Thursday, March 5, 2015

The Long Goodbye

This is going to be very long, a little personal, and super spoiler-y for a 14 year-old video game.

Nostalgia is really a terrifying thing. When it boils down to it, people desperately want to feel exactly the same way about one thing or another as the first time they experienced it, even if these relapses are only brief and fleeting. I hear an old song, or catch a random scent when I walk down the hallway, and I can't help but think of an ex-girlfriend. Maybe we're eating breakfast. Maybe that breakfast was made by me, too. Waffles, butter, coffee, and of course, like the memory, I suppose, syrup. It is sweet.

But this is dangerous, this whole nostalgia thing. I'll remember that the relationship went up in flames, and more than once. I'll recall how those good times sure were good, but the bad times counterbalance it, and they’re the reason that I don't keep in touch with this person. For a second, after the ephemera of an early morning meal with someone I've once been intimate with fades away into nothing, I'm almost glad that I had the inverse reaction, this almost involuntary recoil. If I didn't, then the recollection would have caught me in its trap; I don't want to think that everything was great back then. It couldn't have been, really. If it were, then the good that I have now, and whatever positive I want to look forward to would be meaningless. Almost nothing about what you remember is perfect. Sorry, nostalgia, but I win this time.
I just finished the HD remaster of Final Fantasy X, a very formative game for me. Yes, I've been playing video games since I was knee-high, and FFX was released in 2001 in the US, but it has deeply attached itself to my sunniest, most sentimental recesses. Given as a gift by, wouldn't you know it, my college girlfriend at a time when I wasn't often playing RPGs, it reminded me of why I loved being lost inside of a video game when I was a kid, so large and deep was the game under its almost stiflingly linear outer layer of skin. Already a nostalgic experience for me at the tender, wizened age of 22. It would go on to be possibly one of the best video games I'd ever play.

But this realization came with much kicking and screaming. Let's analyze, briefly, the mindset of the early 20s college male: working hard to procure a degree in Secondary English education and film theory, it's fair to say that I actually majored in pretense with a very prevalent minor in faux-intellectualism. Oh, I've seen Through a Glass Darkly, but we all know that Bergman’s opus is The Seventh Seal. Yes, Iron & Wine is, of course, stark and beautiful; yet not so much as Neutral Milk Hotel. These current Guided By Voices albums? Fecal matter, I say! Only buffoons would challenge my unnecessarily obtuse bullshit theories and opinions, and the other undergrad intelligentsia and I would spew only the most baseless vitriol at that which we deemed, simply, less-than. Final Fantasy X, then, could only fall into this malleable and conveniently undefined column. I distinctly recall telling people during its opening hours that this straight line of a game must have been written by a fifth grader.

Time has actually been a little kinder to FFX and my own cold, black heart had melted by the final act of the game, which very nearly had me shed what would have been my first tear over a goddamn video game. Honestly, there's a lot of dumb dialog, and a few of the plot twists are outright nonsensical, but at the risk of carrying a continued pretentiousness in my old age, these are not problems exclusive to it or any one specific video game given the proclivity of bad dialog and absurd plot twists. But Final Fantasy X has a problem that other later games in the franchise have also struggled with, that of its simple-minded, point A to point B linearity. Having played my fair share of RPGs up to this point, this is something that maddened me to almost no end. Gone were the usual tenants of guys with broadswords and girls shooting magic wandering about an open countryside to uncover the next location to drive the plot. Evaporated, too, was the menial task of engaging with the right NPC to open up the specific line of dialog that would open up the current roadblock. Final Fantasy X, at least for me, was the first game that dared call itself an RPG while curbing the holy trinity of town-grind-dungeon that had been blueprinted so many years before by the likes of Dragon Quest and, well, Final Fantasy. All I had to do was make it to the next location down the line, listen to a bunch of conversations, and then keep on keepin' on. There was little deviation or distraction. Was this a game at all?



To understand this, I had to take a more significant step back to look at Final Fantasy X, and what it was at the time of its release, to really give that linear narrative a fair shake. Square Enix, nee Squaresoft at the time of the game's release, was the undisputed king of audiovisual dynamite at this particular moment in the gaming sphere. Routinely pushing the limits of the hardware they were working with since the first Final Fantasy on the aged Famicom, FFX would continue the tradition by not only representing many firsts for the series --voice acting, specifically-- but would try its damndest to make a beautiful first impression on the PlayStation 2, released only about a year and a half earlier. This meant that producer Yoshinori Kitase and his team had to come to grips with the new hardware of the PS2 somewhat quickly having started development on the project in 1999. Such a brief development period to familiarize themselves with new hardware while altering the course of their storytelling now that voice acting was a viable concern is astounding in retrospect, and would be downright miraculous by today’s modern console standards. But this was a different epoch in game development, and certainly the Squaresoft way, and one need only to look at the evolutionary leaps in technology that they afforded themselves between Final Fantasies VII, VIII, and IX to see that they were up to the challenge.

But a fully voiced cast also presented many, many more challenges than people seemed to realize at the time. First, that much voice acting takes up a significant amount of data space. For a game like a Final Fantasy to look like a Final Fantasy, this meant that certain compromises must be made with how much the team could build and show the player from a visual standpoint. DVDs, of course, held an ocean of additional bits compared to its compact disk brethren, but there were still limits to disk space that must be considered. For a game full of audible conversations, there had to be a tradeoff.

