via movienewsguide

If you’re going to require watching an anime to understand a game, at least attach it with the game

This has been brought up on the podcast a number of times, but if your game–Final Fantasy or otherwise–practically requires you to watch an anime, please attach the anime with the game somehow. Put it in the case. Attach it with the files on Steam. Put an option to watch it in the main menu. Something. The original .hack// series attached DVDs with the .hack//Liminality anime with the games, so why can’t Final Fantasy do it, too? If it’s more of a spin off (like Advent Children) then this isn’t necessary, but in Final Fantasy 15 they practically make it a necessity to watch Kingsglaive and Brotherhood–yet they’re no where to be found with the games. Luckily, Brotherhood is available on Crunchyroll but Kingsglaive, however, isn’t. You have to pay $13.99 to stream it or buy it on DVD/Blu-Ray, unless you’re okay with pirating it. (Square Enix certainly isn’t, which makes it all the more baffling why it’s not more accessible.)

In summary, I don’t mind watching an anime to better understand the world of a Final Fantasy game–but if you’re assuming your audience has seen the anime (as Square Enix does with Final Fantasy 15) then give them access to the anime. There’s a difference between using an anime to help your storytelling and requiring the anime to help your storytelling–Final Fantasy 15 is the latter. If you’re going to do this, attach the anime with the game. It highlights its importance to the story. If you’ve bought the game, you’ve bought the anime with it. Square Enix doesn’t even have the courtesy of making Kingsglaive more accessible, which is, for lack of a better phrase, a scummy thing for them to do–not to mention confusing. Is trading accessibility for a higher price honestly more profitable for them in this scenario? Anime is one of the easiest things out there to pirate or stream illegally. I honestly think that if they charged a reasonable price for Kingsglaive, Square Enix would see many more people more willing to pay the extra few dollars to support it. But by asking so much to see it–especially after paying for the game with a retail price of $60–that seems like more money than necessary. Again, this wouldn’t be a big deal if it were a spinoff like Advent Children was, but unless you want to be left without context several times in-game, watching not just Brotherhood but also Kingsglaive is a necessity.

 

via idigitaltimes

Keep the camera from Final Fantasy XV in future entries

There isn’t anything in Final Fantasy 15 that puts a bigger smile on my face than when I see Prompto has taken more pictures. It’s charming, culturally relevant, and a good way to share the game and get some free publicity and discussion on social media.Final Fantasy 15 is the first time we’ve seen such a large integration with modern technology in a Final Fantasy game, and for the most part, makes it work really well! Whatever direction Final Fantasy 16 takes–traditional fantasy (EX: 10), futuristic/dsytopian fantasy (EX: 7), or something with a more modern feeling (EX: 15) I really hope that Square Enix finds a way to integrate the camera. In fact, photographer can be a permanent class in Final Fantasy for all I care. Regardless, it’s a light hearted break to see our protagonists having fun during the rest of the despair and tragedy going on in the rest of the game–I hope it stays. In fact, I hope we’re eventually able to take our own in-game photos as well.

 

via vizzed

Bring back the questionable fashion choices

If you’ve played almost any Final Fantasy game before 13 you know exactly what I’m talking about. Skirts made out of belts, hats the size of your torso, a new character sporting a midriff for each day of the week, and who can forget the indescribable “style” of the blitz ball uniforms. With a few exceptions (most of the characters from 7 and 8 and a few other miscellaneous characters here and there) up until Final Fantasy 13 most characters in the series had wonderfully bad fashion taste. But of course, most of their attire fits in well with the universe–if anything, it helps build the universe. A glance at any character from Final Fantasy 9 will tell you that we’re dealing with a very traditional fantasy game–just as a glance of any character from Final Fantasy 15 will tell you that there’s less traditional fantasy in this entry.

But man oh man, despite that, I still miss the wildly imaginative–often over imaginative–designs given to characters. I consider these over-the-top fantasy designs practically a part of the Final Fantasy branding because they were used for so long. There’s nothing wrong with not having them, though–like I said, in a subtle way, it helps build the world. Such as in 15, they might not be necessary. But to someone who’s become so accustomed to the questionable designs of Final Fantasy–which is likely the vast majority of fans–it’s a little disappointing playing a game like 8, 13, or 15 and not needing to pause for a minute to wonder how someone’s hair is staying the way it is and how many hair products they consume in a daily basis. Or how part of an outfit was even crafted or where it was bought, let alone staying on their body. Or feeling pure shock and awe seeing a cosplay of it and wondering how the hell they did it. In 13 is when I think we saw the transition. If you went out dressed light Lightning, Vanille, Serah (her 13-2 costume, not her 13 one), or Noel you’d probably get some strange looks, but in the right environment (I say because of Fang) I think you could get away with dressing up as anyone else without anyone batting an eye. Will we ever see a character with hair as gravity defying as Cloud or Seymour again? God, I hope so. I miss the sensation of being able to look at a character design covered in 50 fabrics, a few unnecessary pieces of armor here and there, a dozen belts and zippers, probably either a midriff or a deep v-neck (maybe even both), and hair that would make Marie Antoinette jealous and without knowing anything else being able to identify that it’s a Final Fantasy character.

via avclub, illustration by Nick Wanserski @NWanserski

 

Games in Development Hell: Do We Love the Chase?

