silveradept: A kodama with a trombone. The trombone is playing music, even though it is held in a rest position (Default)
Electric Challenge #14 wants us to talk about a game we're excited to see happen.

For me, that's easy. I'm looking forward to the full game release of Nanotale, the second of the Typing Chronicles games. Which, of course, is the sort of thing where someone goes "A typing game? Why would you be excited about that?" And, to some degree, it's because of playing Epistory, the first game. For someone who really loved the origami sequences from Kubo and the Two Strings, to have an entire world unfolding and springing up as you go along is a fantastic aesthetic. The main character is a girl riding a fox, and the girl (or the fox) slings magic that defeats the insects that are in the world. (And that removes obstacles in the path of the girl and the fox.) And, even more helpfully, the pieces of the narrative, as they are said, appear in text on the world, and then stay there after they are narrated to be examined.

Another thing to like about the game is that setbacks are small. Since it's a story being narrated by the protagonist (or at least, the girl on the fox is the protagonist), if one of the chitinous creatures reaches her, it cuts out, the narrator goes "no, that's not what happened," and the story restarts at the last checkpoint. This is a thing a player will get used to happening at the setpieces of each chapter's story, as well as optional locations and battles scattered throughout the world, where the girl and the fox are in the center of an onslaught by the creatures and the player has to type quickly and accurately to drive them away. During these particular segments, the narrative text and audio are signals to the player of about how far they are through the battle, as each segment is usually about one quarter of the battle, although they can sometimes feel a lot longer than that because many of the creatures being battled take multiple words to defeat.

Assisting the girl and her fox is that over the course of the game, she gains control over four elemental powers: fire, ice, electricity, and wind. Fire burns anything it touches, which in this case means that a creature hit by fire that had multiple words to defeat will have the next word slowly burn up and disappear without having to be typed. Ice freezes things, so an ice strike stops the creature from advancing temporarily. Electricity bounces between creatures, so nearby creatures that have multiple words left to defeat will have one of their words struck if a creature nearby gets hit with it. Wind pushes back any creature it comes in contact with, whether it's the target or any other one in the way, which can be handy to use to target creatures just arriving and get the ones ahead of them to stay back for a bit. Switching between the powers requires typing their names, with the exception of electricity, Instead, to keep it fair, the player has to type "spark" to switch.

Because the game needs to have a narrative structure, of course, some creatures and elements of the landscape can't be defeated or interacted with until the girl and fox have obtained the proper element. Without the element, the creatures and features that require it are rendered in other scripts. There's usually at least one segment on each of the elemental places where the girl and fox are being chased by creatures they can't defeat yet and so they have to avoid them long enough to collect the element in question.

At the core yes, they're typing games meant to help people improve their touch-typing abilities, but the story and aesthetic of the first one was so good (and the game itself, even chasing all the extras, was fairly short) that I think it's worth playing. And I'm looking forward to the full game of the second offering.
silveradept: A librarian wearing a futuristic-looking visor with text squiggles on them. (Librarian Techno-Visor)
Electric Challenge #13 asks is to talk about games we like playing with others. Which can be hard, sometimes, when you're a fan of genres that are one-player games, specifically for not having that many friends to play games with for a significant part of your life.

So a lot of the multiple-player games were first Atari stuff with family, and those were usually alternating between players, rather than together at the same time. (Although I think Atari Space Invaders had a mode where the two players shared the same screen space and the same number of lives, so some amount of play together was possible) Then into the Nintendo and Sega era, there was some Sonic 2 (which allowed a second player to control Tails) and some Mortal Kombat and some Mario and those things, but then came university, and that was basically just Smash Brothers of various forms (and a few Dreamcast 2D fighting games) for multi-player options. Past that, in the times where I was establishing work and that, most multi-player would be Mario Party, Mario Kart, and some amount of shooting zombies and the game that came with the gun peripheral for the Wiimote. But that's also the time where I had someone specifically telling me that they felt I was only having fun at games while I was winning. And no matter how many different ways I tried to explain it (that involve fairness, mechanics, and honesty), it never actually got through, best I could tell. (This was also the person that I had to cede navigation duties to regarding playing Katamari together, because I kept believing that after doing the stage together a few times along the same general path that I wouldn't have to explicitly say "turn left. Go to the trumpets. Turn right. Turn around and get more of the rocks." and narrate every action that needed to happen. And who I think might have been jealous that I could achieve better synergy with a sibling on that regard, since we have both played the game and know what the underlying assumptions are, than in all the explicit communication that had to be done between us.)

