Tuesday, May 8, 2012

You Should Be Playing Parameters

I have a feeling you're reading this at work (because that's where I'm writing it). No, don't feel guilty, it's your five minutes and you should enjoy it. "But, wait!" you say in an inpatient huff. "I have more than five minutes, and I need a browser game to kill that time. Help me!" Worry not, discerning reader. The good taste that lead you here will take you to even brighter things.


And these things include Parameters.




While it doesn't look like much, Parameters is basically a free, browser-based clicky RPG that does away with pretty much everything but combat, grinding, and stats, and it's amazing for it. If you're the kind of person that loves RPGs but can't stand the trite cliched hooey, Parameters was basically made specifically for you.


The basic gist is that you click around on boxes gaining money and experience, and then click on yellow boxes to attack monsters. The goal is to conquer all of the yellow boxes and not necessarily to clear the board, so part of the fun is the race against time that the game concocts without you even knowing it. Each action is time stamped, and when you finally finish the last enemy, you can tweet your final time to compare to other players. This really only serves to fuel that junkie compulsion to go back in and top your own score, though, so make sure you have the spare minutes to play a few times over.


Bare-bones as it is, Parameters does cram as much into it's numbers and wire frames as it can, complete with stat boosting "achievement" boxes, shops to purchase equipment and an optional Yiazmant super boss.


(Image courtesy of the hepcats at Game|Life where I found this yesterday)

Tuesday, April 10, 2012

Square Exit: Part 3


Particularly poignant this week after Friday’s release of the superb Xenoblade: Chronicles (which you should be playing), today we’ll talk about perhaps Square’s most famous prodigal son, Tetsuya Takahashi and the cats and kittens running the show at the Nintendo-owned Monolith Soft. Be sure to bring your DSM IV.

A lot has been said about Takahashi. Or rather, a lot has been said about his work. Straddling that razor blade-sized line between ambition and ludicrous hubris, Takahashi’s calling card for game making has been his penchant for Big Ideas. That isn’t to say his designs have been big, though Xenoblade certainly seems to counterpoint that argument. No, Takahashi’s work as a scenario writer and director seems hell bent on cramming as much psychology and religious allusions down the player’s throat they need only-released-in-Japan supplemental material to sift through it all. But we’re getting ahead of ourselves.

Takahashi first started working for Square on Final Fantasy IV as an artist. Prior to that he worked on one game for Nihon Falcom before moving to the big leagues (that one game was released NA on the Tubrografix-16, and later remade for the PSP). And big leagues they were: concept art and design for Final Fantasy IV-VII, map designs for Secret of Mana and Seiken Densetsu 3 (with our dude Kikuta), and art design for the first Front Mission (with our boys from G-Craft). This career arc effectively made him a proto-Tetsuya Nomura (and Jeremy Parish?) as he went from art duties to eventually running his own shop.
 
Xenogears

…but not before making Xenogears first. Perhaps his most beloved contribution to gaming, Xenogears is still frequently cited in silly arguments over Best RPG of All Time for its sprawling story of Jungian psychology and Christian iconography. Released in Japan a year and a month after Final Fantasy VII, it made some minor headlines in the US over a non-controversy revolving around its religious tones and imagery and whether or not it was going to make the localization cut. Square, now flush with dough from FFVII and freshly coupled with Electronic Arts for distribution help in 1998, released a small slew of games that year in NA to strike while the iron was hot (this included the spectacular Einhander, something else that you should all be playing).
Big Ideas were prevalent. Not only was there religion and psychology, gamers got their first taste of Takahashi’s penchant for Nietzschean philosophy – something else that would live through his game designing career. Perhaps it wasn’t gaming’s first example of an ubermensch, his id, the out-of-body automaton experience and an incomprehensible ending, but it may have been one of the most compelling at the time. If that last sentence means anything to you, then the 80+ hours of cut scenes during your first trip through will rock your socks.

Time has not been so kind to Xenogears. The then-novel blend of traditional 2D sprites and 3D mech models and backgrounds looks even more disjointed now than it ever did. The story, though frankly more mature in tone and execution than most other JRPGs out there even today, is overwrought, a little pretentious, and about as easy to firmly grasp Masters-level discrete mathematics. At the time, though, many players and reviewers looked upon Xenogears as a masterpiece of forward thinking game writing (if not design). Plus, they still had something to look forward to: The ominous, “New Hope”-style declaration that you just finished “Episode V” during the end credits.