There’s something to be said about games that keep getting pushed back and back that keep us strangely interested. Oftentimes we’re amazed a game is taking so long to come out. Many times we become frustrated with it. But there’s no denying that when a new trailer or rumor about it surfaces, you can bet people flock to forums and get hyped all over again.

The game lives up to its name: it will be horrible forever. Image Source:Giantbomb.com

Take for instance Duke Nukem Forever. This is a game that cemented in people’s minds what it meant for a game to be in development hell. Having been announced in 1996, it took fifteen years for it to come out on the Playstation 3. It traded hands so much people were sure it was never going to come out. But when a release date was announced after so long in 2011, people became hyped as hell. However what they got was a very bland and boring shooter with a notably dated misogynist hero. But that’s not what the game is remembered for. It’s remembered for the constant hope and disappointment roller coaster which was the past 15 years.

Take a more recent example, Final Fantasy 15. Originally marketed as “Final Fantasy Versus 13” in 2006, the game has taken ten years to finally hit shelves, being released this year. What may have been a cool concept for some people in the beginning became an obsession for many. Itching and clawing at any shred of information or rumor they could find.

Coming in the next four years we swear. Image Source: Dual Shockers.com

I have no doubt that this game will sell well when it comes out, but I’m also skeptical to say it will be everything the die-hard optimists have been hoping for.

So why do we keep following these games? Why do we find it so interesting to hear something new that’s been on uncertain ground for so long. My theory: its the uncertainty that is pulling us towards it. It’s the mystery. Wondering if THIS might be the release date trailer or THIS rumor may be true only serves to fuel our obsession with it. Having certainty is great for a lot of people, but it lacks the inherit excitement of what we don’t know and if this hunt is going anywhere.

We as people naturally find some joy in the journey, and sometimes a lot more in it than the destination. So the next time you see people fawning over the next Kingdom Hearts trailer or Half Life 3 rumor and analyzing it to death, remember that for a lot of people, this is the journey, and it may be a bumpy ride, but its one they can’t help but stay on.

Rare Games That Don’t Suck: GBA Edition

Two months ago, I wrote an article about rare games that are actually worth their asking price on the Gamecube. I did this because like many collectors, I’ve noticed that there’s a glut of rare games out there that are so outrageously expensive not because they’re outrageously good games, but more often than not it’s because of things like limited quantities of a game, exclusivity, a certain version or cover or edition of a game, etc. Sure, there are plenty of rare games out there that are so rare because they’re such excellent games and everyone wants a copy–games like Chrono Trigger, Suikoden II, and .hack//G.U.–but then there are your Flintstones: Surprise at Dinosaur Peak, Cheetahmen II, and Spud’s Adventure sort of games that are only rare and expensive because of the aforementioned reasons: The games themselves aren’t very good, they’re just elusive. I wrote my first Rare Games that Don’t Suck on the Gamecube because it’s arguably my favorite console of all time. Now, I’d like to tell you about rare games that don’t suck on what is by far my favorite handheld console of all-time, the Game Boy Advance.

Final Fantasy VI Advance

Image Courtesy of GameFAQs

Image Courtesy of GameFAQs

The first game I’m going to talk about is one that doesn’t really need much of an introduction. As the title suggests, it’s an enhanced port of Final Fantasy VI on the SNES. Final Fantasy VI Advance has been subject to critical acclaim, just like its SNES counterpart, with an 8.9/10 from GameSpot, a 9/10 from IGN, 9/10 from Eurogamer, a 31/40 from Famitsu and many more. On average, a complete used copy of Final Fantasy VI Advance is $59.48, with a brand new copy costing you about $80.

Final Fantasy VI is the story of a girl named Terra, who is captured by the empire and forced to fight against her will. She was eventually broken free and rescued by The Returners, who also want to use Terra for their own purposes in war, but they ultimately respect her freedom, and let her make her own decision. I’ll stop there because after that is when it gets really good. It has a fantastically told story, a truly unique world to explore, incredibly memorable characters, solid and consistent combat, and stunning visuals for what it has to work with. The limitations of the GBA caused a musical downgrade, but that’s really it. It’s still a faithful version of one of the greatest games of all-time.

Car Battler Joe

Image courtesy of GameFAQs

Image courtesy of GameFAQs

Car Battler Joe is one of the many, many hidden gems on the GBA. As a matter of fact a lot of the games on here are expensive because they’re hidden gems. Car Battler Joe is about this guy named Joe who is basically the standard kind of protagonist you’d see from a show like Beyblade or something, and that goes double for the game. It’s received relatively high acclaim from reviews (8.1/10 from GameSpot, 7.7/10 from IGN), and is one of my personal favorite GBA games. A used complete copy of Car Battler Joe will run you roughly $85. New copies for this game are incredibly hard to find, so getting an estimate on the overall price of a new copy is hard, but recently there was a copy sold on Ebay for $440.