Anyway, after that relationship stopped, what I've been doing most at this point has been playing the Jackbox Party Packs and things like Ultimate Chicken Horse or Move or Die with family and current partner, which is mostly an excuse to talk and be witty and show off the amount of useless knowledge we've collected over time. (And yeah, that bit about "having fun when you win" came back, but family, at least, understands and accepts when you say it's not about winning, it's about "oh goodness, I did know the answer to that, why did I pick this other option?" and "this game really relies on a lot of luck, and that's kind of annoying," rather than "I'm only happy playing this game when I'm winning the game," which is really not true.

The other major multi-player thing is the occasional Smash for Switch with the teenagers and the occasional "let's talk and walk and catch Pokémon on the days there are rare variations about!" with some other friends. So there's not really anything that I think of as the supreme thing to do with friends, but I've got a few things that are pretty nice.
silveradept: A kodama with a trombone. The trombone is playing music, even though it is held in a rest position (Default)
The 12th Electric Challenge Stage asks us to describe "the most epic scene ever in a game."

For more than a few people of my generation, that would be the end of the first disc of Final Fantasy VII, where the antagonist, Sephiroth, drops in on the party and kills Aerith / Aeris Gainsborough. Not in a resurrectable way, either. She's killed, and for all intents and purposes, the hope of a good resolution to the story goes with her. Up to that point, for many of the game-players, they hadn't experienced a situation with permanent death, and at a particularly strong hope spot for the game. I'm curious as to how that same scene will be handled in the remake, now that it's old enough that people know it's coming.

There's also the establishing shots of Final Fantasy VII, which zooms it extremely effectively from a lone flower girl in a street to showcase the entirety of the city, before zooming back in again on a different part of town where the action is set to begin as a train comes screeching to a halt just outside a Mako reactor.

Before that, or in conjunction with it, the opera scene from Final Fantasy VI is pretty memorable, whether because it's a freaking opera or because of the attempt by the sound chip to emulate voices that didn't go as well as the players might have hoped.

And there's the first time that the party characters witness the Day of Lavos in Chrono Trigger and vow to stop it from happening at all costs. The setpieces in Square games are always really well-scripted for the narrative purposes they intend to accomplish.

But what about the music video sequence as the end credits of Plants vs. Zombies? Or, for that matter, the promise of new adventures that happens when you rescue the princess from Bowser's clutches (or the classic refrains of "Your princess is in another castle" or "Oh, thank heavens! I'm back to my old self again!") Are those any less epic than, say, the various Couch Gags of Mario destroying the Koopaling castles in Super Mario World? Or the animated end sequence of Dust, which promises further possibilities for Dust, Arah, and Fidget in the future, even if no further games have happened?

Do romhacks and speedruns count, too? It can be pretty epic to watch someone play games blindfolded or to watch a tool-assisted speedrun that loses three of its four white mage early on and then proceeds to win Final Fantasy I by manipulating luck and using the mechanics of the game as they were intended to be used, even if the result is that the final boss flees rather than is defeated. Or to see the engine-exploiting tricks of high-level competitive play or tricks performed in service of speed. The idea of being able to understand a game so completely as to do things that would seem impossible is pretty epic. (I got a much smaller version of this when I finally figured out how to consistently pull off the super pogo jump in the Commander Keen games.)

Is a particularly epic cascade in a match three game the very best thing, or a similar cascade done in Tetris or PuyoPuyo just to watch the lines melt or the Puyo penalty stack up completely? I've had a few of those, too.

I dunno. The one that I kind of come back to, because of the art and the music direction, and the way that it weaves a certain thing throughout the series are the Dives To Heart in the various Kingdom Hearts games. They set difficulty levels, and give tutorials, but the stations of awakening are gorgeous (especially when you look at KHIII and see the technological improvements) and I'm always a little sad that the particular music for those games almost never shows up again as the game progresses. Because it would be interesting to see how the game might work if there were more regular Dives. Even after many years of waiting, the Dive is still one of my favorite parts of any given Kingdom Hearts game.
silveradept: A kodama with a trombone. The trombone is playing music, even though it is held in a rest position (Default)
The eleventh Electric Challenge asks us what game we want to see re-made. For a lot of people, they're going to get their wish, with the Final Fantasy VII remake scheduled to drop in April, which has transformed the turn-based RPG of the Playstation era into a stylish action kind of game in the same vein as Kingdom Hearts.

When we talk about remakes, presumably, we're talking about more than a graphics upgrade to get into higher definition or 4k territory, or something that's been shifted from one platform to another. But we also don't mean a thing that happens to have names and places but is an entirely different story in its entirety, either. Something that's changed enough to be different, but the same enough to be familiar.

