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Added by unangbangkay on Feb. 13, 2009

Welcome, unattached gamers and MegaTen addicts alike, to a pre-Valentine's Day celebration of Persona 3 fan art, a "Persona 3: FEStival", if you will! Set your sights upon some amazingly amazing pictures from the amazing-est Persona fan artist around! Gaze upon these illustrations, and imagine that you too can get a Social Link to level 10!

PICTURE TIME NOW





Added by unangbangkay on Jan. 13, 2009














Note: A post of mine got promoted on Dtoid, Internet-Famous FTW.
Hit the full post on my Destructoid.com C-Blog. Apologies for making a post that links to an external blog, but this is the most efficient way to do it.

Good fantasy stories can get you involved within their world. Great fantasy stories get you involved in your own. Persona 3 does exactly that, and in a most novel way to boot*.

If there's anything positive about my being unable to play Persona 4 just yet, it's that it has gotten Persona 3 on my mind. In my mind was a question, "What was that whole thing with 'The Journey' and 'The Answer'"? Even having devoted ninety-odd hours of my life to the game, I hadn't quite bothered to learn why, too busy following a guide to maxing out my social links**.

Indulging my curiosity, I realized just how expertly Persona 3 handles its mythical grab-bag. In fact the personae themselves are the most shallow examples of the game's use of references***.

As pretty much everyone knows, each social link in the game is associated with a major arcana, the "trumps" found in a typical tarot card deck. The real kicker, though, is that the arcana, placed in a certain order, make up "The Fool's Journey", a tarot-based metaphor for life and the search for identity. Even the boss encounters and various plot details, ordered along different phases of The Fool's Journey, each of which (you guessed it) is associated with a given card.

It'd take me a few thousand more words to describe every social link and its various interpretations, so I'll just be addressing the arcana mentioned by the final boss, and the lines he spouts as he shifts between them during the battle.

Destructoid.com C-Blog


Added by unangbangkay on Nov. 6, 2008

It came out yesterday, and what I said in the initial demo impressions holds true. It's a great-looking and well-polished tactical game, but it still comes with some niggling flaws that keep the experience from flowing as well as it could.

I'm of the opinion that the game doesn't quite merit the glowing reviews it's been getting, perhaps due to its novelty for gamers not well-versed in Japanese sRPGs (even then it's quite innovative), but mind you it's still a must-have for anyone interested in sRPGs, interesting visuals, anime, or worthwhile PS3 exclusives. The demo is available on PSN, and is thankfully no longer linked to an episode of Qore (small mercies), I suggest you hit it up. Those looking for a more comprehensive appraisal can refer to my own (glowing) review.

My ulterior motive for including yet another post about VC is that I've found out who the lead artist is: Raita Honjou. Also known as Zettai Shoujo, Raita has produced many good doujinshi of the safe and unsafe variety, and his signature style carries over into the game, perfectly suited to the visual effects. And now I will post (safe) images from my Raita collection. I have yet to find some of his more professional work, but if I ever do get my hands on them...

And now, some Raita:

Kill Bill by Raita
Kill Bill by Raita
Raita's Militaria
Raita's Militaria
Raita's Gizmo II
Raita's Gizmo II
Related to: Valkyria Chronicles


Added by unangbangkay on Nov. 4, 2008

It's an interesting feeling when you have an epihany about something. It might come as a consideration of dynamic difficulty and its ramifications on open-world gameplay, the experience of playing "non-game" games like Linger in Shadows, or even the wonders of the Half-Tucked Shirt. These sorts of things can fundamentally change the way you see a game, feature, or what-have-you.

In this case, I came to an interesting realization regarding achievements. Let's get definitions out of the way first. Achievements are artificial point values (or trophy grades, or titles) awarded to commemorate passing various milestones over the course of gameplay. These values are then tracked online so they can be seen, marveled at, or ridiculed.

