Category Archives: meme

30 Days of Gaming, #19 – Picture of a game setting you wish you lived in

Fable II was an okay game. It did not wow me, but it had a lot of pretty to it, and bumbling into a new location was always a joyous moment because it meant immersing myself in a place and seeing how everything clicked. Oh, okay. That’s where they get their food, that’s where they sell their wares, that’s where a talking gargoyle head insults my intelligence. Bowerstone is an impressive main city hub, very busy with lots of shops and shoppers, as well as being broken up into distinctive districts. Bloodstone is moody and dangerous. Westcliff is a dump though you do get the opportunity to change its tides.

For me, the place to be in Fable II is Oakfield, a small village of farmers and monks north of Rookridge. It’s serene and open, quiet and nice, a place to spend the day either tilling the land or walking the paths, with a single bar hot-spot, the Sandgoose, to go to at night where, more assuredly, everybody knows your name. Some other points of interest include the Temple of Light and Manure Manor.

And if you play to the good-natured side, when you return from the Tattered Spire, you’ll find Oakfield thriving, with new houses and an expanded Temple of Light. Plus, autumn will be in full swing, with gorgeous reds, oranges, and yellows to feast upon, and probably nothing else comes as close as to feeling like a true fantasy village than Oakfield. Evil people get to destroy the village, which only makes me want to never finish my evil second playthrough even more.

A lot of Fable II is spent running after the golden breadcrumb trail, your dog desperately trying to keep up. Considering the game’s tiresome loading screens and sluggish menus, running was a blessing. I ran just about everywhere. Except for Oakfield in the sunlight, where I’d stroll leisurely around, doing little expressions for its inhabitants and keeping the peace. It’s the sort of place I dream about, where I could leave behind the plastic and pointless, be one with my surroundings, spend every day soaking up the sounds and smells.

Runner-up:

That’d be Serenity Farm, also from Fable II. It’s the inside of Oakfield’s Demon Door, and it’s special in that no one but your family (wife/husband and kids) can follow you there. Meaning no enemies, truly a secret spot all to your own. That also sounds good to me. Either way, fantasy farms…I kind of like ’em.

30 Days of Gaming, #18 – Craziest thing in a game

The original 30 Days of Gaming topic for today was a sort of follow-up to “favorite antagonist,” with the focus this time being on the yin to its yang–“favorite protagonist.” The problem with that is that it is a little too similar to the topic I did for “favorite character,” and while many could argue that Gremio was not the main protagonist in Suikoden, he was a main character, and so he still remains my favorite of those. In short: frak this list, I’m making my own topic up. Let’s go with “craziest thing in a game,” okay?

Final Fantasy XII was determined to be different. It wanted to fuse MMO elements with a traditional epic plot, as well as introduce a license board, hunting for marks, and using gambits to streamline combat effectively. And it did do all of those things, somewhat successfully, but Squaresoft also added in a pinch of pure bat-shit crazy because there’s the Zodiac Spear. What’s that? Why, it’s only the strongest weapon in the game, with +150 Attack and +8 Evasion. See the shiny:

The tricky part is that for your band of girly boys and boyish girls to find this kick-ass weapon, they’re going to have to not open specific treasure chests. That’s right. Not open them. The chests to steer clear of are as follows:

  • The chest outside Old Dalan’s place in Lowtown.
  • There are two chests in the southeast corner of the Palace Cellar. Open them and all hope is lost.
  • When Vaan gets captured, he gets sent to the Confiscatory. Don’t open any of the chests there.
  • There’s an island on the Phon Coast with 16 chests on it. Touch them and die.

Leave those chests alone and you’ll find the Zodiac Spear in the Necrohol of Nabudis. Seems pretty simple, right? If only.

