
Miitopia‘s been a long-time coming. I don’t say this from a place of knowledge, but rather observation. Naturally, it all began on the Nintendo Wii, with the company’s introduction of Miis, Nintendo’s take on customizable avatars. Miis are created using different body, facial, and clothing features. The options are somewhat limited, but still detailed enough to make a solid representation of yourself or your favorite celebrity. No, really, take a look. In fact, even after all these years, I still think my Mii avatar looks closest to what I look like in real life than my Xbox avatar or any character I’ve made in my likeness for an epic RPG, save maybe for my boss in Saints Row: The Third, just kiddin’.
Since then, the Miis have shown up in several RPG-esque titles, such as Pokémon Rumble World, Tomodachi Life, and, of course, the StreetPass Mii Plaza minigames, specifically Find Mii and Find Mii 2, where the seed of Miitopia was certainly planted. Though the quirkiness of Tomadachi Life is highly prevalent, as is also the randomness, to the game’s detriment, but more on that in just a bit. I’d apologize for all the hyperlinks in this paragraph, but those are all games I’ve played and have a bunch of thoughts on, so if you like reading, then click, click, click away.
So, in Miitopia, the citizens of a mighty eccentric kingdom need saving. Why? Well, the Dark Lord is ripping the faces off of Miitopians and attaching them to all kinds of monsters. This is naturally causing a lot of chaos and distress, and it is up to the player’s party to defeat these monstrosities, return the rightful faces, and bring back peace to this silly fantasy land. Here’s my cast of zany characters so far:
- Party members
- Pauly, thief class
- Bitsy, a.k.a. my sister, pop star class
- Morgan Freeman, cleric class
- Snape, mage class
- Dark Lord – Ron Swanson
- Greenhorne citizens
- Shrek, carefree guide
- Nano, cheery granny
- Jon Snow, sassy child
- Jaehee, worried mother
- Jafar, part of the lovey-dovey couple
- Erza, part of the lovey-dovey couple
- Diglett, sarcastic guy
- E Gadd, dubious mayor
- Royalty
- King Santa
- Princess Beyoncé
- Prince Dan Ryckert
- Prince Buzz Lightyear
- Castle Guard
- King Rhoam, serious soldier
- Jake Paul, lax soldier
- SuperSonic, royal support (right)
- Bendy, royal support (left)
- Great Sage – Satoru Iwata
- Roaming Gourmet – SpongeBob
- Nintendo Fan – Margaret
Whew. That’s a lot, I know, and there could be more people to cast in various roles to go. I’m hoping to get at least two more party members, as I need a chef and a warrior to balance everything out. Also, many of these roles were automatically filled in when I started Miitopia, but one can switch Miis out at any time. I’m okay with the selections so far, as I at least got to decide on who is and who is not royalty, as well as my main fighting crew. Strangely, the zany mix of people works out quite well and creates some fun, silly situations, such as Morgan Freeman comforting Snape after taking damage or my sister ending up in a love triangle between the two of them and causing jealousy and heartbreak to run wild.
Look, I love role-playing games. I’m pretty obsessive about them, and I enjoy, for the most part, all types. Action RPGs, JRPGs, Western RPGs, big RPGs, bite-sized RPGs, anime-heavy RPGs, and even some SRPGs. Naturally, the element that distinguishes most RPGs is the combat, the battle system, the whatever. The part where you attack an enemy opposition and gain experience points, money, and loot from them to help you grow in levels and defeat stronger progress-blocking walls. It’s what you do between cutscenes and exploring towns. Alas, so far, I’m not in love with Miitopia‘s combat system, which is a core part of its gameplay loop.
Battles in Miitopia are turn-based, but you can only control what your avatar does. The other members of your party act on their own, making their own decisions, for better or for worse. Not having control of my entire party is a strong design choice, one that saw me bounce hard off of games like Phantasy Star II and Final Fantasy: The 4 Heroes of Light. It also rears its ugly head in Suikoden III, which I’m simultaneously noodling with, post on that game coming soon. From the world map, you select an area to explore, also not in your control, eventually triggering specific events or random battles. The action order is determined by each Mii and monster’s speed statistic, with everyone getting one action per turn, save for bosses because they like to break rules.
When creating your Mii party members, you must give each one a quirk, such as stubborn or kind, and these play out in how your character grows and performs in battle. For example, a stubborn Mii might cast a spell twice if they are unsatisfied with the results, and a kind Mii will occasionally take damage for a friend not paying attention. I went with laid-back for myself, if you were curious. Bonds are also built between Miis by having them share a room at the inn after a day of battling and opening treasure chest or interacting in battle. Each level of friendship between two Miis brings about even more random abilities you can’t control, such as showing off for friends or consoling them when necessary, all which provide boosts. It makes watching the battles a little more engaging, but also frustrating because you never know what anyone is going to do and, sometimes, they do the wrong thing.
Other strange elements to combat include the safe spot and sprinkles. The former is a single space behind your adventuring party where a wounded or afflicted Mii can recuperate faster or heal its HP/MP over time and not be a target for the enemy. Sprinkles, other than being the wrong name for those colorful sugar strands you put on ice cream, are additional boosts in the form of salt shakers. You have one for HP, one for MP, and one for reviving a downed Mii, of varying amounts, and these replenish between fights. They are also upgraded over time as you defeat more enemies. At least you have control of when you want to use these and how.