You go around the world doing missions in your car, from fighting off bandits, to delivering packages, all the while collecting parts to either build new cars or upgrade your current one. These cars are equipped with various weapons that you can adjust and customize to your liking for combat. Basically think this weird version of that movie Death Race but if it were super anime, intended for children, and actually good. Mechanically speaking, it’s essentially a third person shooter/cart racer, but without the racing. In terms of sheer control, Car Battler Joe is fantastic. Each car controls differently and each weapon has different physics, and combining this with the tight controls means you’ll get consistently great gameplay. Customization is also complex, especially for a GBA game. The combinations of cars and weapons are incredibly varied, and just trying out different combinations will take up a lot of time in the game. It’s a truly fun experience.

Super Robot Taisen: The Original Generation 2

Image courtesy of GameFAQs

Image courtesy of GameFAQs

Alright, let me get this out of the way right now: I love me some mecha anime. Mechs are like the best things ever. Giant robots fighting other giant robots with high-adrenaline pilots and stupidly overpowered weapons? What’s NOT to love? Being a huge mecha fan, when I found out that there was a strategy RPG series about anime mechs fighting each other, I was all in. What I ended up getting was one of the best strategy games I’ve ever played, along with being loved by the others who have played it (8.5/10 from GameSpot, 85% from RPGfan). Good news, though! This is the cheapest game on the list. A complete used copy is worth about $45 – $60, and a new copy goes between $65 – $90. What a steal!

Super Robot Taisen: The Original Generation 2 (hereon referred to as SRT2) picks up right after the first game left off. I would explain the full story, but it’s so long and complicated that it’s not worth it. All you have to know is that in the first game, there was a war between our protagonists and a faction called the Divine Crusaders, along with an alien race called the Aerogators. What’s happening now is that the world is fixing up its mechs in case something like that happens again, and low and behold, something like that happens again. Only they’re much stronger than the Aerogators or the Divine Crusaders. The gameplay is just complex enough to encourage good decision-making and strategy, and it also has a really good difficulty curve; never getting too hard, but never being a total cakewalk either. The roster of mechs is diverse, and it offers many ways for you to build a personal team (mix and match pilots and mechs, upgrading mechs and weapons, etc.). It’s also absolutely gorgeous for a GBA game and has a fantastic OST.

CastleVania: Aria of Sorrow

Image courtest of GameFAQs

Image courtesy of GameFAQs

Ho boy this game. This was back when CastleVania knew what it was doing. It’s no Symphony of the Night, but it gets pretty damn close, as shown in its ratings. 9/10s across the board from all sources. Everyone pretty much agrees that Aria of Sorrow is one of the best CastleVania games. A used complete copy of Aria of Sorrow will cost you around $70, where as a brand new copy will cost you more around $90. You play as Soma Cruz, who is basically the second coming of Dracula except not really, and you’re sucked into Dracula’s moon castle and are trying to get out while also stopping someone else who is also basically the second coming of Dracula except not really.

You’ve got your standard MetroidVania style gameplay, except much better in terms of controls. The previous CastleVania games, Harmony of Dissonance and Circle of Moon, didn’t control nearly as well as Aria of Sorrow. Soma has the perfect weight to him, feeling just floaty enough for the environment while still feeling like you have to move him around well to succeed. It’s got a soul-absorption system which basically gives Soma the powers of enemies he defeats, and then standard RPG stuff like armor and weapons. The game looks and sounds fantastic, though the story is fairly weak. Combat is incredibly satisfying, and the enemies and environments are very well-designed. My only real complaint is that it’s pretty short, but other than that, it’s fantastic.

Ninja Five-O

Image courtesy of GameFAQs

Image courtesy of GameFAQs

There’s a chance you’ve heard of this one. It’s not incredibly popular, but those who have played it will say that it’s one of the best games on any handheld system ever. It’s received tons of ratings generally around an 8.5 – 9/10 from almost everywhere. But it’s also probably the single most expensive game in the GBA library, and by far the most expensive game on this list. A complete used copy of this game is worth an astonishing $356. What about a brand new copy, you ask? $515. Five hundred and fifteen dollars. And that’s not all. Even if you want just the cartridge, it’s still going to cost you over $100. This game is incredibly rare.

The game itself is a 2D stealth platformer where you play as a ninja, who can slash his sword and fling his projectiles. As you progress through the levels, you have to kill bad guys, rescue civilians, find keys to progress. You can use a grappling hook to traverse high ground, and also find power ups to make your attacks stronger and give you different projectiles. You really do feel like a ninja while playing this game; hopping up and stealth attacking opponents, catching them from behind to go for a kill, and sometimes even just running in guns blazing. The level design is top-notch, really lending itself to a slower-paced, more stealth and timing-focused style of game. Combine that with nice-looking graphics and a pretty nice soundtrack, and you’ve got a recipe for a fantastic game.