Naturally, during my one and only playthrough, I had opened many of these chests by the time I went online and learned of all this. Why wouldn’t I open them? Gamers are trained from very early on that opening treasure chests is a good thing, a solid way to ensure spoils and weapons and maybe even a battle with a fake treasure chest monster. I hate those things so much. It’s plain crazy to hide away such power and greatness by punishing us that play the way we’ve all been taught to play. At that point, the developers might as well took away super strong spells simply because we spoke to a Moogle in Rabanastre or used an Elixir after losing some HP. It’s just a bit boggling, and I have to wonder how anyone other than those involved in the game discovered the trick to getting the Zodiac Spear. Surely it had to be leaked out or something like that hidden room in Batman: Arkham Asylum. I mean, this didn’t hinder my love for Final Fantasy XII or stop me from completing many moons ago, but I do love collecting and completing collections; missing out on the “ultimate weapon” in a Final Fantasy game hits home hard, almost like a spear to the gut…a Zodiac Spear.

30 Days of Gaming, #17 – Favorite antagonist

There’s a reason I didn’t just dive into the next topic train from the 30 Days of Gaming meme after the relatively easy previous two topics, and I’d like to think it’s a sound reason. Antagonists, by their very nature, are not meant to be liked. They are the reason the heroes we root for are stressing out so much, crying over dead girlfriends, striving to be a better person, or trying to save the world. Generally, videogame antagonists are one-dimensional, a single being with a single goal and a single way to get to it; this also makes them hard to like, their lack of depth. If only George R.R. Martin wrote every villain, right? Then this would be a different case indeed. SIDE NOTE: I’m doing drawings of characters from A Song of Ice and Fire.

Not every videogame has a clear antagonist. In some occasions, it’s time; on others, it’s your skill level. And that’s okay, not everybody needs to be poked and prodded forward.

I mean, there’s been a ton of antagonists that are memorable, but being remembered is not the same as being liked. Dr. Nefarious from the Ratchet & Clank series was over-the-top and goofy, but a perfect mad scientist to take down in the end. Psycho Mantis did wonders at freaking me out and telling me how many hours I’d logged in Suikoden as he battled Solid Snake. Clockwerk, a large, robotic owl, ends up doing some truly evil things. Gideon Graves gets all Dragon Ball Z-like, going from just an average dickhead to a larger-than-life threat and nearly impossible to beat. I still can’t say with authority if Final Fantasy IX‘s Kuja is a guy or a girl. Saren Arterius is a big jerkbag that released the Reaper fleet back into the galaxy in Mass Effect. Lastly, always fresh in my mind, is Koopa King Bowser, and how jumping over him or running under him–now a rather simple task–was exhilarating those first few times because he was three times Mario’s size and the little plumber that could was taking down Goliath.

Are any of them my favorite? No, never. But they’re still worth writing about, just not lovingly.

30 Days of Gaming, #16 – Game with the best cutscenes

Revenge and redemption: two concepts not to be handled lightly. But Jak 3 was up to the challenge of showing us how far Jak had fallen and how far he’d climb back up, and Naughty Dog did this so effectively with the use of some great cutscenes. Despite growing up on a healthy diet–or maybe that’s unhealthy–of games brimming with over-stylized FMV for cutscenes, I much prefer when a game keeps the cutscenes in line with in-game graphics, and that seemed to happen more often than not with PlayStation 2 era games. It’s less jarring and really stops the immersion from breaking.

Jak 3 opens up with basically a 10-minute cutscene that sets up the final game in the trilogy. Jak has been banished from Haven City, the very same city he saved in Jak II, to the Wasteland by Veger. As he, Daxter, and a talking bird whose name escapes me wander the desert, we are shown flashbacks leading up to our main man’s banishing. After too long in the sun, all three pass out and are eventually found by some scavengers thanks to a homing beacon in Jak’s hand. Turns out one of those scavengers is actually Damas, King of Spargus, an isolated city hidden in the Wasteland, and he’s taken Jak in, but only to see if he can prove himself in their battle arena.

The animation, voice-work, and framing is fantastic, on par with anything considered professionally cinematic. There’s not just a series of talking head shots; we get actual camera angles here. Even though it’s 10 minutes long, the game’s intro is well-paced, jumping from the present to the past, and giving every character their worth. Yup, even Daxter, who, at this point, is not too annoying. Amazingly, this is solely the beginning, and future cutscenes only get better, really showing characters emoting and plotting and moving with heart. Jak 3‘s ending scene is shocking, funny, concluding, and memorable–just like a Pixar film, which can be argued is like an hour and a half of pretty cutscenes. “Oh yeah,” Daxter says at the very end, “life is good.” So are your cutscenes, yo.