Remakes often take the opportunity to make things that were entirely terrible about the original and make them less painful. Or, in the case of things like Metal Gear Solid, to explicitly tell the player characters that they're not allowed to take advantage of things that would make the game easier now, rather than having to do it the bad way of the original. (Metal Gear Solid has always insisted the fourth wall both exists and doesn't exist simultaneously.)

So a game that was enjoyable enough in a previous generation, that we could pull forward, make prettier, possibly fix a few of its flaws, and then present a better version for everyone going forward. And that hasn't already been remade, now that I think about it. There are a lot of people who have grown up with certain games and want to play them again, and so we've been seeing a lot of remakes coming through for older games, like Gianna Sisters.

I think I know exactly what I would like with regard to that. Back in the days when dialup was the way you connected to everything, and that one might dial specifically into certain servers, rather than dialing into one's own ISP and then connecting from there, Sierra On-Line created a graphical online space to be in, which was first "The Sierra Network" and then became "The ImagiNation Network" or INN, before its eventual acquisition by American Telephone and Telegraph, then subsequent rolling into America On-Line, before being shut down for good in the 1990s. The point of INN was to be able to play various Sierra and Hoyle games online with other people, with avatars, chat, e-mail, and other BBS-type functions. INN divided itself into various "Lands" that, at least initially, I think were separate fees paid to access, before INN as a whole became a singular subscription to access, and then, because the model it was based on was not the way that Internet and online games went, eventually folded up. In MedievaLand, a tile-based MMORPG appeared called "The Shadows of Yserbius", which had a character venture into a palace and dungeon carved out of a volcano to try and piece together what happened to its King (dead), the wizard who caused the calamity, and the elemental that he summoned and tried to bind and defeat for the chance at immortality. Eventually, Yserbius made it to a standalone-ish game, with its sequel title, "The Fates of Twinion," which used the same idea, with different dungeon designs and some reworked mechanics. But because the game itself was a port, basically, it could still be played online for at least some of the tine that it was available, before INN got yanked, and therefore it carried a big problem with it - once a character reached the 20th experience level, they had to decide as to whether they were going to only play the game online or only play the game offline - no mixing and matching there.

The game is beastly hard for a solo player once the first main major quest line is completed, and it only gets more sadistic the farther into the second half you get. Of course, the enemy groups scaled to meet whatever party was encountering it, so it wasn't possible for someone to round up a group of adventurers to go beat on simpler opponents - instead, that group would find themselves with tougher monsters to splat. (Online, there was PvP as a possibility, but your adventuring group had to explicitly turn it on and accept an invitation to fight other adventurers.) So, unless you really liked to grind out experience levels in repetitive battles against things you could actually handle, for the eventual problem of maxing out your statistical categories several experience levels before you could have used the boosts (and then having to deal with an increasingly smaller pool of spell and skill points gained with each experience level, which meant that sometimes learning the rest of the spells and skills meant you lacked the points available to make them properly lethal in a hurry), the player was not going to get to the bottom of the volcano without the help of some cheat engines or otherwise.

I would like to see an overhaul and remake of these games, to give them code that would allow them to be played with friends in the same way that games are played now. Possibly even with people able to host their own instances of the game, based on the progress made by their current avatar. Better graphics, perhaps, some refactoring to make them work better on modern machines (or wrap them properly in DosBox, as I suspect a lot of old games are), and reworking the game balance so that whether a player tries to play it by themselves or with a party, the difficulty is set correctly and players don't have to waste days on the grind just to be able to move forward to the next small piece where they will have to grind again. Or change the curve such that it doesn't take a million (or more) experience points to go between levels after the 20th. And/or uncap the statistical categories so that a character can continue to improve their initiative so that they have a chance of surviving by themselves by always being able to go first. Basically, rebalance the game so there's a lot less of tedious backtracking and cursing every time you get to the last phase of a quest and die, necessitating you to go back through the entirety of the quest to reclaim the things that were taken and then try not to die again, possibly having gained a level or two in the process. (For both games.)

As an information professional, of course, when I go "there ought be a remake of this game," I know that there are probably people who are working on just such a thing, and a few search queries later, I am not disappointed in this. To be clear, I still think an official remake of this game would be excellent, but in the meantime, to experience the thing itself as it would have been online, or something reasonably close to it, The INN Barn has found some code and stood it up appropriately to give people a reminder of what they were playing when they went online to INN, and MedievaLands has done some significant amount of work to build the game into an online standalone client that works quite well and has very helpful tips and other things to make the game experience better. I did a little adventuring in that and went from level 1 to 16 without too much trouble in a few hours of play, with some help from another player in a party, which was something I hadn't been able to experience with the initial sequence.
silveradept: A kodama with a trombone. The trombone is playing music, even though it is held in a rest position (Default)
The tenth Electric Challenge stage asks us to talk about our favorite adaptation of a video game.