As I said last time, when you’ve got some spare cash, don’t be responsible and save it, go spend it on pointless video games!

5 Japanese Games that would make Excellent Anime

Ask anyone what some of their favorite 2016 anime have been so far and I promise that almost everyone who’s watching it will include the Ace Attorney anime on their list. Whether they’re new fans who used the anime as a gateway into the franchise or longtime fans who want to relive the fun of the first two Ace Attorney games, several people–including myself–can’t get enough of the Ace Attorney anime. This really shouldn’t be a surprise not just because they’re excellent games, but because they’re so dialogue-based, it’s natural that they would transition well into an anime. Last week I wrote a list of Japanese games that likely wouldn’t make good anime–this week, I bring you a list of 5 Japanese games that I think would have good anime adaptations. Like the previous list, however, there are rules:

  • This is NOT a list of my favorite Japanese games. If you’re really dying to know my favorite games, look at the author description at the bottom. I have them listed.

  • All the games on this list are Japanese, but they’re not all JRPGs
  • All these are games have not received an anime adaption of any kind
  • I’m not saying that these would 100% definitely make great anime–nor am I implying that they ever will get anime. I have no way of knowing if any of these will ever get an anime, nor would I have any way of knowing if they were good unless I’ve watched them. These are just educated guesses–games that I think would have a significantly higher chance at having a good anime regardless of circumstances.
  • When I say “anime” I mean anime–not an OVA, not a movie, not a special. I mean a full-blown anime with at least 12 episodes, though almost certainly more. The fact that most anime from the last decade are 12, 24-26, or 52 episodes should be kept in mind, though.
  • I’m assuming the anime would be an adaptation of the games (EX: Persona 4, Ace Attorney) NOT a continuation, re-imagining, or separate story of any kind (EX: any of the .hack// anime, Advent Children)

On that note…

 

No More Heroes

via newgamernation.com

There are very few games that are practically begging to become an anime as badly as No More Heroes. First of all, this action-adventure, hack-and-slash is home of some incredibly unique characters–most well-known being the over-the-top, nerdy protagonist, Travis Touchdown. These characters alongside the already anime plot (Travis wants to be the top ranked assassin in the world) would let the episodes practically write themselves: Just animate some explosive fights and adapt the writing from there. It could be a fantastic action/comedy that would help new fans fall in love with the incredible world of this underappreciated gem, and would allow older fans to relive this incredible game.

 

The World Ends With You

via TechnoBuffalo.com

Confusing writing aside, The World Ends with You could make a wonderful anime. First of all, there’s the art style of the game–who wouldn’t love to see a TV anime (I say TV anime specifically because of the Redline movie) done in this style? Second, this game is home to a fantastic soundtrack that could be reused in an anime adaptation. Most importantly, I think that the writing in this game would be well-suited for an anime. It’s very easy to see in the game which conversations are important and which are more unnecessary, so it would be pretty easy to trim the fat from this game if it were to be adapted. There’s a large enough cast of characters to make an anime version of it hold the interest of the viewer through the characters in addition to the plot, but without overwhelming them since each character is so unique. Finally, because all the excessiveness of the writing in the game would be gone, it would be much easier to appreciate the character development in this game, alongside understanding the story which, admittedly, gets incredibly confusing at the end. This game will be 10 years old next year, and though we’ve seen some of the main characters appear in Kingdom Hearts: Dream Drop Distance, we’ve never had a sequel to this game. Tetsuya Nomura has gone on the record saying that a sequel is still a possibility, and what better way to get people excited and jog their memories of this game than with an anime adaptation?

 

Final Fantasy VI

via DualShockers

My main reasons for wanting a Final Fantasy 6 anime are the same reasons that I would also love a remake of this game, as I explained in my list of very unlikely games that I’d like to see announced at E3 that I posted in June. To quote the article, “I want to see Kefka’s face twist and writhe as he laughs maniacally, I want to see a more animated transformation for Terra, I want to see the opera scene as cinematically as possible—and I know I’m not the only one, as Final Fantasy VI is generally considered to be arguably the best 2D Final Fantasy game.” Final Fantasy 6 is a fantastic game, which is why I’d like to relive the whole thing, but more visually this time. The graphics were good for their time, but I think it’s time for an upgrade–be it a 3D remake or an anime. The writing for Final Fantasy 6 is incredible, and it contains arguably the best villain in Final Fantasy as well as some of the most memorable characters overall in Final Fantasy history. My only worry for a Final Fantasy 6 anime is condensing it, because it’s a pretty long game, so picking it apart and condensing it could potentially cause trouble, but I’m sure it’s still doable.