In fact, the cutscenes from the entire Jak and Daxter scenes were so fantastic that Naughty Dog put out a DVD of them and sent them to…uh, people. Fans all around. I got a copy in the mail, but I can’t recall why. Maybe I signed up for it? Or maybe it was part of being a subscriber to PSM magazine? Either way, I have a mass produced DVD disc that has all of the game’s cutscenes, and that’s not something that can be said about many games, now and from the past.

30 Days of Gaming, #14 – Current (or most recent) gaming wallpaper

Let’s get real here: I don’t actually use a lot of videogame-themed wallpapers for gracing my many computer screens. Shocking, right? Er, no. The majority of the time, I go with a nature image, like the grass above, or a bunch of trees hitting autumn weather hard, or a snowpocalypse cranked to 11. Basically, forests are my thing; they’re relaxing to look at, and give me hope that there’s a true place out there I can also get lost in. That said, here’s the last videogame-related wallpaper I used for my work computer, dating back to late 2010:

Click to make it bigger. That’s what she said.

Not much else to say about this 30 Days of Gaming subject, sorry. And unfortunately, the next topic is just posting an image from the game I’m currently playing, but I think I’ll time it just right to provide some more content than what is asked for. You’re welcome in advance.

30 Days of Gaming, #13 – A game you’ve played more than five times

This is kind of a weirdly phrased topic. I mean, it seems like it wants to ask about a game you’ve beaten more than five times because honestly, I’m pretty sure I’ve played every videogame ever more than five times–as have you–save for Epic Mickey (cue sound effect). If that’s the case, I had a number of choices for today’s 30 Days of Gaming meme topic, most of them coming from the great house of the Super Nintendo Entertainment System: The Legend of Zelda: A Link to the Past, Super Mario World, Donkey Kong Country, and Suikoden to name a few.

However, I’m going with Super Metroid, a game I can’t pinpoint on the number of times I’ve completed, but it’s one that I return to consistently every few years and love revisiting. I’m so proud to still have this cartridge in my SNES collection; thank the stars above and below that I didn’t trade it in with all those other games I now regret living without.

Super Metroid thrives on exploration and discovery; without it, Samus would just be some ho-hum bounty hunter that hopped up and down platforms, shot enemies to pieces, and took down crazily unique bosses. Those aspects of Super Metroid are great and certainly nothing to sneeze at, but its everything else around them, the unknown padding if you will, that makes this truly a game worth coming back to again and again. It’s landing on Zebes in the rain and heading to the right to discover that, no, really, you need to be heading to the left. It’s making your way through Crateria, which, as a young boy, I always misread as Cafeteria, and getting chills from the dreary, silent mood thickening in the air above. It’s getting even more freaked out when Samus first arrives at the Wrecked Ship to drips and statue-still enemies. It’s that final boss fight, and the frantic rush thereafter; it’s going back to where it all started.

Every time I play through Super Metroid, I discover something new. Last time, it was reaching new areas with the Shinespark technique that I had previously thought were unreachable. Another time it was sinking through some quicksand to…not die, but end up in a hidden room. Long before that it was learning all the secret, chargeable special attacks. I can’t even imagine what other hidden goodies remain for my next romp through, but I’ll be sure to x-ray scan every wall possible and bomb whatever gets in the way.

Truth be told, I’d love a new version to pop up on the Nintendo 3DS, and considering there’s a 3D upgrade to a title like Excitebike…well, my dream isn’t too far-fetched. Until then, I’m just gonna roll up into a ball and wait.

30 Days of Gaming, #12 – A game everyone should play

Yup, a game about a voiceless, little boy trapped between the world of the living and the world of the dead, which is filled with deadly traps, one friggin’ scary spider, and evil children ready to eviscerate him…yeah, that’s the game everyone should play. Limbo–fun for the whole family!