You can grab a GH version of the game on eBay for roughly $35, or you could just be smart and download it on PSN for less than a third of that.

Xenosaga Series

But Episodes I-IV never wound up materializing; at least, not at Square. Even though the game sold well enough to warrant a Greatest Hits rerelease in 2003, Takahashi and crew (including another ex-Square employee; His wife, writer Kaori Tanaka) left to form Monolith Soft with a publishing deal from Namco. With this deal, we can assume that Namco was really ready to take a big leap into worldwide RPG development in a post-Final Fantasy X PlayStation 2 world. The deal with Takahashi and Monolith promised a six-game saga spanning releases all the way until the PS2 was on its deathbed. Appropriately titled Xenosaga, true believers of Takahashi’s past work were flipping their collective (consciousness) shit hoping that it would be the prequels that would lead to Xenogears. But this didn’t turn out to be the case. The notoriously cagey Japanese development ethos of Takahashi and co. neither confirmed nor denied any actual connections to Xenogears until after its release, and by then, fans were starting to connect the dots while wading through hour-long cut scenes.

It turns out that since Square owned Xenogears, any true sequel/ prequel wouldn’t really happen once the developers left the company. Instead, the world received the first part of a spiritual successor in 2003 (NA), chock full of Nietzsche, robots, and religion like its forbearer. But not being connected to his career at Square wasn’t really Takahashi’s problem, the marketplace was.

While well reviewed, the first Xenosaga game sold well enough to follow up with a Greatest Hits edition to the game, a Japanese rerelease called Episode I Reload, and a supplemental “game” called Xenosaga Freaks (also only in Japan). So far so good. Episode II (2004 NA), though, effectively tanked Takahashi’s magnum opus all by itself with its reworked combat system, plodding and introspective story, and re-tinkered visual style. The game sold badly, Namco restructured the deal, and Monolith had to finish the series with the next game. Luckily, Episode III would be regarded as the most even of the series from a gameplay standpoint, but again, Big Ideas were kitchen-sinked into the game, with an appropriately head-scratching dénouement.

The first two games be can had for a song off of eBay or any used shop that still carries PS2 games (a Record Exchange literally gave me a copy of Ep. I just to cut down on the amount they had. Not kidding). Curiously, Ep. III has turned into something of a rarity on eBay, fetching between $35-50 depending on condition.

Baten Kaitos and Nintendo

While still under the banner of Namco, a second Monolith team began co-developing games with tri-Crescendo (of Eternal Sonata sorta-fame; and yes, it really is capitalized like that) for the RPG-dry GameCube. Released in 2003 (NA), the fruit of that labor was the card-based Baten Kaitos. As most games on the GameCube went, BK didn’t burn up the sales charts even with its favorable reviews, but a sequel was still planned for both the GameCube and the DS in the impending years, with only the GameCube game, Baten Kaitos: Origins, ever being released (also to low sales). But this was still a turning point for the developer. The first BK was published by Namco, but at a time when the Cadillac of their relationship was turning into a lemon that was stalling fast. Nintendo, probably realizing that they needed a capable RPG developer, tested the water with Monolith and published BK: Origins themselves in Japan and North America. Evidently happy the results, Nintendo then bought a controlling share in Monolith from Namco in 2007, and acquired them wholly sometime after.
Post Nintendo acquisition, Monolith has been surprisingly quiet, all things considered. Three games were developed for and published by Namco Bandai in Japan, with two being Super Robot Taisen games (one actually making it to the US), but none of them were helmed by Takahashi. His only game until Xenoblade was for the DS; an RPG called Soma Bringer in 2008 that hasn’t been localized. The same year Monolith developed Disaster: Day of Crisis for the Wii, but it was only released in Japan, Europe, and Australia.

Thursday, April 5, 2012

Square Exit: Part 2

More of what Square hath wrought...

G-Craft
There isn’t a lot of info out there about the 90s Square defectors that would form G-Craft, the studio behind the first two Front Mission games and Arc the Lad I-III for the PlayStation. Honestly, the only tangible knowledge that we have that these guys came from Square at all other than the Front Mission connection is from old issues of Diehard Game Fan that previewed the first Arc game back around 1994/95 (and that’s not an exactly credible source). But even though there isn't a ton of info floating around about them, these were developers that worked, at least to some degree, with one of the biggest Japanese developers in the world.