I don’t intend to come across as highly negative on the game, as there is a lot to Miitopia that is enjoyable, specifically its music. No, really–listen to the tune that plays on loop on the main menu. I promise you it’ll get your head bobbin’ in no time. There’s a bunch of other quirky tunes that play throughout your adventures, such as when eating stat-raising food or playing the mini-games or watching a scene where one Mii gives another Mii a special present. From an audio perspective, this thing is pure glee and delight.
Well, this post went long. My bad. Looks like I have some strong opinions already about Miitopia, and I’m only a couple hours in. I really do want to stick with it and see where things go, but I don’t know if I can handle another uncontrollable Mii losing a fight due to casting Sleep on my sister instead of Fire on the almost defeated boss. Yeah, Severus Snape, LV 9 mage, I’m talking about you.
Gone Home, where happiness doesn’t have just one address
It’s been a few years since I first played Gone Home. This was back in 2014, when my life was wavering, changing into something new and different. I was, at that time, drawing small, teeny-tiny comics for each game I completed instead of my now much more popular standard of haikus, and the one I did for The Fullbright Company’s first-person adventure exploration debut remains one of my more popular pieces on the photo-sharing site Tumblr. Which I have always found interesting because all I did was use Sam Greenbriar’s words about her girlfriend with a few crude illustrations to accompany them. Art is odd.
A quick Gone Home plot summary for those that don’t remember what is going on here: 21-year-old Katie Greenbriar returns home in 1995 from being overseas to her family in Oregon only to discover the house is completely empty of life. As she begins to explore the house, she’ll discover clues and notes left behind that explains where everyone went. It’s a story about love and loyalty, abuse, friendship, religion, dedication, confidence, neglect, connections, mental health, and more things than I can list out here. The easy joke to make would be that this is one full house. I’m not going to re-hash what I previously wrote some years back, so please click here for a deeper dive into the game’s narrative and theme, among other topics.
Right. For the console version of Gone Home, not much has changed in terms of gameplay, though I do enjoy using a controller to navigate and examine neon-colored highlighters more this time. Also, there’s Achievements, and this is where I found new life in the rummaging simulator. A couple of them, specifically “Homerunner” and “Speedreader,” are all about completing the game quickly with next to no room for error. Another has you going through the Greenbriar house slowly, methodically, pausing with curiosity and searching every nook and cranny for the chance to learn more. I loved both plans of attack and want to talk about them individually below.
It’s official–Gone Home is the first game I’ve spedrun. Speed-runned? I’ve done a speedrun of? Ugh. There’s really no graceful way of saying it, I guess. Look, I beat Gone Home in under a minute. I never even knew this was possible. The “Homerunner” Achievement asks that the player complete the game in less than 1 minute with no modifiers enabled. That might sound crazy difficult until you realize that you can access the secret room by the front staircase at any point when playing to grab the attic key. After that, it’s all about cutting corners and navigating down a dark hallway to click on Sam’s diary. It took me a few tries, but I eventually did it, and that felt pretty cool. The next game I plan to speedrun is Animal Crossing: New Leaf, 100% catalog, all fossils, fish, and bugs. Just kiddin’.
For the “Speedrunner” Achievement, you need to complete the game having found all 24 journal entries, without any modifiers turned on, in less than 10 minutes. Hmm. Again, it sounds tough, and there is little room for wasting time, but once you know the best path to take and make a b-line for every audio journal trigger, it’s not too bad. I didn’t personally time myself, but the Achievement popped on my first go after thinking about where everything was for a moment, so it was obviously under ten minutes. Now, before I did this one, I also learned about the secret journal entry you get by bringing a tiny ball from the garage up to Sam’s room and dunking it in the basketball hoop, which I never did initially. The reveal is purrfect. So that was another fun treat to learn about, as well as the task of bringing Christmas duck to its rightful abode in the attic.
Lastly, there’s the “Behind the Scenes” Achievement, which wants you to find all the commentary nodes in the house after turning them on via a modifier at the start of a new game. Commentary in games, much like on DVDs, is something I find neat and cool from afar, but rarely digest. I don’t know why that is. Certainly, when it comes to a movie or TV show, I’d rather just watch the original material and read an interview with the director or actors later. However, games can be more interactive than this, which gives new life to the idea of re-exploring these environments. I enjoyed it in Blackwell Deception and Even the Ocean, and I greatly enjoyed it here, though some nodes offer more stories and details than others. The truth is, as an Idle Thumbs fan, I could listen to Chris Remo go on for days about composing music. Still, I learned a lot about hidden secrets and design choice from Steve Gaynor, Karla Zimonja, Kate Craig, and Emily Carroll, as well as got Sarah Grayson’s take on her character Sam, who drives the game forward with her painfully heartfelt narration. Finding each one was rewarding, and I refused to leave the area I was in until the recording was done playing.
Basically, in the last week or so, I ended up beating Gone Home several more times, all via different types of playthroughs, and I still think this is one of the more important games of the last decade. Play it, please. I suspect I’ll return to it again down the future road; until then, I really need to check out Tacoma.
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Posted in achievements, entertainment, impressions, musings, randomness, videogames
Tagged behind the scenes, commentary, exploration, Gone Home, Greenbriar, Homerunner, Majesco Entertainment, Speedreader, speedrunning, Steve Gaynor, The Fullbright Company, walking simulator