Saturday, May 29, 2010

@Play 72: Review of Chocobo's Dungeon for Wii

@Play #72: http://www.gamesetwatch.com/2010/05/column_play_chocobos_dungeon_f.php

This is one of the most scathing things I've ever written. I played through seven or eight dungeons of this game in preparation for this article, and read through a FAQ on GameFAQs besides. I did not complete the game, which would have taken many hours and eroded my sanity even further.

The paragraphs on moogles are, if I say so myself, some quality, heartfelt bile.

Wednesday, May 12, 2010

@Play 71: What randomization has to offer games

@Play #71

Hello blog. I can talk to you right?

I'm fairly unhappy with this column. A part of me considers some of it fairly nonsensical. I believe it all and stand by the idea, but to express what is a strongly-held belief like it were fact, I don't think that is what @Play should be.

I'm talking, specifically, about the games-as-art section, which seems to me like a version of one of my Metafilter comments. This is part of why it took over a month for this installment to go up. It was hard to write, and I even started over once, but after I had written so much of it it became something I had to go with just to finally be rid of it.

It's possible that people will accept it, maybe even like it, but I don't think I like it myself. I will say this however: it does I think explain why I can't bear to play many "modern" computer games. They are wed strongly to their storytelling, and more and more the kinds of stories they wish to tell make me nauseous.

Next time I should be able to field another review. Those are rather good topics at least. See you then.

Wednesday, April 7, 2010

@Play 70: Interview with Roudain Joubert, creator of Desktop Dungeons

@Play #70

Roudain is a lot of fun to talk to, and about as much of a Dungeon Crawl fan as I am.

Wednesday, March 24, 2010

@Play 69: Review of Shiren the Wanderer for the Wii

@Play 69

The Wii entry in the Shiren series is a game I really wanted to like, but ultimately it tries to hedge its bets too much with lame JRPG-isms. There were times when I was actually shouting at the screen for the cutscene to end. And we're not talking about cinematic Final Fantasy cutscenes, we're talking about those in which 3D models move artificially around their little stage and have an obnoxious little drama. In 2D it was possible to get away with this, but in 3D it hasn't aged well.

Some of the awesome gameplay from past entries in the series is back, but most reports say that the game doesn't really pick up until you've finished the main quest. 24 hours of play time into it, and I'm still not there.

Wednesday, March 3, 2010

@Play 68: Dungeon Crawl Stone Soup Travel Functions

@Play 68

Dungeon Crawl Stone Soup's autoexplore function is a bit shocking, at first glance, to witness, but is really useful for getting through one of Crawl's huge levels fast and making sure you don't miss anything. Well, anything not behind a secret door or in a disconnected part of the level. This article is a little shorter than usual, but still pretty long relative to most of the other things on GameSetWatch.

This is the last Crawlapalooza article, but probably not the last we'll be seeing on Crawl, not by a long shot. The next article will probably be on Shiren Wii, which I'l still playing though. Most people who have played it say that the bonus dungeons in this one are particularly fun, so I feel giving this game a fair shake means getting through all the story dungeons first, which are taking rather some time to complete.

Tuesday, February 23, 2010

Shiren for Wii Initial Impressions

I'm going to save a full review for the @Play article but so far after three and a half hours....

It's rather easy. I completed the trainer dungeon and the first four "real" dungeons and have yet to die. Maybe I'm playing extra carefully because I'm used to the SNES and DS games, but I have had relatively little difficulty so far. My ally got knocked down to 2 hit points in a boss fight once, but I had plenty of healing herbs by that point. And Recovery Staves, which heal for about 30 damage, are extremely common in the early game, although they have the drawback that you can't use one on yourself, you must hit an ally with it.

Hopefully the challenge will kick in soon, but the whole reason I gave up on Pokemon Rescue Team was that it was dreadfully boring in the early game. At least I know that building up a character isn't required up to this point; I have entered no dungeon more than the first time I entered it, and I haven't used the grind "portal" dungeon for item enhancement at all.

Friday, February 19, 2010

Atlus, Shiren and roguelikes

Please excuse a small editorial here, but I have a bit of a bee in my bonnet 'bout this....

People on the internetz, in prime internetz fashion, have been saying that Atlus has claimed that Shiren the Wanderer on Wii is not a roguelike. Atlus has not actually said this. The quote from Kotaku is:

"We're not referring to it like a roguelike because a lot of people have a negative association with the term," Aram Jabbari explains. "They are seen as extremely punishing. We don't want people to think of this game as falling into a certain category and then dismissing it."

Choosing not to call something a thing is not the same as saying it's not, guys.

But on the other hand, Atlus is dropping the ball on this one. All of the people who are interested in Shiren the Wanderer are so because of its roguelike characteristics. Everyone who buys the game expecting something like Final Fantasy is going to be disappointed.

The people who are excited about the game, its guaranteed audience, are so BECAUSE it's punishing, and a lot of fun for being so. This is exactly the same kind of ad campaign that got Sega a lacklustre response to their DS release of the original game. This kind of bait-and-switch is the epitome of short-sighted marketing.

I don't think I am speaking incorrectly when I say that roguelikes are on their way up in the world. They have a large amount amount of "indie cred," and their star is still rising. I'm not saying that they will challenge the likes of Grand Theft Auto, but I do think their popularity is growing.

If I were in charge of the Shiren ad campaign, I would not shy away from calling it a roguelike. But what I would refrain from calling it is a role-playing game! It is forgotten that a lot of people in the U.S. still have a negative association with that term, probably more than have a negative association with the word "roguelike," which is still kind of niche really. They may even have good reason to dislike CRPGs: the primary exemplar of the genre remains a kind of excessively anime-influenced trash fantasy quest game in which grinding is common and expected.

What roguelikes are, more than a straight role-playing game, is a turn-based tactics game with a single player unit. If people were to look at roguelikes in those term, I think, they would be a lot more accepting of both their difficulty (tactical wargamers are more accepting of challenge) and permadeath (since it is more obviously cheating to restore back to the middle of a battle). If Nintendo can continue to afford to localize the Fire Emblem games, which are still fairly obscure in the U.S., I don't see how Atlus can go wrong with Shiren if it's presented in a similar light.