Still, the Arc games are worth mentioning, especially now that they’re readily available for PSN download on the cheap. If the above information can be proven factual (and I'm pretty sure it is), then the acquisition of ex-Square staff at the birth of the PlayStation’s life was something of a coup. Remember that the PS was released in Japan in December of 1994. Square was still developing for the Super Famicom/ SNES, and RPGs were just starting to get some attention in North America. Sony had proven that they weren’t stupid with the launch of its first console and had a wide variety of genres represented at launch with a good supply of titles released and ready to be localized by the time the machine was ready for other regions in September of 1995. Even though games like Jumping Flash!, King’s Field, and Tekken were clear indications that Sony was more interested in 3D than sprite-based 2D, having a good old fashioned Square-developed RPG near launch would have lured away 16-bit holdouts toward the Next Big Thing. Logically, this makes good business sense.

Arc The Lad

What the Japanese players of the time got, though, was more like an extended tech demo than a full game. Though well animated and not without its charm, Arc I was a very short, almost toothless experience. A strategy RPG more akin to the Shining Force series on the Genesis/ Mega Drive, Arc I was definitely a product of its time complete with boy-hero-takes-on-evil-empire plot. Enemies on the field were overly aggressive and could be easily bated by the player, and some areas featured repeatable battles so one could easily power level the seven team members and steamroll upcoming foes. An optional, 50-floor dungeon was available to pad the length of the game, but it was the only minor diversion from grinding levels and finishing the main plot.

This isn’t to say that Arc I is bad. In fact, it’s a very competent game and still fun to play. In a move that may have influenced later PlayStation RPGs like Suikoden, clear data could be saved (after watching Arc I’s Empire Strikes Back downer of an ending) for further use into Arc II. The backgrounds still look very good after all of this time, too.

Arc The Lad II

If Arc I was an appetizer, G-Craft’s second Arc game was definitely the meal (and other overused metaphors). Substantially longer than the first and loaded with piles of side quests, Arc II is fair example of a game that took what was good about its predecessor and built something larger around that framework. The strategy RPG battles were still present and encounters were again repeatable, but now players had towns to explore and guild hunts to accept to flesh out not only some of the play mechanics (like monster taming) but also more of the plot – though it still isn’t exactly Dostoevsky.

As mentioned above, one of the better additions to the game was the ability to import your clear data from Arc I; essentially bringing in your wrecking ball characters from the first game. This turned out to be a downfall of sorts as these characters could basically shit all over your enemies while still gaining levels far outside of the team you already had, making them the only logical choices for most boss battles. Balance issues aside, though, the longer game and monster hunting (more on that in a second) makes it perhaps the best in the series. Plus, the main character wears the hood ornament of a Mercedes Benz as an earring. If that isn’t a sign of quality…

Arc Arena: Monster Tournament

Not much to say about this game other than what the title basically implies, Arc Arena is a small, though separate side game that allowed players to import their tamed monsters from Arc II to duke it out in arena battles. Players could also trade and import saved information for further, um, monster battling.
Remember: there are monsters. These monsters battle in an arena tournament.
There you have it.

Arc The Lad III

Along with the general lack of knowledge about G-Craft is a void of information concerning ARC Entertainment, the team behind Arc III, though it would be pretty logical to infer that G-Craft reshuffled themselves into a new studio. No matter; they made more Arc, and if Arc II was your thing, Arc III will give you the payoff that you’ll certainly dig.

Ditching the pleasant 2D art in favor of more contemporary 3D models, the core game didn’t change much and still offered an import feature to bring in your cats and kittens from the first two games, though a bit more limited in their involvement. Arc III also puts a period on the series in some ways as it ends the story of recurring main (and more often side-) character Arc before the license moved on to two PlayStation 2 games: the moderately successful Twilight of the Spirits and the more universally maligned End of Darkness (which, for some reason, was also an online game).

Both of the PS2 Arc games are listed on Wikipedia as being developed by a studio called Cattle Call. Again, without some concrete information we can’t exactly be sure of this, but it’s not so outside of the realm of possibility that that G-Craft was owned by Sony Computer Entertainment (the publisher of all of the Arc games in Japan), which begat ARC Entertainment, which then begat Cattle Call –something that happens all of the time with studios that work directly for large publishers (RIP Sacnoth/ Nautilus). Since the last Arc game was something of a flop (and not entirely loved by the Arc fan base, such as it is), we can also assume that Cattle Call was wholly absorbed by either Sony or another one of its second party studios, or disbanded altogether.