Another of these limits was structuring a narrative around people having spoken conversations. Now firmly divorced from the pixels of yesteryear, and taking as much advantage as Square possibly could given the graphical trade offs I just described, facial expressions were now a of mounting importance with their characters rendered in real-time, and not simply in pre-rendered cut scenes that were, at that point, typically used as a reward to the player for crossing a specific threshold of a game. This is a major turning point in console game narrative that few give Final Fantasy X the credit it's due: we no longer needed the bouncing and spinning of pixel sprites or large pantomimed gestures of crudely rendered early polygons to suggest emotion. We could see Tidus' concern for Yuna after the mid-game realization of her ultimate fate by the look on his face and the sound in the actor's voice. This made writing a scrip for these events to be a much harder balancing act than previous games, which often turned from grave to jocular at the drop of a hat. Given the complexity of some of the character’s relationships in the game, knowing that the more dramatic moments had to be sold as more realistic while also bearing a certain sense of levity, was a challenge. So basically, much of Final Fantasy X, then, had to be written as one very long movie, and was one of the first console role playing games to do so for better or worse. 

But we know that it isn't a movie, and has to have a gameplay structure baked into the casserole. Having said all of this, then, it would also be fair to say that in my estimation, no game marries game structure and narrative quite as well as Final Fantasy X. The team knew that they probably could not offer as many vast open areas as previous games in the franchise quite yet with the additional hurdles of new hardware to master and a readjustment to their writing process to clear, so they wrote a story to compensate for it. Basically, and brilliantly, they wrote a road movie, and with all of the trappings of that genre that had been laid down since It Happened One Night. Here we are. We have to get way over there. Once we get there, we'll figure out what to do next. Along the way, we'll see and meet strange and wondrous new people and places. There will be detours. There's going to be a change of heart (probably). But one thing is always going to be perfectly clear: we still got to get over there. I guess we better start walking. 



This, even now, sounds like a severe limitation. It's a box, really. A big box, sure, Square still had plenty of cash to throw around to make it the best road movie they could, but still a confined space. From this box, and this simple narrative direction, came one of the more coherent games to ever bear the name Final Fantasy. FFX took a bit of a turn away from the usual European high fantasy of the 8- and 16-bit games and the more steampunk and sci-fi PlayStation-era successes (other than, of course, Final Fantasy IX). X, though, went for more of a cultural touchstone. Inspired by Okinawan and other southeastern Asian cultures, FFX's setting is highly unusual by basically any role playing game's standard. Given Squaresoft’s insistence that the only constant in Final Fantasy development would the evolution of the story and setting from game to game, even this was something of a left turn for the property. Perhaps knowing that only a small population of its audience would be familiar with these inspirations, Square's writers took a chance on using Tidus, the main character, as a clear audience proxy, serving as both the player's eyes and ears but also their curiosity as a classic fish out of water. If something looked strange and fantastic to us, they would absolutely seem that way to Tidus, whom would often either quizzically ponder his surroundings or be told outright what was going on by the other cast members before he even had a chance to ask. 

No other Final Fantasy game before or since has used this most common narrative hook to such a degree. The early heroes of the series relied on either the blank slate nature (of the first game) or personality (4-6) to fit into the very, very common middle age European setting for most games within the RPG genre. As the series jumped into polygons, the player would often play catch up to characters and positions that needed to be explained as the course of the narrative went on. Even Squall, the high school student, knew what was up in Final Fantasy VIII, the player had to be "reminded" how things worked by his teachers and peers. Simply, most characters in Final Fantasy games had already lived and established themselves in their respective world. Any sense of discovery was generally grounded within a world that they already knew. Tidus, on the other hand, wasn't from the Spira he found himself in, similar though it may have been, and that's precisely how his story and how he fits into it works, even on the meta-level: the world is familiar enough because it's a Final Fantasy, but it's not the one we know. Someone needs to take him, and us, by the hand. 

Of course, this someone turned out to be Yuna --at least, in her way since she barely utters a whole sentence through 50% of the story-- which is maybe one of the best subtle bait and switch moves in video game writing. Yuna and Tidus clearly and neatly reflect each other's stories, and are set up to be each other’s counterpart throughout the game. Often these differences are seen as opposites, but that would suggest they would be at odds with each other, maybe like Batman vs. Superman through the eyes of Frank Miller, which is never the case within the game. Rather, I see their differences more as inverses. Their names roughly translate into “moon” and “sun” in Okinawan. Tidus wears bright, somewhat warm colors while Yuna's are cool and subdued. Tidus’ personality, chipper, impulsive and optimistic to an actual fault, is divergent from Yuna’s calm, though morose level-headedness. Most important to the story, though, is their significant shared Oedipal issues, mostly having to due with their own self-imposed expectations But Yuna's individual narrative is the driving force of the plot in that it's her job to kill the super monster that devastates her world time and again. Tidus, though certainly woven into the tapestry of these events, is merely bystander and outside observer until the game's largest, and perhaps most absurd twist hits near the end of the game. But even still, in the grand scheme of a world building, dying, and rebuilding, the spiral of death that is Spira (which is a line even used in the game), Tidus' motivations are pretty low on the totem pole, all things considered. Yuna's job is to save us, to literally sacrifice herself so that others may live. We know after getting roughly 75% through the game that this certainly won't be the case, also part of the walking plot twist that is Tidus (as he is, basically, his own deus ex machina), but without Yuna fulfilling her duty and freeing Spira of routine, though still imminent destruction, nothing would have mattered. She is the star of the show. 