That cuts the space of the available possibilities down significantly. Unless, that is, the thing you are thinking about is already a transmedia property or originates and has some amount of fandom in Japan.

Because outside of Japan, movies or television shows of games happen very rarely, and they tend not to be A-list productions (things like DOOM and Bloodrayne come to mind), and it is much more likely that you will have games of movies instead (which are also often less than A-list productions, and I'm not just thinking about E.T. here.)

If I were going solely on nostalgia value, because I am an adult of the appropriate age to have seen this in occasion, the Super Mario Brothers Super Show (where, we note, Mario is played by a professional wrestler turned comedy actor, Lou Albano) old certainly rank highly, mostly for the animation segments, rather than the live action ones that strung together a sitcom-like plot and few appearance of various guest stars. Mostly I was there for Harvey Atkin's King Koopa, as that's basically how I have imagined every incarnation of Bowser ever since, even though most of them haven't been voiced in game or otherwise. And then there are the Legend of Zelda segments, which made a bit of a catchphrase meme, "Well, excuuuuse me, Princess!" in addition to being a loose adaptation of the Nintendo Legend of Zelda games.

But that's not a favorite, just a trip down nostalgia lane. (And I never did see the movie called Super Mario Brothers that came out in the 1990s.) It would be the same thing if I were talking about Jaleel White's Sonic the Hedgehog cartoons as the Sega Genesis era came into prominence. Also enjoyable, but not necessarily a thing that would qualify for a favorite even with the nostalgia boost.

There have been a few different series about games, like ReBoot, or games that came after movies, like Enter the Matrix, but when it comes to adaptations of games, most of the available space is animated adaptations of games, whether as short series, or 26 (or more) episode shows.

And many of the ones I can think of in that regard are in the "MMO where people are trapped without the ability to log out" like the .hack franchise or elements like Sword Art Online. Or ask questions like "Is It Wrong to Try to Pick Up Girls in a Dungeon?" (Which is an actual title.) Most recently, I've been seeing a series that takes the idea of "a person has been reborn into an MMO of some sort and needs to find their way out using the skills of the class or monster class they've been locked into," which might make for an interesting game, if the game came first. (But a lot of these things are light novels first and then adapted into other things, instead of games first and then adapted back.)

I forget, actually, whether the first series of .hack games came before .hack//SIGN, and whether the second series of games precedes .hack//roots, but the thing about those is that the animation and the game, except for .hack//roots, aren't even about the same characters, so they're mostly not actually adaptations of each other, they're transmedia properties instead. Augh.

Lastly, it's actually difficult to condense the interactivity of games into an adaptation, because unless it's Clue, and they show you the random ending, or all of the endings, the character takes a single pathway through the game and makes particular choices, some of which you might agree with, some which you might not, and there's usually not any sort of "but wait, I wanna see the one where they took a different route!" feature possible. Because, one, filming that many alternate scenes would be recreating the game itself (and people were very meh on games that were essentially full-motion clips with decision trees, unless they had gotten the attention of the Congress as corrupting the youth, as Night Trap did), but also, two, that's a lot of additional footage to animate or shoot, and very little in television or film works on an extravagant budget to be able to do that kind of thing. So, no matter what decisions get made about the path the game is taking, there will be some fans that are not on board with that decision.

And then there are games like Dust that I would love to see get adapted, and they probably won't, or the Typing Chronicles games.

So, favorite adaptation of a video game, then. It's not going to be Pokémon, even though I have a soft spot for Team Rocket's least competent trio the older I get. I think I might have to cheat and say something like PAC-MAN 256, which is a game adaptation of a game. The grind on it is awful for the last achievement, but as an endless runner form of Pac-Man, it's really a quite good adaptation of the original game.
silveradept: A kodama with a trombone. The trombone is playing music, even though it is held in a rest position (Default)
Electric Challenge #9 wants us to describe our dream crossover game.

Which, actually, I kind of know what my dream crossover game is, and it's Kingdom Hearts, but not the series that actually came into existence. It's good as it is, even if the plot threads get a little convoluted. It started on a good idea of "Square characters exist and visit various Disney worlds, since their own worlds have fallen to various forms of darkness and the Heartless," but things got away from that idea fairly quickly as the focus moved to Sora's trio, Ventus's trio, and the Foretellers and the Organization and there wasn't nearly as much time or effort devoted to the Square characters' stories as the narrative progressed.