 

The Legend of Zelda: Majora’s Mask

via forbes

Seeing this game on the list probably won’t come as a surprise to most people who read the previous list of Japanese games that I think wouldn’t make good anime. For anyone who didn’t read it, suffice to say, I mentioned that Ocarina of Time wouldn’t make a good anime because it focuses more on the freedom of an open world and game play than it does the story–and in an anime, because you lose the game play and the freedom, it would rely heavily on the story–something Ocarina of Time simply doesn’t have as much of as other Zelda titles. Perhaps no Legend of Zelda game embodies great storytelling as well as Majora’s Mask, which is why I think it would make an excellent anime. It would also be really interesting to see what the production company would do to show the 3-day mechanic, but again, this is a wonderful tool for storytelling. Like Final Fantasy 6, the only foreseeable issue that could arrive is condensing it down, but due to the length of this game versus Final Fantasy 6, I’m sure it would be an easier feat for Majora’s Mask.

 

Any Fire Emblem Game

via Nintendo.co.uk

I think Awakening in particular would make the best Fire Emblem anime, but any given Fire Emblem game would likely be at least a good anime. First of all, there’s the linearity constant throughout the entire franchise: Each game is pretty straightforward in its story and what it wants you to do. This would translate well into an anime because it gives the whole thing an overarching plot–a goal to obtain–and thus helps the viewer stay focused in the writing. Secondly, Fire Emblem games are generally well-known for having very memorable characters–particularly Awakening, which is the first of 3 reasons I have for thinking it would make the best anime of any Fire Emblem game. Having good characters are a staple for having a good anime because they make the viewer care more because they care about the characters and they want to see what they do next. The only major problem with that and Fire Emblem is that, due to the perma-death these games are so famous for, there are dozens of  important characters in each game. It would definitely become a task trying to figure out who’s more important that who, and thus, who warrants more screen time, if any characters should be cut out entirely, etc. Although it would definitely be the biggest obstacle in making a good Fire Emblem anime, I think that would be the only notable one because once you figure out who’s important enough for screen-time, the writing would be easily adapted by the in-game dialogue, and could likely be used word-for-word because of the aforementioned linearity. The other major reasons I think Awakening in particular would make the best Fire Emblem anime is 1. It’s generally called the best entry point into the series. Granted those are for game play reasons, I think it would still hold true in an anime since the characters of Awakening have proved their importance in the future of the franchise as we can see from Fates. 2. Frankly, Awakening has the best story of any of the Fire Emblem games I’ve played. Combo that with the most memorable characters and it’ll be a great experience for the viewer.

 

Like I said in the previous article, I’d like to encourage leaving comments with your thoughts: What are some games you like that you think would make good anime? Why? Do you disagree with any of the games on this list? Did I leave anything out? Again, in the pursuit of knowledge, I’d like to heavily encourage feedback.

Why the Concept of Kingdom Hearts Works

Kingdom Hearts is one of those series that has caused such a strong divide in people online. People either herald it as a masterpiece, or as a an over-hyped fanbase pandering mess. I’m of the opinion that the series is very good… but suffers from a LOT of problems. But that being said, what I want to talk about today is why I think the series works as a great concept.

One of these things may not be like the others, but that’s not necessarily bad. Image Source: Moviepilot.com

One big complaint people have is they can’t take a game that mixes Final Fantasy and Disney seriously. However, I’d like to think that they’re a chemical combination that strangely works. When you think of typical cross-over ,the formula would the Final Fantasy characters would be in complete shock seeing characters as whimsical and cartoonish as Disney. And while it would be presented as comical, a lot of people would find it groan-inducing. But that’s not the case here.

Characters like Cloud Strife or Sid see it as perfectly natural. Final Fantasy is not without its silly elements, such a moogles, chocobos, or the hairstyles, so it isn’t too hard to believe that seeing such wacky characters would be too much of a shift for them.

While it may be jarring at first, its very interesting to see polar opposites like Cloud and Hades working together. Image Source: Moviepilot.com

The disney characters bring some levity to the often serious dilemmas, but they don’t do so in a way that lessens the struggle or the severity of the situation. Hell, Mickey Mouse is presented as a wise and powerful warrior. And while he may have his moments of playfulness, he still inspires hope and courage in Sora. And to me, thats why I think the series works.

The worlds are being brought together, from Final Fantasy to Disney, but in the end of the day, they pursue through the darkness and try to find hope together. They even make sacrifices for one another.

Sorry as it is to say, some combinations still don’t work. The Pirates of the Caribbean stage most especially. Image Source: USGamer.net

The games also manage to bring together two existing universes into a new one that is able to have its own lore. Granted the lore can get EXTREMELY convoluted, but it still tries to create personality and establish a history. The struggle against heartless and darkness itself is one that never seems to end, but that’s ok, and thats what it teaches to children. That the evil in the world may never truly go away, but we do what we can despite it.

No one can deny that the “Dive to the Heart” stages help set up a wonderfully gorgeous yet surreal atmosphere. Image Source: Kingdom Hearts Wikia.com

 

2016 in Gaming: What I’m Still Excited For

Now that we’re halfway done with the year and E3 has passed, now is a great time to look around us and start thinking about what the best games of the year have been so far, what we’re still excited for, and what the biggest disappointments have been so far. It’s been a very hectic year for gaming: A new generation of Pokemon is on the way, the Wii U’s impending end when we find out more about the NX, new versions of the PS4 and X-Box One on the way, Kojima returning to the game industry, the return of Star Fox and Resident Evil, a 5th Street Fighter game, the upcoming 25th Anniversary Party of Sonic the Hedgehog, 4K gaming,  and of course the beginning of The Lifecast to name a few of the most notable events.