Still, it's unfair to call Final Fantasy X's story in totality a masterpiece. The up-front villain, Seymour, is laughably stupid in his motivations, which turned the "I'll cleanse this imperfect world by destroying it" schtick into a legitimate video game trope going forward. Worse, the main antagonist of the game is barely a villain at all, which makes the impact of the final battle slightly anticlimactic. Here's how it works, paraphrased from the Final Fantasy wikia page: over a thousand years ago, two city states were at war. As a way to bring some brutal finality to it, the leader of one of these city states, Yu Yevon, forced all of his summoning wizards to, essentially, go into a mass dreamlike state to always preserve the memory of their home, what we can call city of Dream Zanarkand. Knowing that his history will be preserved, he forges a giant, living armor around himself using the summoned magic or a loved one. This living armor, now called Sin (or Shin in the Japanese version, which can translate into "true" or "truth"), mindlessly destroys all that it sees, starting with the city it was born in, what we'll call the Ruined Zanarkand. Now the populace has a reason to rally together, this Sin monster, as it can be killed (the means of which passed down for countless generations) but will always come back, and will continue this destructive behavior time and again. The major problem with all of this? Almost none of it is clearly explained in the game. Through conversations with major characters during turning points in the plot, we find that this Yu Yevon entity exists within Sin and uses summoned monsters as hosts to continue to live and destroy for a millennium, but the motivations for which are never entirely clear. We just know that he exists, that he is a being of significant power, not the whys and wherefores. This cripples the narrative and reduces it into a very basic setup. There's the bad guys, let's go get them. The revelation that Seymour isn't the main antagonist is telegraphed early in the game, but makes it almost unfair that this clown of an enemy, in all of his absurdity, gets less of a fair shake than the limp Yu Yevon, which is just that thing that you need to fight to end the game.

But killing him, finally, is less a challenge than a war of attrition against your free time. The actual final boss of the game is Tidus erstwhile alcoholic pro athlete father, or rather, the monster that he had become within Sin. Before cathartically throwing down with him, as most immature little boys only dream of doing, Tidus has an opportunity to make peace with him, but forgiveness is not in the cards, which is also something of an uncommon move at this point in a video game's story. It is certainly contrived that Tidus and his father, Jecht, will have to battle each other for narrative dominance (again, something telegraphed within the first third of the game when it's revealed that Sin is, in fact, Jecht), Tidus takes the final moments of Jecht's lucidity to remind him how much of a dick cheese he was to he and his mother, even telling him, twice, how much he hates him. I would argue that without the work of a competent voice actor or the technology to render semi-believable facial expressions that this conversation wouldn't have the gravity that it does. This the detonation point for a complex relationship, something that Jecht concedes to. He never argues his case or pleads for forgiveness, he literally can’t as he stumbles his way through the conversation, but this lack of excuses makes the conversation more impactful for it. But Tidus doesn’t even want to hear it; once Jecht finally does apologize (for nothing really specific, though there are probably bulleted lists Tidus can refer to), Tidus loses his cool and kick starts the fight.After the actual battle, though, is series of un-losable encounters against once-friendly monsters that were with you for the entire game and our friend, Yu Yevon, represented by a small, floating parasite. For the player, there are certainly lists of metaphors that can explain away each encounter from Jecht to the monsters to Yu Yevon, but after the first domino falls, the game will always keep you ready to fight going forward, making the killing your father, and not your gods, the point of no return. This is a perspective change for the player, actually. Most of the game sets up Seymour as the first main enemy, then reveals that Yu Yevon is really the architect behind it all (a narrative trajectory that many, many, many video games take), but once you realize that you literally cannot lose to Yu Yevon, you find that Jecht was, as far as the game is concerned, the only enemy that really mattered, something that was just under the surface the entire ride.

But all of these twists and turns of the story, strange and questionable as they tend to be, lead up to a surprisingly brief and emotional coda that few gaming stories achieve and fewer replicate with as much precision. Really quick, try to count how many video games you can think of where one character tells another that they love them. In my mind, there are very few. The ballad of Yuna and Tidus, two sides to the same coin, is perhaps one of the most believable in game history. Take Yuna: young, innocent, and impressionable, her story was one of singular devotion. She was going to kill Sin, like her famous father before her, and free her world of the suffering the giant monster brings. Yuna's life had no room for love, something that Wakka points out from basically the second we meet her. Even if she could let herself be attracted romantically to someone, her endgame was never in question, and by sheer force of will would she fulfill her duty (basically she is Batman, then). Meeting Tidus was pretty much like every story you've ever heard about two people falling in love; she never intended to have as many guardians as she had to complete her mission, and this rando loudmouth that just happened to find his way to her island was more a series of happenstances than divine providence (Tidus, after showing up in Spria, first appeared floating above Baaj Temple, after all). She never saw it coming. Tidus, on the other hand, was a stud in his Dream Zanarkand. Confident, jovial, a pro athlete in his own right and a famous figure to the people around him, it’s easy to infer that Tidus knows his way around the ladies. But as Yuna's was a story of duty, Tidus' was one of maturity and acceptance. When she tells him that she loves him before he fades away into ether, it carries the weight of a young girl saying it for the first time, something Tidus knows as he does what he can to embrace her before finally drifting away to the afterlife. From here, the pre-rendered cut scene, state of the art at the time and still fairly moving wastes no time trying to explain away where each major character ended up or how their lives were changed after the final death of Sin. It didn't need to. Yuna loved Tidus, and now he's gone. This is the price of happiness, and that while Yuna ultimately never needed to call a final aeon and sacrifice her life for Spira, what she did have to lose was arguably much greater. If only other video games, and especially more Final Fantasies, were as poetic.

Surprisingly, this moment came down to localization, which is often the opposite case. In the original Japanese, Yuna runs through the now ghostly Tidus and falls over, standing to stoicly thank him for his help and service. The English localization team saw this moment and chose to exert some controlling by changing the line to "I love you." While, given the moment, this would have meant something very similar to a Japanese audience, had they kept the simply "Thank you" in English, it would have robbed the ending of its emotional crescendo. 