So what I'd like to see, and maybe it will be more possible in the next narrative of Kingdom Hearts, is to have and see more of the Square characters appear, and maybe even visit some Square worlds, instead of strictly being about the Disney worlds and their settings. Pop into Balamb Garden, say hello to Quistis, fight some Heartless, do a quest line about Leon and why he left. Stop off in Spira and have the YuRiPa fairies guide you through a treasure hunt, along with busting up some enemies along the way. There can still be Disney worlds, too, because there's more than enough Disney canon to mine as worlds for the visiting, and a lot of the Disney villain fights are properly epic, but I'd want to see some amount of the rich history of worlds that Square has brought into existence as well. Imagine Sora fighting Garland in the Temple. (Or, for that matter, Warmech as an optional boss battle.) Or a Four Fiends Boss Rush where all of them still have their signature disruption mechanic (Rubicante would be a delight, and also really frustrating at the higher difficulties with quick switching back and forth between being healed and damaged by ice magic.)

And, as new Square canon comes into existence, it could be incorporated into these spaces. I would enjoy, for example, having the Farron sisters as guest star party members and see them work together to defeat opponents. We're getting a little more blend of the Square properties back in, if the end of Re:Mind is to be believed, but I'd love for them to take a game arc and go to Square worlds and meet the characters and opponents there.

So yeah, I want to see more of the original plan for Kingdom Hearts, now that we've covered the Xehanort Saga and are on to a potentially deeper mystery involving trying to avert the end of the world.
silveradept: A kodama with a trombone. The trombone is playing music, even though it is held in a rest position (Default)
Electric Challenge #8 asks us which of our fictional worlds we would most enjoy living in. At which point I realize that most of the worlds that I have played games in, I may not be all that interested in being a part of, unless I end up being a protagonist. Being an NPC in a lot of games is pretty dangerous, whether it's the roving gangs of adventurers, the villains doing their best to level everything, and how difficult it would be to have any kind of comfortable living in many of the fantasy worlds that I've been in (or their technological dystopian counterparts.)

Like, I also want to know whether I'm living in the world where the adventurers find the True and Golden Ending and everything is the best they can be or whether we're in the ending where the heroes fail and we're on our way to the worst of the Bad Endings. That's stressful enough on this reality.

In terms of worlds I've played where it wouldn't be terrible to live in, the world of Pokémon seems like it would be a good fit. I could continue to do the profession I do, and perhaps the kids and I would have friendly trainer battles and the like, and even though there's always the local crime syndicate that has to be dealt with, they can be dealt with by kids with sufficiently powerful Pokémon. As an NPC, being in the Pokémon world seems like it's a relatively safe bet without too many potential world-destroying events happening.

And who knows? I might end up being one of the Gym Leaders. Although that would mean having to specialize in a type of Pokémon, wouldn't it?

If it were the kinds of worlds where I knew I would be heroic and that I would find the right pathway to the best ending, it would be good to be part of the Kingdom Hearts universe, mostly for the opportunities to traverse the worlds and keep the light strong. Or possibly study under the Master who figured out how to bridge both his light and his darkness.
silveradept: A librarian wearing a futuristic-looking visor with text squiggles on them. (Librarian Techno-Visor)
The seventh Electric Challenge asks us to talk about a game that we think is underrated. It doesn't have to be popular, it doesn't have to be obscure, just underrated, in our opinion.

That's on the tougher side, because I play a lot of popular games and a lot of games that are recommended by others to me, or that look like they'll have a good gameplay experience. So they get their rating pretty honestly.

I guess I'm going to reach into the bag, then, and pull out one of the many iterations of Capcom's Vs. Series that hasn't had a whole ton of sequels, which might have something to do with SNK as a company having significant financial troubles due to the Neo Geo not being as successful as it could have been. There have been three official arcade games in the Capcom vs. SNK series, two produced by Capcom and one by SNK. The second of the Capcom-produced ones is one that I played significantly at university, on a Dreamcast (which was a great machine but a terrible controller) and then played more effectively on the Playstation 2.

The series itself is a crossover between the two companies, and after the first game proved the experiment could be done, the second refined the concept into something very playable for newcomers and experienced hands at 2D fighters alike.

C-A-P vs. S-N-K )
silveradept: A dragon librarian, wearing a floral print shirt and pince-nez glasses, carrying a book in the left paw. Red and white. (Dragon Librarian)
Electric Challenge #6 asks us to talk about our favorite soundtrack, and this is the one where I go "but there are so many good ones, can I possibly choose one?" I tend to cue into music as one of the things that helps determine whether or not the game is good, so I have a large collection of possibilities for good soundtracks. Good soundtracks have loops that don't become grating, battle music that remains exciting even if it's battle one thousand, boss and optional battle musics that are a step up from the regular ones.