We’ve already had some great games come out this year: So what’s left to be excited for? E3 gave us some great titles to be excited for but most of them won’t be out until next year. There’s still plenty of games coming out this year to be excited about, however. If you’ve been wanting some good titles coming out this year to keep your eye on, let me recommend you these 10 games coming out this year  that I’m excited for (in no particular order.)

 

Zero Time Dilemma

This one comes out on the 28th of this month, so fortunately, the wait won’t be much longer! It’s going to be the third and final installment of my favorite handheld series Zero Escape, home of 999 and Virtue’s Last Reward. The Zero Escape franchise is all about puzzles, the emphasis of choices, and quantum physics. In each game, you play as someone who’s been trapped in a confined space with 8 other people who’ve all been kidnapped by a mysterious man called Zero. You try to escape while solving the mysteries of why you’re there, who Zero is, why he kidnapped you, and so on. Each game emphasizes beating the game multiple times to get through multiple endings and fully understanding the consequences of your choices. The trailers make Zero Time Dilemma out to be much more dramatic than any of the other games, not to mention more visually stunning! A caveat, however, is that these games shouldn’t be played out of order: If this game looks interesting to you, yes, you need to play 999 and Virtue’s Last Reward first. The developer’s have already stated that answering questions that have been unanswered since 999 will be addressed, so you run the risk of both not fully understanding what’s going on and its significance, and spoiling 999 and Virtue’s Last Reward.

 

Tokyo Mirage Sessions:

This one comes out on the 24th of this month for Wii U. Like Zero Time Dilemma, the wait won’t be much longer. I like Fire Emblem. I like Persona. So I should probably like a game that’s basically Persona with Fire Emblem characters, right? Although I never got the chance to actually play it, I did watch other people play the demo at PAX East this year. It doesn’t look great, but it does look like something that I would try playing if I only had a Wii U.

 

Yiik

This game was the biggest hidden gem of PAX East: It’s an Earthbound-inspired post-modern RPG set in a hipster’s paradise in the 90’s and in case you haven’t heard: I absolutely love Earthbound. Gameplay is turn based and like Earthbound, uses real-world objects and even instruments–many of which need specific button-pressing to use, and it’s quite fun. The graphics are very stylized and charming, the developers seem to really understand the kind of world they want the game to be set in, and the story seems intriguing: You and your friends are looking for a girl who got sucked up by something otherworldly and disappeared. To quote the game’s website, “This is a story about what happens when you look for someone who can’t be found “ The game’s site also states that the game will have a 25 hour story, 6 unique dungeons, and an expansive soundtrack featuring songs by Toby Fox, Andrew Allanson, Hiroki Kikuta, and Calum Bowen amongst others. This game is supposed to be out sometime this summer, though there’s no confirmed date nor month. Once it’s out, it’ll be on Steam, PS4, PSVita, and Wii U.

 

No Man’s Sky

A gorgeous, Isaac Asimov-inspired adventure game set to come out August 9th for Steam and PS4, No Man’s Sky has done an incredible job generating hype. The game’s site calls it a “truly open universe” and emphasizes that this is a game about exploring a beautiful, well-built universe with more than 18 quintillion planets to explore. Needless to say, if this game lives up to these claims, this could be the biggest exploration game (second to Minecraft, if you want to get technical) to date.

 

Pokemon Sun & Moon

Duh

 

We Happy Few

I probably shouldn’t want this game after PAX East: I waited 90 minutes in their line to play the demo, finally got to the front, where I was only able to play for less than 5 minutes: They bragged about it being a rogue-like game, and that for the purposes of the demo, after you die it should give you the option to continue. I died, but was never taken to the continue screen and was kicked off because they had to keep the line moving. Needless to say, I was pretty bitter. I still am, although I did comment about it on their facebook page where one of the devs did apologize. That said, it’s really hard for me to talk about the gameplay because, well, I didn’t play it for hardly 5 minutes. What I can tell you is this, though: What got me the most interested in this game is the fact that the devs are saying it’s very Bioshock-inspired and Bioshock is my favorite game of all time. Mix that with some beautiful graphics, a very intriguing plot about drug addictions, and a very well-built world and you have a recipe for getting my attention. There are two things keeping me very hesitant, however: First of all, Compulsion Game’s track record.

(via CompulsionGames.com)

The only other game they’ve made is a platformer called Contrast and in theory, it sounded like a great, game, too! Bioshock inspired, beautiful graphics, intriguing story, and platforming where you use your shadow! That sounds awesome, right? I thought so and bought it on a Steam sale, but a very short duration, a story that never really got much more fleshed out than its description, and an overwhelming abundance of bugs and glitches ruined this game. Had it only been longer, had its story fully-realized, and had been well-patched, Contrast could’ve been a fantastic game. Needless to say, there’s nothing indicating We Happy Few won’t be the same way—but there’s also nothing indicating that it will be. Regardless, the bottom line is, I’m worried We Happy Few could fall into the same situation as Contrast.