Compare Tidus and Yuna’s relationship to that of Final Fantasy VIII’s Squall and Rinoa. Squall, sullen and standoffish, is the diametric opposite to Tidus in every way, right down to the color motifs of his clothes. Rinoa, charming and outgoing as the leader of her resistance movement, is just as different to Yuna in her quiet and often timid nature. Though the roles are somewhat reversed in FFVIII, the relationship between Squall and Rinoa is often forced, so much of a dick is Squall to just about anyone around him. While he also goes through a similar emotional maturity that Tidus receives, his love for Rinoa is something an emotional knee-jerk decision driven by the situations he finds himself in. He often keeps her at arms’ length through the first half of the game, and then wakes up to realize that he loves her via some random inspiration. Tidus and Yuna got along from the jump, often relying on each other for stability throughout much of the game, as the famous laughing scene in Kilika temple proves. Their affection was a natural evolution of their relationship, even with the extenuating circumstances that they found themselves in. Luckily, it was also told in a story dozens of hours long. As they finally kiss under the moonlight in Macalanea, there's some narrative payoff for there for the player.



Of course, an RPG, even one of the heights that Final Fantasy X, is only one part story. In truth, it equates into perhaps even a third of the overall game when boiled down for time. Close to the end of the game, the player acquires a means of transport that, essentially, cracks the game wide open, giving them ample opportunity to revisit past locations and to scour the world for hidden secrets; which is something of a console RPG mainstay. The linear structure carefully built in the main game make this new found freedom all the sweeter in that it finally lets you lift up the hood and see much of what was underneath, and the various minigames and side distractions that were barely noticeable when you first passed them yield both great rewards for the player and a monstrous time sink that can dwarf the story by a wide margin. But it's still a linear structure, and after obtaining the airship to go wherever they want, players will be fully aware (as if they weren't already) that the whole game was, as current Final Fantasy critics are quick to point out when discussing later entries, a series of corridors with few actual mazes to get lost in. The vast majority of the game can be played looking solely at the minimap in the upper corner of the screen, and objectives are clearly defined from the moment that Tidus enters into most locations. 

But this is another moment when nostalgia is dangerous, and it can take the average player --me included-- quite a while to realize it. Now that you can see the trees for the forest, as it were, it's nice to know that there's so much more to do after being dragged, kicking and screaming, through the vast majority of the game. The knee jerk reaction is to say that earlier games in the franchise did not do this, that vast, open world maps were available for the player to wander about and explore. Upon reflection (or replay if you've got the time on your hands), this is to be only a half truth. While it is certainly so that there are large, easily explored regions in earlier Final Fantasy games, most are either partitioned off for story concerns, or contain dramatic spikes in difficulty for random encounters that a player is punished for being curious. FFX called shenanigans on the latter, and lifted the curtain enough to make it clear that most of the Final Fantasies you've played and loved where basically built the same way; though, perhaps less deliberate in its execution. 

The HD Remaster, released last Spring for PS3 and Vita and again in May for the PlayStation 4, though, is nostalgia at its most duplicitous; equal in its syrupy serenity and horror. So taken was I with FFX, and perhaps even reflective of my own mangled relationship with the on again- off again girl that gave it to me, that I played it once a year during the winter holidays, much to the consternation of my rapidly depleting free time. Every time I would fire it up, I would make absolutely sure that something that had been previously uncovered or purposely left alone (200 lightning strikes, everybody!) would be taken care of. Straight line though it may be, there's a whole lot of game in Final Fantasy X, and I still have yet to actually see it all myself, even after this seventh (or maybe eighth?) time through it. Sure, a lot of it had to do with the fact that as an RPG, it was something of a larger value proposition to a broke college student turned broke post-grad, and the $50 I could spend on a PS2 game at the time would purchase me scores of hours of gameplay that I might not receive from any given action adventure. But this game was a literal product of a failed relationship. Perhaps watching Tidus and Yuna, love and lose each other spoke to me at some subconscious level. Maybe it was just a really good, finely built video game. Whatever. At some point down the road, notably after I had finally let go of this person, I had enough of Final Fantasy X, leaving my own spiral to end. Whenever I would even consider playing it again at that point, it felt like re-opening the wound. It was best to move on.

However, those years PlayStation 2 years with FFX defined how video games became so integral to my adult life. Though it sounds exaggerated, it's not unfair to say that without Final Fantasy X, I wouldn't have played the dozens, or maybe even hundreds, of other role playing games since. Because of its sublime brilliance (along with its successor, Final Fantasy XII, but that's another story) I eventually became burnt out on its JRPG progeny. Without having gone through even that, though, I would never have found my way to games that mean more to me than I can even say, like Demon's Souls. Final Fantasy X, really, was something of a defining moment. Turning on my PlayStation 3 and hearing the opening music of the loading screen nearly made my knees buckle. I have a certain gratitude for that.


 But this will be the last time. What everyone said about growing up turns out to be irritatingly true. I've got too much other stuff to do; games to play, work to do, a child to rear, people that depend on me. Real life, even compared to the timelessness of the Dream of the Fayth, will always win out. I can't drop 50-70 hours on this any longer, routinely, lest other things more important slip by me. But, honestly, I can’t keep running back to this game after only remembering the good, and I have to, at last, let this go.