Time to wax lyrical, even though generally tend not to like the vocal pieces in an OST )
silveradept: A librarian wearing a futuristic-looking visor with text squiggles on them. (Librarian Techno-Visor)
Electric Challenge #5 asks us to talk about our favorite antagonist.

This is trickier than it might first appear, because a lot of games want us to not be as attached to the antagonists as we might otherwise be. Although, fandom being what it is, there are times where an antagonist might attract a significant following, especially in the case where there's the possibility of significant Foe Yay (where Cloud and Sephiroth are certainly one of the most famous examples, even if they're not necessarily the first) or where the antagonist might be someone who's not really all that into the whole supremely evil deeds done by the leader (looking at you, Axel).

We still want a compelling antagonist, of course. A character doing it just for the evulz or for the lulz isn't always the best antagonist any more. It can still happen, because sometimes what you really are looking for is to save the world from a cosmic horror that intends to destroy everything in its path, but those games usually are looking to have lots of character building among the protagonist party and focus on them and how they work together against the impending doom.

If I'm going to talk about my favorite antagonist in terms of what they did in their game, rather than their awesome music (for which more than a few end bosses of the many games I've played could vie) or their cutscene power (which is invariably stronger than their actual power when properly fought at the end), then I should talk about someone who engineered a really good plan to completion.

And here's where I have to cut it, because it's possible that some of you are coming to Disgaea through the PC port and not through the other console ports or the original that have been in place for a while now. )

So that's which antagonist is the one that I have really enjoyed the most. There are others that I like crushing more, like Lavos, the Time Devourer, and Pringer-X, but this one is the one who I have to tip my cap to for excellent long-term planning and execution.
silveradept: A librarian wearing a futuristic-looking visor with text squiggles on them. (Librarian Techno-Visor)
Electric Challenge #4 has a lot it would like us to do: declare our favored genre, select the three best examples of the genre, select our favorite character from each of those three games, and then make recommendations for fanworks that involve at least one of those three favorite characters. Bit of a Puzzle Boss, that one.

If I am going to talk about the genre that I've played the most of and enjoyed quite a bit of, It's going to be the RPG, since those genres often don't require as much twitch-reaction skill as they do turn-based strategies, although that's not actually true, really, either, as there are plenty of RPGs with elements or minigames that require either more twitch-type skills or the ability to think tactically because there's some amount of Active Time Battle idea going on, or they're really a stylish action game with RPG elements, or they're a first-person shooter with RPG elements, and so forth.

RPGs are not the first games I played, partially because I did a lot on arcade games (simple loops are easier to understand), but in the big adventure game blitzes of earlier, and as part of my beginning console work when I was young, the RPGs were the things that stood out the most, or at least, the things that I wanted to replay and have a lot of time invested in were the RPGs.

I started on PC with the Quest For Glory series, as best as I remember, on the remade version of the first game, and branched out from there into Square's RPGs, starting with the original Final Fantasy. But just about all of my major genres are ones I started in early, and I've been playing them for decades now. And I've seen the genre branch our into various specialized forms and to have other game styles adopt "RPG elements" when what they want to have is a progression system andor a set of elemental weaknesses, special powers, and other things that are elements derived from tabletop and RPG kinds of games.

So, in the RPG department, there are a lot of different styles of RPG, and so I thought I would grab a couple of different styles and talk about the ones that I think are the best of their style.

Console RPGs have, for a significant amount of time, been the province of the Eastern RPG (sometimes referred to as JRPGs, given that a lot of them come from companies headquartered in Japan and are marketed to Japanese audiences, with some of them then getting international releases and coming across to the United States or other markets. For a significant amount of time, the companies Square and Enix had differing flagship series that took theRPG genre and worked it in different ways. Square's RPGs generally were third-person and featured some pretty flashy battle sequences and effects associated with the characters and their skills. Enix's RPGs shifted to a first-person type battle sequence, with a rolling readout of what happened in each combat round, much more like a tabletop RPG might do. The two companies merged later on in their lives to form Square-Enix, and most RPGs that want to work in the Eastern RPG style of genre have to contend with Square-Enix's dominance and large audience reach. And the fact that one company has both Final Fantasy and Dragon Quest under the same roof.