I won a free download of Limbo last summer and thoroughly enjoyed my time lingering in the space between. Because of its simple controls and lack of overbearing narrative and on-screen tutorials, it’s a game one has to experience, learn as they go, become one with, and for that I have a story, a story I meant to tell long ago, but never got to it.

After beating Limbo, I had my wife Tara play it. I told her very little about the game prior; I sat her down in front of the TV, turned the Xbox 360 on, handed her a controller, and took my spot on the floor next to her to watch. Just watch. I did not say a word. I did not answer any of her questions or react to anything she said. The game had started some minutes ago, but she wasn’t aware yet as she hadn’t touched a button. Once she did, the little boy’s eyes opened, and she started moving through the forest. She ran right into the first bear trap, destryong the little boy, yelping–just like I had my first time. Then she tried to jump over it, dying again. I remember her getting frustrated, because there was no way to jump over the bear trap given where it was placed and the angle of the landscape. Then she discovered that the little boy could push and pull items. Again, I’ve still not said a word at this point; it was thrilling to watch her learn how this world worked, how to manipulate the environment. And she was doing so well…

…until the spider showed up.

Once the spider was crawling after her, she began to panick. The littly boy rushed forward without care, stumbling over ledges, falling down into pits, all in the hope to avoid the spider. Now there was an urgency to everything. And it took her some time learn how to have the spider hurt itself via one of those beartraps, with a teeny bit of nudging from me. Again, there’s only so much you can do in-game thanks to its sparse controls, but thinking outside of the limbo-box is definitely required. When the spider grabbed the little boy and covered him in webbing, she believed she had died again, slowly putting the controller down; however, that was not the case. There was much giggling as the boy, bound and gagged even more than Frodo by Shelob in The Two Towers (the book, natch), hopped as fast as possible to anywhere but there.

Unfortunately for Limbo, once the spider and early forest scenarios are done, the game stops being something to experience and more like something to solve. Like, it becomes very obvious that you’re really playing a puzzle game by the time the boy leaves the forest instead of an adventure title. I showed Tara some of the later scenes via YouTube, and that had been enough. She had experienced Limbo, also known as Run From That Spider. There was no need to ruin that with frustrating puzzles that the majority of the gaming community had to look up online for solutions. Still, it’s a game everyone should play, especially just the first hour or so. With little music and cutscenes to distract, you’re quickly brought into the unsafe world and tasked with exploring, something everyone can connect with, something I know I loved doing as a young boy. Sure, it’s a depressing time, an untold story of siblings separated, but its uniqueness is more than worth the sorrow.

So…have you played Limbo yet?

30 Days of Gaming, #11 – Gaming system of choice

Duuuuuuuuuuuuuuuuuuuuuuuh.

This one was a no-brainer despite loving many various systems over the years. In fact, I find my experience with console and portable gaming systems to be interesting, if nothing short of a mixed bag. I grew up on neighbor’s NES and then my own SNES (Nintendo fanboy), then saved up my money as a young lad by scooping ice cream, busing tables, and doing clerical work for a PlayStation and PlayStation 2 (Sony fanboy), and then ended up doing a bunch of cartoon commission work (I drew cartoons of all the authors, not the cover art in case you were curious) to get enough money for an Xbox 360 (Microsoft fanboy) when I was in my mid-20s. Along the way I also had a GameBoy, a Nintendo DS, and now a Nintendo 3DS. This is more than just a roll call, as I want it to be clear that I’ve dabbled in multiple videogame pools. Which one reigns supreme? Why, the one with the double screen.

My journey to getting a DS started on a whim; one day, I just decided to go get one, and so off I went, and to demonstrate what happens next I’m posting some comics from the MyLifeComics archive:

Wow, I can’t believe I got this thing like four years ago.

So I picked up a newly minted Nintendo DS Lite, a copy of Mario Kart DS, and an extra charger. I was unaware that the system itself came with a charger in its box so now I have two. Wee. Thanks, mindless Target employee for the tip. Upon arriving home in my teeny tiny studio apartment, I curled up in my comfy chair, flipped the system’s lid open, turned it on, and heard–for the very first time–a sound that would soon provide me with comfort, stability, friendship, and sanity. It went like doo-doou-doooooo. I quickly got the feel for the system thanks to some heated online races in Mario Kart DS, and slowly grew my collection, picking up a range of titles from Castlevania: Portrait of Ruin to Puzzle Quest: Challenge of the Warlords to Flash Focus. There is literally a game genre for everyone. But the system wouldn’t hit home for awhile until I discovered its not-so-dirty secret: it loved roleplaying games.