I went deeper into the sphere grid this time than any other. I nabbed more celestial weapons than I ever have. I was surprised by the challenge of some of bosses I had never seen in this, the International Version that I never played (and a little huffy over the changes of ones that were already there. If you think you're going to walk all over the traitor Omega like you used to, get ready for a shock). But, now that I've done all of this reflection, like Yuna and Tidus, my ending to Final Fantasy X isn't so unlike theirs at all.

This is maturity. This is sacrifice. 


Monday, March 2, 2015

Let's Talk About Last Week

The last seven days have been a typhoon of emotion for me, and for the goofiest possible reasons.

After about a week and a half in the incubator, USGamer published my fighting game article about the (somewhat) notorious 3rd Strike toll, ufcgym. They really liked it, those sassy USGamer editors; traffic looks like it was good, there were 20+ reactions to the story on the site, and comments were generally positive. I suppose it helps that I plugged it on the Facebook 3rd Strike pages and to my other FGC buddies, but I'm not above that.

Having not been published for over a year, it was pretty thrilling to be back at it after my little hiatus. Actually, it's always a bit of a jolt when you see your name attached to work that you're proud of, and this article was definitely something I was happy with. A bit more journalistic than my usual stuff, I actually didn't think it was going to be a very good fit for USG, but I'm definitely happy that they didn't see it that way. But things just kept getting better. EIC (and cool guy) Jeremy Parish paid me a hell of a compliment on Twitter and even followed me as the week went on (which is funny because I almost never do the tweets). Kat Bailey, the editor that I was working with for the story, was very encouraging for future stories. Keep them coming, she said.

So I gave it some thought, and pitched her a story that had been picking at my brain for months. After growing up as Catholic as a Catholic can Catholic, I decided to write a story about how hard it was to reconcile those beliefs when most video games treat organized religion --and specifically Christianity-- as antagonistic at best. It was sort of nebulous until I actually had some words down, but knowing that the Dragon Age games were a little more even handed and level headed with their portrayal of faith, I thought I had something there if I could get in touch with the BioWare guys. The editors dug it, and I was off to the races.

Blam. One in the can and another assignment ready to go. I rewarded my good fortune with a little eBay adventuring, finally pulling the trigger on a Master System game exclusive to Europe that I had been eyeballing for years (as the price steadily rose). Pride in a job well done.

So, there I was. 75% of this story pounded it out in an afternoon. A little back and forth with some PR reps from BioWare, and I was just waiting on an email with some questions answered. Slam dunk.

Then this happened.

I was sick to my stomach. The exact same story taking the exact same angle. While clearly written from the perspective of someone in his 20s (what I had written was definitely from the perspective of me in my 30s), it was close enough to a duplicate as there could ever be. Even using Final Fantasy X as a clear example. I was incredulous. I read it and reread it, beside myself with one part fury and three parts amazement. I talked it over with friends, and thought that the best move was to bail, even though I could have taken the Q/A with the BioWare writers and spun it into a straight interview. In good conscience, I just couldn't redo the same story and gamble on being accused of plagiarism.

This ate at me the whole weekend. Years ago, at another site I freelanced with, I would pitch stories that were frequently turned down only to have them wind up being written by an in-house staffer a month later. Since freelance games writers are more expendable napkins, I never called them out on it, just kept pitching them stories they would either mangle or rework for their own teams, and it pissed me off to no end. Now, this couldn't possibly have been what was happening, but those same feelings can't help but come back in a situation like this. I wrote back to USG to let them know what was up, and they were glad to accept a new pitch for March, but the wind got knocked out of me, so I didn't have anything off the top of my head to throw their way.

In the realm of huge deals, this is kind of low on the list. Our Jung-ian group think got the better of me, and some other writer someplace else had the same idea I had. Ho hum. I spent a good chunk of yesterday in a bar with a laptop trying to cook up some other leads, and I still have some work to do and inspiration to gather.

But, man, that Sega game can't get here fast enough.

Monday, February 23, 2015

A Quick Plug

USGamer published a feature today that I wrote about a particularly passive aggressive 3rd Strike troll. You should read it, and then tell everyone else to while you're at it. I'm pretty happy with how it turned out. Go there right now.



Book editing is in semi-full swing. So, half swing. Mild swing, maybe. Whatever. The point is that I'm slowly picking away at getting one edit done so we can move this process along and hopefully have it self-published by the Fall, if not sooner. We'll see how that goes.

Friday, February 6, 2015

Dark Souls 2: The Mea Culpa



Scholar of the First Sin, the current patch rolled out this week for From Soft's punishing action/ RPG Dark Souls 2, is acting as both a free expansion to the current game and a lead up to a rerelease for current-gen consoles and beefier PCs in April. What the differences will be with what we all downloaded a few days ago versus any additional changes seems to be a little murky, but what we've already gotten seems to be one thing and on the thing only: an apology.

Pack your bags, we're heading into spoiler territory.

Dark Souls 2 was not a perfect game. While still definitely one of the absolute best of last year, the fan reaction From Soft's third Souls game had taken issue with a few of the game's finer points, mainly the lack of compelling NPC characters, a final boss worthy of the death march it takes to get fight it, and a proper ending befitting the nature of the rest of the series. In one fell swoop, From decided to try and rectify all three.

First, as you no doubt have seen, an amorphous blob of a character named only The Scholar was placed in key locations through the game: first in the Black Gulch after fighting The Rotten, next in the entrance to the Undead Crypt, then at the bonfire at in the Dragon Shrine, and finally after defeating Nashandra at the Throne of Want where he becomes the game's final boss. It's a fun scavenger hunt to track him down (unless someone ruins it for you like I just did), but more so compelling for his cryptic dialog. I have to be honest in that I've only just noodled around with the content patch with one character and there is an opportunity for multiple choice in some of his dialog, The Scholar reveals himself to he Aldia, brother to King Vendrick and an enigmatic figure to the game's larger lore.