You can get the first three Arc The Lad games and Monster Arena on PSN, or get the whole PSOne box set (released by Working Designs in NA) in all of its absurdity on eBay for a pretty reasonable price, all things considered.

Friday, March 30, 2012

Square Exit: A corporate father and its rebellious children


 
In the gaming industry, it isn’t so uncommon that a studio or even a publisher dissolves, splits, goes bankrupt or finds another sad way to close its doors and cease operations. Thankfully, often times new studios rise from these crises to form new organizations, or maybe even find more creative outlets or vision for their craft than what they left. Maybe it was poor work conditions or the stress of churning out yearly high-profile sequels, but studios beget studios rather frequently these days. If you’ve been paying attention to the news over the last few years, you’re probably surmised that this happens all the time.

In the 90s, though, the concept of little guys breaking the shackles of their corporate overlords to form smaller, creatively-focused outfits was pretty new. In a Japanese-dominated world of 8-, 16- and 32-bit game design, it was almost unheard of. The Japanese work ethic may sound overly harsh to the outside observer, but corporate tactics on the other side of the Pacific breeds and then rewards a high level of employee loyalty. Then again, everyone has a breaking point.

Back then, Square had a hand in running Japan’s gaming economy, and was poised by the end of the decade to become a dominant force in the global publishing landscape. But that hand was something of an iron fist. Talented designers and programmers began a tango of quitting, reforming and selling out over the course of last 20 years. Some even went full circle to work with each other again, while others were gobbled right back up by the publishing giant after a minor success or two. Now that the company is beginning to finally move in a new direction, here’s a look at some of the studios that they birthed and some of their games.

Sacnoth

You may have heard of Hiroki Kikuta. If you haven’t, chances are you’ve heard some of his music. As a composer for Square in the 90s, he wrote the music for Secret of Mana, its sequel, Seiken Densetsu 3, and a never-localized PlayStation action/RPG called Soukaigi. What people rarely take into account is that Kikuta had coding chops as well as an artistic background; he was actually a manga artist before being picked up by the Final Fantasy factory. Shortly after completing Soukaigi, Kikuta jumped ship to form Sacnoth with other ex-Square staff and some financial backing of NEO GEO maker SNK. Wanting to be more hands-on with designs and believing that a smaller staff can make a more focused product, Kikuta made exactly one game with the developer before resigning from the outfit altogether.

Koudelka

The first game from the developer is something of a microcosm of their forward thinking ideas and financial, as well as internal, conflicts. Released in 2000 (NA) at a curious time when RPGs were becoming a small goldmine in the west, the publishing deal with SNK that staked the developer early was getting closer and closer to disaster as the SNK was collapsing under its own financial troubles.

An ambitious game to a fault, Koudelka was originally planned as something of a Resident Evil/ RPG lovechild. Taking place in the Nemeton Monastery in Wales, the game was built with atmosphere in mind, and given Kikuta’s history, sported a rich soundtrack to accompany his programmer’s dark and morose graphical choices. Environments were somewhat claustrophobic, adding to the horror nature of the game, but more free moving than the stilted, cylindrical crawling of the Resident Evil games. Battles were still random, though, and happened on a SRPG-like grid. Attacks were based on the position of your three-character team compared to their adversaries. Still only their first game, Koudelka laid the blueprint for the sort of left-of-center of RPGs that were still fairly uncommon to western players.

Koudelka tanked. Reports eventually leaked out that internal struggles at Sacnoth pitted Kikuta’s more action-oriented approach to the rest of the team’s traditionalist mind set, and the game absolutely shows it. Battles move at a painfully glacial pace, and feel almost out of place compared to the structure of the game’s more horror-centric elements. On a programming side, players were forced to wait after every combat action for character models and weapons to separately reload off of the disk before taking another action. Critics were unimpressed, citing an impressive story and graphics, but lousy gameplay. It didn’t help that SNK was only months away from selling off to pachinko manufacturer Aruze, too. Marketing for the game was minimal at best, and the poor critical response didn’t help to carry sales. Kikuta resigned, and Koudelka became an odd footnote in the RPG boom of the era.

Faselei!