Obviously, I’m a huge fan of RPGs, and over the years the DS has put up an excellent fight against the PlayStation 2 for the trophy of MOST RPGS EVER. Seriously, you can’t flick a stylus at a GameStop shelf without hitting a Nintendo DS RPG these days. And besides RPGs, the system has a slew of gaming experiences you can find nowhere ese: Professor Layton’s puzzles and hidden coins, Picross 3D‘s mind-numbing puzzles, The World Ends With You and its duel-screen action, Scribblenauts with its wordy fun, and so on. Many skeptics believed that the touchscreen was just a gimmick, that it wouldn’t work, but they all turned out to be wrong; it’s fun to touch the screen with the stylus, to control things and move them around, or flick them away.

Gaming on the go is a great idea, and this is literally that. The Nintendo DS Lite is perfect for pockets, with a good battery life and not being too heavy; the same cannot be said about its “upgrade,” the Nintendo 3DS. Ever since I graduated college, I’ve found myself constantly in my car, constantly traveling, constantly being away from all my creature comforts. Packing up the Xbox 360 every time I went down to my parents’ house was always a pain. Thankfully, with the Nintendo DS, I was able to bring a piece of gaming with me wherever I went.

This system of choice is also important to me for another reason. Seeing me play it so much and so often–and with such glee–convinced my mother to get one. I let her try out some of the minigames from the New Super Mario Bros. DS as we flew out to Arizona over the holidays to see my sister, and she fell in love with tapping the screen, especially during the minigame where you had to move colored bob-ombs into specific cages. Arriving in Arizona, we immediately headed out to a nearby Target (again with the Target!) to get her one. About a day later, my sister Bitsy also got one, and here’s the two of them at the zoo, “DSing it up” as I called it:

The Nintendo DS connected me with my sister and mom in a strange, new way, one that I never imagined. With Bitsy, we bonded over Animal Crossing: Wild World, entering each other’s worlds and sending each other gifts; it helped bridge the distance from Arizona to New Jersey, and was a nice thing to constantly keep up on each other over. For my mother, well…it opened up new branches of conversation. She checked Amazon for new games or asked me to keep an eye out for any titles she’d like; her favorites were puzzlers, the hidden objects kind, where the story was forgettable, but finding baseballs and irons and handcuffs in a jungle scene was amazingly addicting; she always wanted me to play the game she just beat, or help her past a tough part of her current one.

As human beings, we develop attachments to many things: people, places, smells, sounds, tastes, everything. It’s inevitable. And it’s not silly for me to feel such a connection to my DS Lite, which has, unfortunately, not gotten as much love over the past few weeks with the 3DS in the limelight. I will return to it, surely. Just writing this makes me feel guilty for such neglect. This mesh of circuit boards and chips and plastic bits and screens and d-pad that hurts my thumb after awhile has always been there for me, and in return I have treated it well. When that charge me red light comes on, I hop to it. I always place it in its carrying case, an early birthday gift for me from my mother, and I would never in a million years trade it in for money or store credit or the answer to the universe and everything else, no matter what. The Nintendo DS is my favorite gaming system, and will remain so for as long as I can make it happen. Please bury me with it.

30 Days of Gaming, #10 – Best gameplay

I’m used to doing the same things over and over again, in true life and in videogames, and this never-ending cycle is a big part of why Grinding Down is called what it is because grinding is the art of repetition. However, and I doubt I’m alone here, I always prefer variety to the same ol’ in the end. Especially in terms of gameplay. Videogames that are simply fetch quest after fetch quest after fetch quest—like the latest DLC from Borderlands—are beyond boring, and I guess I find many FPS titles to be of the same ilk. You just, uh, shoot things. Pew pew pew. Cue credits.