Smarter people than me will do extensive research into every syllable of Aldia's new dialog, but we can surmise up to the point the patch was released is that Vendrick and Aldia had sniffed out the evil of Queen Nashandra, and that the two of them worked tirelessly to either cure or at least circumvent the curse that was turning humans into insane, zombie-like husks; a process called hollowing. Aldia's presence in the main game had been that of a shadow looming over what's actually going on in that he never appears, but is mentioned in NPC dialog and a few choice item descriptions. Aldia was known for strange experimentation (as evidence in all of the surrounding context clues in the Aldia's Keep area), and many have inferred that he had created Shanalotte The Emerald Herald basically in a test tube as part of his attempt to stem the curse.

After revealing his identity to you at the Dragon Shrine, the new dialog implies that disparities caused by both life and death and, more importantly, light and Dark (capitalization intentional) is a lie and the curse isn't as important as trying to find something else in between, or maybe completely outside of it. A nebulous concept, sure, but compelling enough for Reddit users to fall over themselves trying to decipher. It's still answering questions with questions, as far as the lore is concerned, but this is just the Dark Souls way, and while Aldia himself is compelling enough just for the sake of being there, he still doesn't have much of a character arc that we can puzzle out at this point. So, while his inclusion as an NPC exposition dump is a little suspect for right now, he gets a temporary pass for being nothing but just that.

As a boss, though, he's a little less forgivable. The first Dark Souls and Dark Souls 2 have both come under a little fire for having weak sauce final battles. While still difficult in their own right, compared to other enemies fought along the way (and, especially in Dark Souls 2's case, just beforehand) they're kind of a joke. Not to keep dumping on it, but over the course of its short life, Dark Souls 2 has done nothing but make the final conflict with Nashandra easier with items that can be obtained through the individual DLC expansions, and when all three DLCs are completed, gives you a massive safety net with the Crown of Vendrick item. Aldia as an enemy pops in just after this fight is complete following a brief bit of dialog. But it's a slog; Aldia retains his barely mobile blob-like form, essentially shooting things at you that can easily be avoided. While it takes a degree of patience to finish since he's usually wreathed in a shield of fire that will do more damage to you than you could to him, it's not a very satisfying battle, and when done with other players, is a bit of a joke.

If apologies have high points and crest like waves, though, it's in what happens after Aldia takes a dive. Another brief bit of dialog takes place, and a choice whether to sit on the Throne of Want or to leave it behind is clearly laid out to the player with two glowing beacons of light indicating which choice is which. While I think that how this is presented is a little too on-the-nose, the fact that you have a choice at all and the implications of which are fascinating. Not to sound lazy, but again, smarter folks than me will have much more to say on what these endings possible mean, but for a free patch, having an altered ending that nobody really expected to receive is certainly welcome.

I have my own theories in that some of this stuff may have been on the cutting room floor for the original release, but the fact that these three things are addressed after three DLC expansions (of which are seen as the best, most inventive parts of the game by many) is evidence that they probably weren't. There are still a lot of questions, too. First, I did this with a character that had already completed the game (but didn't start NG+) that had run through all three of the DLCs, so the path to the end with Aldia may be different without doing so. I haven't run into any replaced enemies in new locations, yet, either. I didn't take the Throne of Want at the end of the Aldia fight to see if it's any different than the original release, as well. But all of this stuff will probably be answered by the internet at large by the end of the day. What may be the best part of this patch is the re-written item descriptions, which the community is still parsing through. I noticed a significant change in Nashandra's Soul last night, and I can't wait to see what everybody else finds.

Plus, there's always the physical release for Scholar in April, and who knows what's going to be in that?

Wednesday, January 28, 2015

Well, Shit



First draft: Done.

Blam

Tuesday, January 27, 2015

The Many Lives of Final Fantasy


It's common practice to say that the video game industry is in peculiar moment in its life. To recap: Consoles have transitioned to the requisite newer, more powerful boxes while digital distribution and the evolution of the mobile space has forced disruption to pricing models. Old guard publishers, particularly of Japanese origin, have struggled to adapt to the high cost of HD game development, while a guy in his basement can make tens of millions on simple mobile mini games. It's a spectacular upheaval, really.

Part of what makes this particularly interesting time is how the industry looks back as it lumbers forward. With the advent of downloadable content and digital sales, some publishers have been doing an admirable job with keeping their back catalog easily accessible to the curious fan. SNK, for example, is really a company that produces one new video game every few years by way of the King of Fighters franchise. However, the former Neo Geo producer does its best to re-release old games on a variety of other online services like PSN and Steam. Granted, these tend to be no-frills reissues, for their part, which would infer that the former arcade juggernaut needs to make some quick cash to bankroll future development costs. Developers do this all the time. Still, it's nice to know that if I ever have a jones to play, say, Metal Slug without the legal gray area of emulation, companies like SNK still let you sign into your PSN/Steam/XBL/Virtual Console account and have it at home or on the road.

Then there's Square Enix.

For years (decades, almost), Square Enix has seen themselves as something of a unique case in all things. Certainly successful with a stable of recognizable IP in their portfolio, Square was both one of the first companies to regularly reissue their software while also charging higher prices than their peers for the privilege of playing them. This presents a sort of conundrum. On the one hand, and what we'll call the benevolent side of things, Square has kept the first Final Fantasy in circulation in one form or another since as early as the 16-bit generation as if it were the grandfather that still won't shut up about Casablanca. On the other, much more cynical hand, you could say that Square is a company that needs the money, now more than ever. Development of Final Fantasy XIII had certainly caught them with their pants down, so not only will they always find a way to sell the game that originally saved them from extinction as a metaphorical way to keep the ship sailing, they're going to sell it for a premium; a "Square Enix tax," as it's come to be known. While the first FF is definitely the example we're using here, it doesn't take a lot of searching through the IOS and Google stores to find the company trying to sell its games well over and above the cost of its contemporaries.