This will sound unoriginal, I'm sure, but one of the finest-designed RPGs of the Square / Squaresoft era was Chrono Trigger. It's a time-spanning story that starts with the everyperson who turns out to step up to the challenge and gather a lot of allies along the way. Well, okay, it actually starts with a princess ditching her handlers and going to the fair to have fun, where she runs into one of the locals, drafts him as her traveling companion for the fair, and then goes to watch the local technologist's daughter demonstrate a working short-range teleporter. Unbenownskt to everyone, including the princess, her family heirloom pendant is actually supercharged with magic and interferes with the teleporter, turning it into a time gate that dumps the princess, her companion, and the one who built the teleporter several hundred years into the past, where they accidentally change the past through a useful coincidence. And from there, the time only gets twistier.

It's difficult to have a favorite character from this particular story, as the ensemble itself has a feel to it where all of them have specific stories that occasionally interact, and that occasionally, those characters need help from someone else to complete the tasks they want to achieve. There's a playable character from eachof the eras the time team meets, with the exception of the Day of Lavos, which is prety nice.

Since so much of the game is about teamwork and working together (even if I do like that all of the women on the cast are able to be powerful and to exercise the power they have), the fanwork I want to highlight is Chrono Jigga, which takes the soundtrack of the game and mashes it up with Jay-Z's Black Album vocal tracks. Which sounds like the sort of thing that shoud go completely wrong, but instead turns out quite well. (And all of thosetracks are fanworks, thanks, so that covers the "three or more" bit.)

To go in a completely different direction, the strategy-RPGs from Nippon Ichi might sometimes be called "stat-RPGs" in that they often have ridiculously large caps for levels, statistical categories, and the other numerical elements of the characters under the player's control and the enemies those characters will face. Often times, because of the vast swaths of post-narrative content are locked behind some one of the most important parts of figuring out a NIS game is how to power-level effectively so that a character can jump from creation to being an effective fighter as fast as possible. You can sink an awful lot of time into those games in between unlocking bits and pieces of the content that's available.

While I've done a lot of those games, and one of them, Phantom Brave, is the only one I've actually made it all the way through the post-game content for, the original Disgaea is the one that I've liked the best, and it's pint-sized powerhouse of a demon overlord, Laharl, is absolutely hilarious in his ambitions and…lack of loyalty among his underlings in the scramble as to who will become the next supreme Overlord of their partcular underworld. It's not Laharl, with his supreme aversion to sexy bodies (Laharl identifies as male, and so "sexy bodies" in this particular case means "women characters with larger chests") who is my favorite character in this series, but his most loyal vassal, Etna. Etna is absolutely looking for whatever opportunity she can to stick with the winners, whomever that may be, and she has spent a significant amount of time trying to kill Laharl or otherwise usurp his authority and become Supreme Overlord herself. Because Laharl is supremely tough (and because he has a few other people looking out for him), Etna's attempts do not succeed, but her cheery willingness to look out for herself makes her the best demon that she can be.

Have some Etna fanart, with her preferred weapon type from the game, a spear. Then, several of the main cast reimagined as Prinnies, the lovable but expendable explosive penguins of the underworld, d00d, and one more of Etna in her full Beauty Queen self.

Finally, yet another different style of game, the "action-RPG," where RPG-style progression, elemental counters, and other elements usually present in the tabletop-derived games are layered on top of a stylish action kind of game, where combo attacks, timing blocks and dodges take on additional importance for success. I'm not actually all that fond of the trend of many games to move in this direction, as a large amount of the reason that I got into RPGs was because they had great story and they didn't require a significant amount (or any) twitch-action skills to be good. (And that I could eventuall achieve numerical superiority so that even the RNG would have difficulty keeping me from my goals.)

I will still play a lot of those games, though, if their stories look interesting, and "interesting" is one of the kinder adjectives used to describe the overarching and twisty plotline of Kingdom Hearts. The current lines, so far, have been about children on Destiny Islands proving their island's name is quite true, and they go forth and interact with worlds based mostly on Disney films and properties. Then they introduce the villain, and the Organization that is looking to assist the villain, and they spend a lot of time on those things, in such a way that you have to have played or watched the cutscenes of all of the games for everything to make sense.

And that's before the other plot that's weaving in continues lurking in the background, about how the current Keyblade War is only the latest Keyblade War, and there are Foretellers and the Master of Masters and, as of the most recent DLC, a particular character who was only hinted at might be much more important than we had originally determined. And possibly an attempt to resurrect something that had been previously changed.

Who's my favorite from Kingdom Hearts? Well, there are a lot of possibilities, but I have a particular soft spot for Naminé, Kairi's Nobody, who has the power to manipulate memories. And who eventually ends up working with the heroes instead of with the Organization that holds her prisoner. Unlike the other aspects of Kairi, Naminé gets to make progress, on-screen, and has more than a few biting remarks involved as well. Her storyline is the developed one, and she doesn't, at any point, end up being fridged or dismissed by the narrative. So it's pretty good.