So, the best gameplay is potpourri gameplay. And the best example of this made-up terminology is Sly 3: Honor Among Thieves.

In his third adventure, Sly Cooper and his brainy pal Bentley are trying to open the Cooper Vault on Kaine Island, which is said to hold the entire wealth of the Cooper family. However, Dr. M built a mean lair around the vault as he has gold coins for eyes. Sly will have to recruit a whole gaggle of people to help out with this end-all, be-all robbery, some who are actually old enemies from the Fiendish Five. Each mystery person recruitment arc serves as a level, with it usually beginning on some light reconnaissance before the team whips up a battle plan and then acts upon it. Set in an open hub world, Sly and his friends will do more than just go from place to place; they’ll have to sneak on rooftops, win skyplane races, row boats through sewers, mess with security systems, lure animals and people around using multiple choice answers, climb windmills, successfully parachute to the ground, drive an RC car, shoot darts at incoming rockets, take pictures, steer a van, fire cannons, discover hidden treasures, recover sea-diving equipment, and more.

::deep exhale::

I wasn’t just saying and more to end the sentence sooner than later. There’s still plenty of stuff I haven’t even talked about yet. Like Gold Coins and Loot to spend over Thief Net or how, after you beat the game, there’s a master thief challenge to tackle. Yeah, there’s a lot of different things to do on top of my favorite for the Sly games: exploration. Sly Cooper is nimble and quick, perfect for running around a cityscape either noticed or unnoticed, and there always seems to be something to climb; he definitely gives the Assassin Creed games a run for their climbin’, and the open hub world is just so dang inviting. My personal favorite is chapter five, Dead Men Tell No Tales, heavy on the pirates and ships and booty. Each mission makes use of every place in the hub world, but it was always fun to go explore everything first, and then when it’s time to go back, I’d know what to expect.

For what could easily be summarily dismissed as just another platformer, Sly 3: Honor Among Thieves is all about a little bit of this, and a little bit of that. It’d be hard to get bored with so many strikingly different things to do, even if some are not as fun as others—the RC car’s controls made for frustrating nights. That said, potpourri really is the best kind of gameplay. Go on, take a whiff.

30 Days of Gaming, #9 – Saddest game scene

I’ve been struggling with this topic from the 30 Days of Gaming meme for a bit, and I didn’t want to just cop out and say that, obviously, the saddest moment in gaming for me is when my absolute favorite character unfairly sacrifices himself for the greater good. I already wrote about that. So I had to think, think, think, and all I kept hearing inside my head was a cold, solid thud. Over and over. Thud. It wasn’t inspiration falling down, giving up, calling it quits, ready to rest in eternal darkness; it was Nanami.

Suikoden was all about politics and war. Suikoden II threw a third ingredient into the mix, a healthy dose of friendship. This showed up in the form of the main character and Jowy, as well as the main character and his adopted sister Nanami, a fiesty, good-hearted girl that more than often spoke on his behalf. She’s a worry-wart, caring deeply for everyone she comes in contact with, as well as a highly trained martial artist; later on in the game, when she learns that her brother and Jowy are both commanding opposing armies, she pleads with them not to fight. However, love keeps her around, keeps her by her brother’s side, all the way to the end when, in Rockaxe Castle, she falls trying to protect those she cares about from being ambushed.

Thud.

You can hear the horrible noise at 1:30 of this video:

And the part that makes it so sad is just how sudden it happens. Nanami skillfully deflects every arrow but one, and then she’s down for the count. No stagger, no moment of shock–just a body giving away. There isn’t even time to comprehend what happened because Gorudo and his men shout “BOSS BATTLE!” and away you go, desperate to get back to your big sister, to try and save her. Which doesn’t happen.

It really doesn’t take long in Suikoden II to forgot that the main character and Nanami are not related to each other. Some of her last words touch on this, how she was so happy to have a family. To even be Jowy’s friend.

Just like with Gremio, Nanami can be saved. However, it’s a little more complicated than simply collecting all 108 Stars of Destiny so I’ve never seen it accomplished. And never will. Nanami has always–and will always–end with a spiritless thud.