Secondly, We Happy Few doesn’t seem to know what kind of a game it wants to be. The developers told me it was a Bioshock-inspired rogue-like survival game with first-person shooter, mystery, survival, and puzzle elements—that seems like an awful lot to be going on at once if you ask me. It’s possible it could pull it off, but the sheer amount of genres it seems to be trying to pull off makes me worried that they’ll try to do too much in too little time.

Despite all this, the trailer looks interesting and I haven’t heard bad things about the demo and from the 5 minutes I played of it, it seemed okay. I do love Bioshock, and so do these developers—so perhaps I’ll find solace in the Bioshock-inspired elements of the game. I guess I’ll find out when I’m finally able to play it—it’s supposed to come out for Steam and X-Box One sometime this year, and early access starts July 26th.

 

Mighty No. 9

(via MightyNo9.com)

Perhaps I shouldn’t say I’m as excited about this game as much as I am just curious. I’m sure by now most, if not all, of us are at least familiar with the story of Might No. 9, but just in case, let me briefly summarize: This game is meant to be a spiritual successor to the Megaman games and is being developed by Keiji Inafune—the man who made Megaman—with no involvement from Capcom whatsoever. It had overwhelming success on Kickstarter and everyone was super excited about this game. Originally, it was supposed to come out April 2015, but needless to say, that didn’t happen. Delay after delay, secretive development process, slipshod graphics, and arguably the most cringy trailer in gaming history killed most of the hype that this game had generated.

Its latest release date is June 21st –tomorrow. Needless to say, it’s a little too late to delay it now, so I think this release date is finally the one. I guess we’ll finally find out if it will live up to its initial hype or if everyone was right to stop caring about this game.

 

Final Fantasy XV

Like Mighty No. 9, perhaps “excited” isn’t as good a word to describe how I feel about it as much as “curious.” This game’s legendary 10-year development has fans wondering if it will have been worth the wait, and frankly, I’m not entirely sure. First of all, there’s the matter of the story. Originally this game was supposed to be Final Fantasy Versus XIII—a spinoff game for Final Fantasy XIII. Two sequels that somehow managed to be worse than Final Fantasy XIII later, however, I guess Square Enix started to realize how unnecessary another Final Fanasy XIII game would be. It makes me very curious about how they handled this change and if we’ll still see elements of XIII in the game. The combat demo we saw didn’t look particularly exciting, nor did it remind me much of a Final Fantasy game, to be honest. I really wish they’d return to the turn-based system from Final Fantasy X, but I realize that’s a very specific thing to nitpick at. It does look like a very expansive game though, and of course, I’m really curious to see how they’ll incorporate VR. This definitely won’t be a game that I preorder nor get on day 1, but it’s definitely a game I’ll be keeping a close eye on. It comes out September 30th on PS4 and X-Box One.

 

Star Ocean 5

I’ll be honest: I’ve never played a Star Ocean game. I’ve been interested in the Star Ocean series for a while now however, and after watching the demo at PAX East, I’m even more interested in it. Beautiful graphics, fun combat, and of course knowing that Square Enix is behind it, all make his game look very promising. This one will be out later this month on the 28th for PS4.

 

Phoenix Wright: Ace Attorney – Spirit of Justice

There’s not a large difference between how much I love Ace Attorney versus my love of Zero Escape. Ace Attorney is a hilarious, fun, and incredibly clever series following defense attorney, Pheonix Wright, who always knows that his clients are innocent and will do anything to unveil the truth! I’ve been a huge fan of the Ace Attorney series since the release of Apollo Justice, so I’m more than welcoming for a new game in the franchise. There are 2 things that make this game really stand out from other titles that have fans the most excited. First of all, the setting:

We’re no longer in America/Japan (depending on what language you get the game in)—we’re in a remote, very traditional Japanese island with no formal court system. Instead, they rely on spirits revealing the truth. How is this going to play into the plot? What new gameplay mechanics will this give us? And of course, most importantly…

(via usgamer.net)

Pheonix’s beloved sidekick Maya Fey is finally back after a long absence that was never explained nor addressed until now. Not only are fans happy to see she’s back, but we’re also excited to find out what she’s been doing and why it hasn’t been talked about until now.

Spirit of Justice will be a digital-only release for the 3DS in September.

5 Games I’d Love to see Announced at E3 even though I Know I Won’t (or 5 Games that Deserve Sequels)

With E3 starting later today, everyone’s getting out their bingo charts and praying to the video game gods that their dream-game is finally confirmed or that they’ll see new footage of that super-cool game that was announced a while ago. (Including myself. C’mon, Mother 3!) Last year we received several amazing, unlikely announcements for such dream-games finally confirmed: Most notably the Final Fantasy VII Remake, Kingdom Hearts 3, and Shenmue 3. With those finally confirmed, gamers are finding more games to fantasize about announcements for, and I’m of no exception. Here are 5 games that I’d absolutely adore to see confirmed at E3, but as I’ll explain, I’m very aware how very unlikely it is. (Alternatively, think of this as a list of games that I think deserve sequels.)