Here's a nice bit of fanart with her and Roxas, Sora's Nobody. And before he began work on RWBY (and then passed well before his time), the sixth installment of Monty Oum's Dead Fantasy series, pitting Team Ninja's Dead or Alive against Square-Enix's Final Fantasy cast has Naminé as Kairi's Super Mode, putting her abilities with Keyblades to some significant use. This is the sort of thing that helped get Monty into Rooster Teeth in the first place. Finally, [archiveofourown.org profile] serie11 made me a very nice gift of Kairi and Naminé helping each other with expressing their feelings to their someones special.

Wow. That's a lot to have gotten done for a single challenge. But now it's finished.
silveradept: A kodama with a trombone. The trombone is playing music, even though it is held in a rest position (Default)
A thing I was exposed to, thanks to someone else on my list participating, is the [community profile] electric_challenge, a video-games focused challenge in the same vein as [community profile] snowflake_challenge and [community profile] sunshine_challenge.

Stage 1 was making friends.

Stage 2 was talking about your origin story with games, which was several different components of the December Days postings that I taking about. I selected the one about Adventure Games, as that one had the biggest amount of things that I played when I was younger and the computers involved.

Stage 3 asks us to talk about our communities for games and gaming, wherever they may be. Whether online or off, having people to play games with is a really nice thing.

Except, if you read the entries there (and this one, too), and some of the entries in December Days, it becomes pretty apparent that community and games is a rare thing. Which isn't from a lack of communities existing on Dreamwidth and elsewhere. Or from a lack of multiplayer elements online that will cheerfully match you with others to play games, either with or against each other. Heck, MMOs and the team shooters are basically insisting that you play with others to accomplish anything regarding fun and success in their games.

One of the problems, though, is the one I talked about in December Days - the culture surrounding video games is the one that it inherited from the tabletop scene, and the tabletop scene has long since been the domain of gatekeepers and persons who believe in the No True Scotsman fallacy, to the point where they felt no shame in excluding anyone that didn't match their particular vision of what games and gaming were. That same attitude came across and was engendered some by the console wars early on as the manufacturers sought to keep players on their system alone. And, of course, along with gatekeeping, there's always been a component of trash talking among friends (or not at all friends who get together because they have to if all the roles need to be filled). And then the Internet happened, and it suddenly became possible to bring all of those attitudes unchecked into multiplayer game space, first in text, then in full glorious audio (and being on the same team as someone who wants to talk trash about anyone they think isn't performing well is no shield from their vitriol). For people who can (or believe they can) handle that environment and just let it all slide off, or who actively want to contribute to that environment, they stick around. And now you get the popular conception of who plays video games online - 13-18 year old boys who use slurs frequently and indiscriminately in a context of swears and poor behavior (including ragequits) that, if left unchecked, will escalate to caling in hostage situations and otherwise trying to get the people they are playing against killed. Over something that was, in theory, supposed to be (harmless) fun.

Of course, that wouldn't stop fannish communities from forming and talking and doing their transformative bits, but it turns out that a lot of the games that got big enough to go that route end up doing a lot of slash. That's not a bad thing in any way, and frankly, there are a lot of very slashable characters in things like Square RPGs. But because I came to fandom late, and I didn't have a complete idea of what kinds of stories fandom could tell. So mostly, what I saw was people slashing Sephiroth and Cloud, and Axel and, well, everybody, really, but mostly Roxas, and I still didn't understand that slashing could be romantic and didn't need to have graphic sex to count. So I missed out on a lot of the heyday of many of those fandoms, and, well, these days, visuals are pretty important over text, and art and fic seem to be more important than meta or discussion posts. (And being on Dreamwidth means a little more activation energy and effort getting put into finding other people to talk with.)

So, my groups are small, and composed of people I know well, and instead of playing big twitch-shooters or MMOs together, we play things like the various offerings from Jackbox Games (with a few house rules here and there that make it less about trying to play the game seriously and more about making sure that we get the best comedy available from the get-go). I used to have a group at university where we'd play various Capcom-style 2D fighters, where I was terrible, and now, I've had a semi-group of various teens who I play Smash Brothers with when they need another person and I don't have other things I have to do at the afterschool event.

I'd like to talk more games with more people. And hopefully, we'll find that we have similar game types or similar ideas about games in common to talk with.

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silveradept: A kodama with a trombone. The trombone is playing music, even though it is held in a rest position (Default)
Silver Adept

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