Achievements are now standard in nearly every Xbox 360 game (where they became popularized), most newer PlayStation 3 games (as trophies), and making inroads into various PC titles. Most view them as an easy and largely painless way for developers to extend the value propositions of their games beyond simply finishing them. Obtaining achievements and the perceived value associated with them appeals to that primal hoarding instinct in many gamers' minds that drives them to "hundred-percent" all the games they can find.

On the surface, achievements don't mean much, being little more than meaningless excuses to gloat, virtual street cred for the young (and young-minded) to wave about. Dig a little deeper, however, and you may notice achievements' potential to change games in ways that perhaps not even their developers may notice, altering a game's design or its players' behavior in ways that may not always be benign.

What caused the figurative lightbulb in my head to pop on, like the belabored flickering of the vacuum tube in Fallout 3's "I Don't Want to Set the World on Fire" intro, were the "unlocks" being implemented Valve's Team Fortress 2.



In case you've been trapped in a time paradox for the past half-decade or so, unlocks are special weapons and equipment available for Team Fortress 2's various character classes. The new unlockables are, well...unlocked by passing certain numbers of achievements. Unlocks are the most telling example of my concern over achievements, mainly because of how strongly the unlocked content can change the way a given class is played.

I think you can see where I'm going with this. Linking unlockable advantages to achievements attached real value to them, making them worth more than meaningless points. Achievements are becoming game-changers. Let's start with the broad strokes first, mainly focusing on TF2 and the class updates. TF2 is an especially important case because of its multiplayer-only, teamplay-focused design. Achievements and unlocks, however, are entirely individual and personal, and thus self-centered. Think about how ridiculous some of the achievements are, like this one, for the Heavy:

Show Trial: Kill an enemy with a taunt.

Seriously? Your fucking taunt? Where will you ever find an opportunity to pull that off in a normal match? Whatever happened to your helping your team achieve victory?

Granted, not every achievement is this ludicrous (some are moreso, in fact), but the point is that questing for achievements undermines team play. It might be fun for you to go out and try hitting 5 enemies in a row with your Medic's bonesaw (without dying or missing, good luck with that), but I'm thinking at least some of your teammates would rather you pull out your goddamned medi-gun and do some healing.

Furthermore, tying unlocks to achievements may well undermine the fairness and balance that makes Team Fortress 2 so great (in addition to its many other beloved qualities). An article in Scientific American examined a study conducted at the University of Pennsylvania which concluded that people in general would rather be fair than greedy, often willingly reducing their own benefits in order to make sure that the other guy gets a fair shake.

When selfish achievements are required to make sure the playing field is level (thus making skill and cooperation the defining factor in victory), fairness is systematically undermined. Is that fun or balanced? Not to me.

I developed this attitude shortly after I read a great write-up on Rock Paper Shotgun about the "Achievement servers" that started popping up in the wake of the various class updates. For you tl;dr types, achievement servers exist for the sole purpose of helping players grind achievements with the goal of getting unlocks as soon as humanly possible. They host custom maps designed for that selfsame purpose. TF2 players instantly became more akin to Lineage players. Ugh.



Unlocks also "unlock" a mild form of class discrimination between players. Players who ground away at their achivements became "haves", while noobs and those without OCD became the "have-nots". I've seen some teams on public servers kick or force underequipped newbs to spawn as a different class because they didn't have the unlocks necessary to be useful. Some MMO players regularly find themselves shut out of a raid because their compatriots haven't found the time to farm the necessary-tier gear. Lots of fun, that.

On a more trivial note, achievement farming renders a lot of the stat-tracking features useless. A player who loves rolling Medic but decided to grind Pyro achievements to fit in can no longer find satisfaction in seeing his stats, which would undoubtedly be newly weighted towards his farming time.

Sure, we can just choose NOT to grind the achievements and enjoy the game as a plain ol' K.G.B.-less Heavy, but hey, you're now less versatile. That Medic who would have liked to uber you in the hopes of dinging the "Blunt Trauma" achievement. Sorry, doktor, you'll have to find someone else to help you get the Blutsauger or Ubersaw. And as with the "Show Trial" achievement above, some of those goals are impossible without a controlled setup.