It's natural at this point to feel conflicted, so why don't I make it harder for you to metabolize. The following is a quick list of all of the releases, ports, and rereleases of the first Final Fantasy limited what what has made its way outside of Japan. Soak them in.

Final Fantasy - 1990
Platform: NES
Original Price: $50 USD
Comparables: NES games generally sold for similar prices give or take a few bucks
Current Price: about $20 loose

The game that either saved the company from bankruptcy or spared series creator Hironobu Sakaguchi from throwing in the towel on game development to go back to school (depending on who you ask) was original release for the Famicom in Japan in 1987 and then moseyed on over to the West with the backing of copious Nintendo Power coverage in 1990. Prices have fluctuated in the aftermarket until relatively recently where it's settled in its current state. It is not exactly a kind game to the player.





Final Fantasy - 2000
Platform: Wonderswan Color
Original Price: less than 4,800 yen (guesstimate) before importing fees
Comparables: Slightly lower. If you were importing a Wonderswan, you were probably doing it for this.
Current Price: roughly $50

This is a bit of a cheat as it never technically left Japan, but the Wonderswan Color (Gunpei Yokoi's successor to the GameBoy published with Bandai) version of the game was heavily imported by curious Western gamers. While the game was rereleased twice already at this point for the MSX computer and again for the Famicom (packaged with Final Fantasy II), this was the first version to drastically overhaul the graphics for the Wonderswan's beefier handheld screens. More of an artifact of a time that Square and Nintendo began their short-lived, but no less seismic feud than anything thanks in part to...


Final Fantasy Origins - 2003
Platform: PlayStation
Original Price: $30
Comparables: Unusually budget priced compared to even contemporary PSOne games of the time
Current Price: $10

A repackaging of both Wonderswan versions of FFI and FFII with additional goodies like a few FMV sequences and further retouched graphics. Still somewhat archaic (and brutal) compared RPG contemporaries of the time, now three years into the PlayStation 2's lifespan. Brilliantly low priced for a package this, even for the time.






Final Fantasy I & II: Dawn of Souls - 2004
Platform: GameBoy Advance
Original Price: $30
Comparables: About the same. Most GBA games ran for the same price in most regions
Current Price: $10

A further rework of the Wonderswan releases with additional dungeons and tweaks. Commonly found if you have the ability to play GBA games (such as the various GBAs in past production as well as the Nintendo DS), but something of a shoddy port.







Final Fantasy - 2007
Platform: PlayStation Portable
Original Price: $40
Comparables: Also close to the same, but perhaps a bit higher
Current Price: $5

Another thoroughly common remake of the first game, though conspicuously absent from PSN, this version further retouched and updated the graphics. The rereleases at this point had been slowly wimping down the difficulty for the past several releases, but even IGN's review of the game took issue with this particular version.






Final Fantasy - 2009
Platform: Wii Virtual Console
Original Price: 500 Wii points (about $5)
Comparables: In line with Nintendo's other VC NES games
Current Price: Same

An emulated reissue of the original North American NES version, warts and all. Also AWOL from the US Nintendo eShop, which, at the time of this writing, includes the 3DS and Wii U stores.








Final Fantasy - 2010
Platform: iOS
Original Price: $8.99
Comparables: Ludicrously overpriced in comparison. Most mobile games are a fraction of this
Current Price: Same

A heavily tweaked revision of the PSP version for the touchscreen interface.









Final Fantasy Origins - 2012
Platform: PlayStation Store
Original Price: $9.99
Comparables: The high end; PSOne games on PSN range from about $5 to $10
Current Price: Same

The PSN rerelease of the PSOne game. Nothing at all is different from the original release, but now you can play it on your various PlayStation platforms. Currently, this is the most reliable way to play the first game on anything but a phone.







Final Fantasy - 2012
Platform: Android
Original Price: $8.99
Comparables: See iOS version above
Current Price: Same

Yet another release of the PSP version basically identical to the iOS release from 2010.









TOTAL: 
9 Releases in NA
3 Currently available (Origins, various phone versions)
6 Versions unaccounted for (Japanese/ EU releases)

Decision time. Now that we can see that the game has been readily available since its release for one platform or another, it's time to wonder: is Square Enix using its powers for good? Your comments, if you please.

Thursday, January 22, 2015

Be Here Now


While my last entry wound up being a bit too heavy on the mopey side, it's assuring to find that the bright spot at the end turns out to be even shinier than I realized. By that, I mean the games stacked up in front of me --specifically Shadow of Mordor and Wolfenstein: The New Order-- are pretty darn good so far. Sure, I'm only in the first hour or two of each, but after mentioning them in the last post, I decided to circumvent my usual game playing policies to briefly sample them. But they're back in the cabinet for now, and that's just fine. This is why:

Resonance of Fate, the game I had been slowly picking at for weeks, has recently turned from neat distraction to fascinating case study. As niche as niche games get, it does things with combat and story that are downright nutty, but in ways that take what we think of as common video game tropes and flush them down the toilet. Not all of them work, and some barely make sense (and make even less if you think about them too hard), but after taking a step back and looking at the forest for the trees, it's almost shocking that a game like this received any funding at all.