The World Ends With You 2

Image courtesy of PopMatters

The World Ends With You is a very interesting case. It sold well and is generally considered to be one of the best games on the Nintendo DS. Without spoiling it, I’ll also say that the ending is very heavy sequel-bait because so much of the story is left unexplained or unclear. Moreover, it’s a Square Enix game that got to cross over with Kingdom Hearts 3D. You’d think it’s a no-brainer for a sequel, and yet here we are 9 years later and still no sequel. The closest we’ve had to a sequel (other than cameos for the main characters in Kingdom Hearts 3D) is an iOS and Android release of the game. Especially if the TWEWY characters are going to be important to the rest of the Kingdom Hearts story, there’s no reason to not make a sequel—especially since Square Enix seems to be really pushing the new Kingdom Hearts games, which is a blessing and a curse. The reason I don’t see this happening anytime soon is because Square Enix seems to really have its hands full between Kingdom Hearts and Final Fantasy VII. I’d love to be proved wrong and to hear this announced, but I certainly won’t get my hopes up until at least one of those projects are complete.

 

Silent Hills

Image courtesy of express.co.uk

There’s no suffering like the suffering of Silent Hill fans in recent years. It’s been a long time since Silent Hill has had a good game released, but Silent Hills (also known as P.T.) was ready to change that: Silent Hills was ready to bring life back into this dying cash cow of a franchise. Fans and new players alike were hopeful: I mean, why wouldn’t they be? Guillermo del Toro and Hideo Kojima were going to be working on it. There in lied the problem, though. Months later, Hideo Kojima left Konami, and Silent Hills left with him a cancelled game with no word on what was going to happen to it. To add insult to injury it was removed from the PlayStation store as well. In its spirit, an indie game called Allison Road hoped to fill the void that Silent Hills left behind, but only last week was cancelled. As far as we know, Silent Hills, despite its large following, is a dead project right now. Of the games on this list, I’ll admit that this one, while still unlikely in the near future, is still the most probable game of being announced on this list because it’s so recent and still so talked about—even by developers. The largest problem here though is Konami, who doesn’t seem very willing to want to reboot Silent Hill at all—let alone the right way.

Image courtesy of YouTube and Konami not knowing how to reboot a well-loved series. Metal Gear fans learned this hard lesson recently, too.

 

 

Final Fantasy VI Remake

Image courtesy of Neoseeker

Now that VII has been confirmed for getting a remake, why not make the next fan favorite of the older Final Fantasy games? I played this game for the first time last year, and while I was thoroughly impressed enough to call it my second favorite Final Fantasy game, there was one thing I couldn’t stop thinking while I was playing it: This game would be absolutely astonishing in 3D. The environments, the characters, the combat, it’s all begging to see the light of beautiful HD graphics. I want to see Kefka’s face twist and writhe as he laughs maniacally, I want to see a more animated transformation for Terra, I want to see the opera scene as cinematically as possible—and I know I’m not the only one, as Final Fantasy VI is generally considered to be arguably the best 2D Final Fantasy game, as well as one of the best Final Fantasy games of all time. Kefka, in particular, is still usually called the best Final Fantasy villain since he’s the only villain to have actually succeeded in his evil plans. If Square Enix took a temporary break from making new Final Fantasy games after XV is complete to remake some of the older Final Fantasy games as they are with VII, I’d be perfectly fine with that.

 

A New .hack// Series (that will get an English release)

Image courtesy of lukalovesgames.blogspot.com

I will proclaim my overwhelming love of .hack until I die: The .hack games, particularly the G.U. Trilogy, are some of the finest JRPGs to have graced gamers. Despite this, we don’t really see much love for them here in the West. The last time a .hack game was released here were the G.U. games—not to say Japan got much more, they got .hack//Link (basically a spin-off game on the PSP, nothing horrendously important), a crossover campaign with a mobile Sword Art Online game, and a fighting game that wasn’t entirely well-received. Kite, BlackRose,and Haseo are all playable characters in the Project X Zone games, and that’s as close as the States have got in the last few years. Especially with G.U. Celebrating its 10th birthday this year, I think it’s about time CyberConnect2 or Bandai Namco or someone—anyone—announced a new .hack series. Especially with the implications we received in the .hack//Quantum anime and the End of the World movie that came out a few years ago, there’s plenty of ways to write a new storyline for a new, main series set of .hack games to be released both in English and in Japanese. At the very least, I’ll settle for an HD edition of either .hack series—something to make them more accessible, not to mention cheaper. Please, it’s been so long, we’re starving for new .hack content.

 

Portal 3/Half Life 3

Image courtesy of  halflife3confirmed.tumblr.com/

Do I honestly need to explain these?