Showing posts with label daydreams. Show all posts
Showing posts with label daydreams. Show all posts

Sunday, September 21, 2014

Emulator Hour: Xenogears (PS1)


Seems like a sufficiently villainous goal


You know, in my endless pursuit of nostalgia, I've come to the conclusion that the Playstation 1 actually had a lot of really great games.  Back in the great CD Burn-off of '01, I acquired quite a few excellent RPGs from Square.  In fact, I think the rate of US release for Square really increased around that time.  'Only in Japan' was no longer a phrase to frustrate the RPGphile.

Xenogears - it's been twelve years since I played through the first disc, but I still remember it like yesterday.  Would I do it again?  Maybe.  I think I'll just read a plot summary instead.   This is a very good plot summary, full of love and criticism.   You know, I played this game yesterday for barely an hour, and I've had its image in the back of my mind all day today.  I think this may be due to the sheer number of hours I put into it twelve years ago.  This  game is long-  50 hours on one disc!  (of two)

Playing Xenogears is like watching 300 episodes of some Shonen Anime.  You know - the kind whose story just keeps getting bigger and bigger, new twists, bigger bad guys, greater powers.  Xenogears is epic, sweeping, daring and strange.  The music is good, the environments have character, the battle system is fun.  All in all, a great jRPG from 1998.  

 But, there's no getting around it:   Xenogears starts to drag after while.  Then it proceeds to drag on for a very long time.  After a point, it's hard to say what is dragging the most, the story or the gameplay.  You start to notice the encounter rate is maybe a bit too high.  Or that the story simply takes too long to reveal things that it has been hinting at for a long time.  On the one hand, I like that the game takes its time with the story.  On the other hand, when two things are dragging at once, it really takes its toll.  This game is in dire need of an editor.

And yet... I would still consider playing it through again.  Or at least trying.  Boy it would be nice if I shorten some of the gameplay though.  It feels weird to say so, like some kind of betrayal of my young self, who loved long games.  But it's true, and I don't think it's just me being old. I think that Zeboyd games were onto something when they made monster encounters manual.  Or Chrono Trigger with the encounters being featured on the screen, sometimes avoidable, sometimes predictable, but not hyper-persistent and random.   There are so many times when I'd like to explore a little-- hell, even hear some more of the music play out, but I know I'm going to hit a random encounter every five seconds.  In an already long game, this is just too much. 

So, ultimately I'd say Xenogears:  play at your own risk.  If you like jRPGs, particularly 90s era RPGs, Xenogears is a great game.  Compelling, unique and mysterious.  But it takes like 50 hours to get through the first disc, and it can really drag.

It's really tough to encapsulate Xenogears in just a pic or two.  But here's a cast shot.
 
P.S.  I decided to read through the Let's Play Xenogears article rather than play through the second disc.  It was enjoyable and entertaining, with music links for each scene, and a pretty funny sense of humor.  I can only recommend it as a cop-out for those of us unwilling to dump another 20 hours into this game.  

P.P.S.  Xenogears gets a lot of criticism - the same criticism I also levied against it.  So here's an article from Joystiq coming to its defense.  It really is a great game!   Mostly.



Saturday, March 1, 2014

First Impressions: Starseed Pilgrim





Starseed Pilgrim just ate two hours of my day.  I knew I had been at it a while, but I was surprised to read the total.  I'd been saying 'just one more game' to myself for the last ten games or so.  The first half of the time was spent figuring out what is going on.  And then when I started to figure it out, I've tried to determine how to build skill.   I'm definitely getting better at it, but I feel like there's still more to learn.

This game taps into a sense of creativity, of mystery, of exploration and of expertise.  And Harmony, don't forget harmony.  The visual and audio design is already invading my dreams.  Starseed Pilgrim is another in a very exciting trend in gaming which uses sound effects in a musical and atmospheric way.  Every action produces a tone, and they combine in a musical soundscape of the game.  Similar uses of music include Everyday Shooter, Bit.Trip.Runner and Proteus.

Starseed Pilgrim is one of those games that I want to take care not to share too much.  Part of the fun and excitement has been just figuring out how to play.  I recommend mapping a gamepad using JoyToKey, and then having a good time.

That's all I'll say for now.  I'll write a full review after this game lets go of my brain.  It will be full of spoilers.

-D

P.S.  I suppose I should mention one more thing:  this game is TOUGH.

Wednesday, February 5, 2014

Tetris Dreams part II

This is an old post I started a few months back when I was playing the first Final Fantasy.  I decided to return to the post, and I think I found something worth fleshing out.  I often use this phrase:  'as I'm riding the American River Bike Trail', which is where I often come up with video game ideas.  I like to imagine dynamic systems of life in terms of video games, and riding that bike trail tends to bring them to mind.  I enjoy doing this.  It's sort of like Tetris Dreams.  


The Iconic Fighter Guy

"Tetris Dreams" is a phrase I have heard a bunch.  Lately I've noticed that I get daydreams about different games.  Especially those with a simple interface.  For example:  I'm playing FF1 right now, and I'm sort of dreaming about it.  Stray thoughts at work, zoning out doing data entry, and I see the battle screen.  And the iconic fighter guy.  The others are there too, but he's the easiest to pick out.  It's sort of floating in the distance.   

Bagging groceries is like Tetris, kind of.  More complex, actually.  Because there is shape, weight and surface tension.  In Tetris, it's just shape.  I mention this because I've been bagging groceries at the local food co-op as means to keep me occupied and earn a discount on groceries. 

I think that some video game day dreams come from staring at the same screen for long enough.  Thats' why Tetris lends itself so easily, because of the simple patterns and repetition.  However, it may be more than that.  The images from Tetris or Final Fantasy may come easily because of their simplicity, but there are other video game daydreams that I have, which are based on mechanics instead of graphics.

Tony Hawk is the prime example.  After dumping countless hours Tony Hawk's Pro Skater 2, I couldn't ride in a car without imagining myself grinding on every available edge, doing kickflips as I hop from edge to edge.  It's tons of fun, and oftentimes I imagined the car itself doing these tricks.  Come to think of it, when really bored riding in a car, I used to imagine Mario (from the first game) running alongside the car, jumping over the fences, buildings and other obstacles along the side of the road.  It seems that there is something triggering about moving along the road at an even pace, watching the scenery go by.  






In further support of the connection between motion and video game dreams, a lot of my little video game ideas come when I am riding my bicycle, or riding the train.  In fact, when I used to commute by train, I would stare out the window at the Yolo causeway and imagine wandering around exploring.  Watching the seasons change and the effect it had on the plant life made me want to develop a game that had this sort of dynamic scenery.  It was very peaceful.  Around that time I discovered Proteus, which did a very similar thing to what I was imagining. Of course, I wanted to stick the environment into an RPG, because that is probably my favorite video game genre.

When it comes to RPGs, I often day dream about player statistics.  Levels, experience, strength, durability, attack damage and so on and so forth.  I imagine my experiences playing RPGs in my youth have become such a part of me, that the process of balancing equations in order to achieve in-game actions is just a part of me.  I enjoy pondering human systems in terms of RPG status sheets, hunger, thirst, tiredness, allergies, illness.  In the end, it's just tossing dice and applying meaning to the results.  Which is a great deal of fun.


-D