There isn't too much about the game that's made its way to the mainstream internet as far as I can tell. A few good writers have gushed over it in their way, but the only real notice the game's gotten has had more to do with its stupidly opaque battle system than anything else. I can't blame anybody for that, because it takes the better part of the first third of the game to properly wrap your head around it, and I'm not even going to try to go through the motions of explaining it myself (fun side note: my parents decided to unexpectedly drop in on me last weekend while I was playing it. My father, an intuitive specimen, was fascinated and wanted me to explain what was going on. I barely got through the gist of things in a 10 minute demonstration, and was impressed with myself that I made it in that amount of time. My mother didn't give a shit whatsoever). However, after some careful consideration and experimentation (which the game gives you ample opportunity to try so long as you don't mind being punished for it), Resonance of Fate is basically a giant board game scaffolded on top of a smaller one.


At the top is the combat: a sometimes random occurrence on the map that's set up to be played by two opponents. The player clearly represents one opponent, while the computer AI is obviously the other, as in most video games. However, while a random number generator is present and a certain dice-roll mentality is understood, the rules are essentially the same for you as they are for the AI. There are set turns for both sides of the table, and careful use of those turns decides the winner of each skirmish. Often these turns can be manipulated to make battles lopsided one way or the other, not unlike most strategy games. While there's definitely strategy genre tropes that must be considered like positioning and the employment of proper tools for the job, it's really up to the player to come up with the proper use of them. This is made evident by the player always going first in every encounter. This is counter to almost every other console RPG in that there is always a random chance that the AI will take the first turn, but not so with RoF. With that said, the player is always in a position to win every battle, and almost always without the AI getting a chance to counterattack. Bring the right kinds of weapons to the table, even in a seemingly very underpowered state, and the player will always come out on top with careful consideration of the factors of the game board. The flip side to this, of course, is that the computer is always smarter than the player. Screw up at all, especially in more high stakes situations, and the AI will almost certainly make the player pay for their mistakes, and often to the point that restarting whole battles is often smarter if the first turn is botched. It's a careful risk/ reward scenario made up of various other risk/ reward moments within each fight. I'd encourage anyone interested in complex tabletop battle games to invest in it.

The other, smaller board game is the world map; a series of hexes blocked to the player. The point of the game, ultimately, is to open these hexes to move to various locations, but doing so burns through finite resources. As you may have guessed, these resources can be obtained through battles (random or scripted). However, without the grunt work of grinding through battles, which will ultimately make the characters stronger, you will never have enough hexes to open up the entire game. Not by a long shot. But you can certainly play through a requisite handful of random fights and the inescapable scripted stuff to get exactly what you need to get to the next main objective, provided that you're not just randomly using them. But again, their random use is the nuance of the hex system. Uncovering out-of-the-way hexes will yield rewards (some, honestly, of limited practical use), and careful, well-planned use of colored hexes --rarer than the standard ones-- will boost battle capabilities of your team. In practice, it's actually very simple, and this is why it's considered the "small" board game. You can definitely plow through the story missions and be just fine. But by clever plotting and smart use of resources, you can uncover larger, and often richer rewards. Regardless, mastering the complicated process of battle is the key to doing so. This is not a game that partitions you off simply by the strength of your stat levels, and one can perhaps even game the system provided they're intuitive with their hex use.


But this is all mechanical. Cold, even. What makes this game really unique is how it tells its story. Or, rather, how nothing actually happens. It's not a stretch to say that many, many video game plots are badly edited junior high school essay contests. RoF is definitely no exception. But RPGs have, through the process of their own evolution as a genre, found that they need to have some semblance of a story to contextualize these mechanics, lest the games actually do turn cold. Seriously, digging through menu after menu in battles is nothing if there is no emotional reward; whether that's beating the guy across the table or saving Spira. But, in what I can only assume is a byproduct of knowing its nature, RoF clearly doesn't give a damn. A large amount of the main story missions are useless busy work for the three heroes, and they even know it. The first mission had me deliver a ring to socially awkward shut-in. Another had me delivering a bottle of wine. Yet another found my characters dress up as bears so they can give Christmas presents to young children. Sure, there is some larger conspiracy happening in the background, and a few cutscenes definitely want to try to get you invested in the larger goings-on. Through that lens, everything you're doing seems childish and stupid. But the story beats are presented as small bites. Each mission can be completed in easily less than 20 minutes, and all of them are broken into individual chapters, almost like the whole game is more or less a season of a network television show. Yes, there are bigger things happening in the background, but RoF takes the unusual stance that what is happening in the here and now is equally important, maybe even more so, than saving the theocracy of the world that it takes place in (if that's even the case. I've lost interest in the background noise long ago). The context given for playing these large and small board games feels inconsequential for a reason, because that's pretty much what they are. But RoF lives in the moment, which something a lot of video games don't really do. We know that our princess in another castle. We know we have to stop Liquid and Rex. But in RoF, you wouldn't be alone in wondering what the point of it all really is until just about the end of the game, but by then, who really cares, anyway? Souls games notwithstanding, there aren't a whole lot of examples of other games that do this. Looking at it that way, it's pretty spectacular.

I have a hard time thinking that Resonance of Fate will be considered a sacred video game text over time, and that further, deeper analysis is even all that necessary. Still, it's kind of a fascinating experiment, something the console RPG space gave up on in the previous generations after development costs began to bloat for the medium as a whole. I can't stress enough how none of these individual pieces are flawless: the story missions, weird as they are, still seem dumb, and the combat can feel a little too easily exploited once you really get it. But for it's own sake, it's a big picture sort of game. A fine niche to be in.