Granted, I might be bitching and moaning about unlocks because I just plain fail at TF2 (and life, for writing this treatise in the first place). Fair enough, I am pretty fail at TF2. But consider this: would I be failing less had I chosen not to have fun, instead putting up with boredom farming the Backburner on an achievement server, to be more useful to my team?

I'd get into some of the more insidious aspects of Achievements and their implications for game design in general, but this entry is long enough as it is. I hope to get a part two out sometime soon.


Added by unangbangkay on Oct. 31, 2008

After refreshing madly through the night, I finally got my fingers on the Mirror's Edge PS3 demo. 360 users can grab it today, and Wii users can imagine how cool it would be waving their hands in the air to simulate running and then swinging the Wiimote forward to grab on ledges, since that will likely be the only thing they'll get out of this release.

I've been balancing on the fence, trying to decide whether to go console or prefer the PC version, as I usually do with every FPS, sans Resistance (and probably Killzone 2 next year). After this, I can confidently say that I'm going console with this one, for a variety of reasons.

Flash animation worthy of Newgrounds
Flash animation worthy of Newgrounds
First among those is the general tone of Mirror's Edge's gameplay. This isn't so much a First-Person Shooter as a First-Person Scrambler. As with every trailer and video seen thus far, the actual fighting takes a secondary role to all the scuttling around you and your stylishly athletic friends do over the various rooftops and conveniently-placed obstacles. The controls and sensitivities reflect that, emphasizing movement over accuracy (though I had more than a few training deaths misjudging a jump or zip-line grab). Gun controls are rudimentary, and I wouldn't be surprised if the final product included some kind of Metal Gear Solid 4-esque trophy or achievement for getting through the game without ever firing a shot or killing a dude. I'd even go as far to say that I'd find Mirror's Edge much less fun if I played it with my standard PC FPS-style WASD movement keys.

The game's unstated goal, and perhaps its greatest appeal, lies in trying as much as possible to maintain a good line, never losing momentum, mastering the course, all the while imagining how cool you (or rather, Faith) would look were you running an action sequence in a movie. If you think of it a certain way, Mirror's Edge is a Stuntman game set on-foot.

No, I'm serious. The red-highlighted objects that mark your course are unvoiced versions of the director's cues, you're awarded greater points (or in this case satisfaction) for pulling off particularly complex or exciting maneuvers, beyond what's required to complete a stage. Most games are about getting to the end and enjoying what's along the way. Stuntman and Mirror's Edge are about getting to the end, and doing again, this time perfectly. On the flip-side, I hope that Mirror's Edge won't demand as much trial-and-error as Stuntman does. Also, I hope Mirror's Edge comes with an instant-replay function. That would be amazing.

A city as designed by Apple. Needs more smug Justin Long.
A city as designed by Apple. Needs more smug Justin Long.
My only real gripe is that you can't customize the controls. I'd have preferred it if the jump and crouch buttons were on opposite sides of the controller, rather than concentrated on the left (or right, if you use the southpaw configuration).

It would also be better if there were more visual clues as to when and where you can use your Reaction ability (essentially bullet time). I could never tell when I actually had some ready aside from a faint blue flash at the edge of the screen, which isn't enough to notice when you're actually trying to evade capture. I also imagine that frustration would set in when trying to use the more complicated disarm-subdue maneuvers, such as "wall-running" a guard to do a 360-degree throw.

Now excuse me while I try to decide if I want that Timbuk2 bag package on the EA store. Does anyone know if it's a laptop bag or just a regular messenger bag? If the latter I'll save my extra money to actually buy the laptop I intended to store in the aforementioned bag, and settle for the (likely low-quality) "Runner Bag" that comes with a GameStop preorder (pictured below). I'm hoping it won't break as quickly as that Grand Theft Auto IV bag.