Having the distinction of being the final commercially released game for the criminally underrated Neo Geo Pocket Color, Faselei! was originally released at the beginning of the millennium, presumably as part of the original publishing deal with SNK. Only a few thousand copies made it to retail in Japan before the game and the machine was recalled by SNK following their bankruptcy and sale to Aruze, it eventually made it to other territories in 2004 without proper retail packaging or even a manual.

Faselei! is a curious game, but nobody could possibly call it a fun one. A strategy game by design, players took control of a mech to do battle with enemy tanks and rival mechs in a story that you probably won’t really care much about (and you won’t if you play it) to begin with. Though turn-based, controlling the mech happened through a series of movement and firing inputs that played out over the course of one turn. Say you want to move three spaces up, turn left, and then fire on an opposing target. That means you had to place three “forward” inputs, one “left turn,” and finally one of the various attack inputs into a command prompt and then watch is it all happened. Then it was the computer’s turn. Then you came to your senses and turned it off.

To be fair, Faselei! has some redeeming qualities. Visually, it doesn’t exactly stand head and shoulders over some of the other games to come out for the NGPC, but it is impressive nonetheless. A lot of color is crammed into the handheld’s tiny screen, and brief cut scenes (though still kind of generic) are presented well. The game also has some depth if you can make it past the idiotic movement functions. The mech’s customizable weapon loadouts are fun to play with in anticipation for upcoming battles. It’s not the easiest game to pick up and play, though, and even though there’s a passable tutorial for playing it, this is one that greatly suffers from no manual to fall back on. Still, Faselei! continues Sacnoth’s mantra of doing things differently while still being confined to common RPG tropes.

Shadow Heats Series

Their best known work and strongest critically, the first Shadow Hearts would be the last game made under the Sacnoth name, as the studio restructured after being acquired by Aruze and renaming themselves Nautilus. Released the week before Final Fantasy X in NA, Sacnoth was easily overshadowed by its former masters, but remains as a competently-made RPG at a time when a tidal wave of them were being released in the west. Set up as something of a pseudo-sequel to Koudelka, Shadow Hearts still retained some its survival horror influences as players still had to find random key items to unlock the next area of the game or to move on to the next objective.

By and large, the Shadow Hearts games range from curiously quirky to batshit nuts. Its main gameplay addition, the Judgment Ring, gave a fresh twist to contemporary RPGs. The strength of player attacks against enemies was dependant on the timing of button presses on large disk. Hit the targets on the disk and your attacks will connect. As an added dose of risk vs. reward, smaller shaves of the disk were set aside for critical attacks, but were much easier to miss and can thereby stymie your whole turn. The ring was customizable by the player and open to negative modification by enemies, too, making the battles an absolute blast to play.

The plot and setting are where things take a left turn to crazy town, though. Taking place in an alternate early 20th century, real life historical figures like Roger Bacon, Rasputin, and Al Capone blend with main characters that can blend with demons to lay waste to their foes. Machine-gun toting mariachi guitarists are aided by giant, drunk cats and ninjas wielding oversized fish. A family of vampires reappear as companion characters over the course of the three games, and one of them is a pro-wrestler the fights with a broken mailbox. There’s also collectible porn. Seriously.

The Shadow Hearts games are the definition of “cult.” The games are well-crafted and great to play, but just goofy enough to be pretty far outside of the mainstream. But doing things differently seems to be where Sacnoth’s (and later Nautilus’) heads were at.

feelplus Inc.

Nautilus eventually folded entirely into Aruze, whom dissolved the developer in 2007 after key staff left for AQ Interactive (whom, at one point, owned other batshit RPG developers Cavia until recently dissolving them as well). Newly formed as feelplus Inc. specifically to aid former Square honcho Hironobu Sakaguchi (whom you may have heard of) with his early Xbox 360 Mistwalker projects, feelplus worked with The Gooch on Lost Odyssey in 2007. Their influence is readily apparent in the title’s combat system, returning to the timing-based attack structure of the Shadow Hearts games. Today, they survive as something of a consultant firm, helping to either port games to various platforms (like the recent No More Heroes PS3/ 360 release) or to lend visual design help to the odd RPG or two (such as the DS Blue Dragon release – also with Mistwalker – and Star Ocean: The Last Hope).

Development work has brought them full circle back to Square Enix, having made the universally spat-upon MindJack PS3/360 and quasi-Strider revival Moon Diver for XBLA and PSN for the publisher.