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Hailinel

I wrote this little thing (it's not actually a little thing): http://www.giantbomb.com/profile/hailinel/blog/lightning-returns-wha...

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Going back over the year thus far.

It's been quite the year for games so far.  Though it's still a while before I can  start thinking about 2010 as a whole, I thought I'd take a little time to organize my thoughts and hopefully keep some of what's already happened fresh in mind when the still-to-come holiday onslaught hits.  Heck, I may very well have already played my game of the year.  I just don't know it yet.
 

Fight, Fight, Fight!

It has been a hell of a year for fighting games so far.  Putting aside the announcements of games to come like Marvel vs. Capcom 3 and the double-decker sandwich of Street Fighter Peanut Butter and Tekken Chocolate, the genre revival is still going strong.  Super Street Fighter IV is, of course, a bigger, better, and more Korean edition of last year's Street Fighter IV, and more power to it for that.  I wish I could say my interest in SSFIV was high, but after burning through single-player a few times and a few attempts at online, I fell back into the malaise of "I know this game is awesome.  I just have no interest in playing it."  At least, certainly not online.  Street Fighter is a game I always associated with people crowded around arcade machines or couches, taking turns, and generally having a good time.  The online experience is just lacking, and getting post-match hate mail isn't my idea of good fun.
 
  Yes, a giant cigarette lighter.  I'm not even joking.
 Yes, a giant cigarette lighter.  I'm not even joking.
On the other hand, Capcom has me sold on Tatsunoko vs. Capcom:  Ultimate All Stars.  This game is bananas.  It is a banana split with three scoops of ice cream, hot fudge and a cherry on top in the form of the most inexplicably silly credits minigame I've played in a long time.  As for the fighting itself?  Over the top, ridiculous, chaotic, flashy, and a bunch of other crazy adjectives.  But most importantly?  Fun.  Fun to play, fun to watch.  Even if you're not familiar with the Tatsunoko side of the roster, the Capcom side is filled with more variety than the average Capcom fighting game, with established fighting game characters like Ryu, Chun-Li, Alex and Morrigan only taking up a fraction of the roster.  I mean, they're entertaining and all, but this is the sort of game that screams for more characters like Frank West and Roll.  A little robot girl armed with a broom and a bucket against a giant cigarette lighter.
 
And most recently, there's BlazBlue:  Continuum Shift.  Sure, the roster is still pretty small, especially compared to a game like Super Street Fighter IV.  But the style and pace of the average BlazBlue fight is something I find more entertaining.  The characters and their fighting styles are more diverse.  You don't have an army of so-called shoto-clones all jumping in with fireballs, uppercuts, and a flying/twirling kick of some sort.  And the story is by far the most thought out and meaningful I've ever seen in a fighting game.  That's right, scoff if you want.  The characters are actual characters, even if they do revel in tropes and stereotypes.  The game doesn't restrict itself to "beat eight dudes, see ending."  The narrative actually fleshes out characterization and motivations, and it does so in an entertaining way that refuses to take itself too seriously.  And the narrative even has branches that veer from the canon paths, leading to some of the most ridiculous moments I've seen in a game all year.  Noel's bad ending, in which she's berated by Kokonoe for getting the bad ending is glorious.  My god, if only Street Fighter had this much personality.
 

I Don't Believe This.

  Damn your eggs.
 Damn your eggs.
I found Heavy Rain to be a worthwhile, entertaining game.  Even though I got quite possibly the worst ending conceivable, it kept me gripped from start to finish.  And yes, the game does have plot holes, though I have to say that I didn't find them too noticeable until after I stopped playing and had a chance to think on the game as a whole.  Even then, they really don't bother me that much.  No, my biggest gripe with the game is the odd ways in which it maintains a sense of verisimilitude only to shatter it in the most banal of ways.  Seriously, who keeps unpacked eggs sitting on the shelves of their refrigerator?  Has Scott Shelby never heard of something called an egg carton?
 
Yes, that is my biggest gripe with this game.  Not the plot holes.  Not the at-times awkward and tedious button commands.  Not even the awkward English language dialogue.  Those eggs are missing their carton, David Cage, and I have been pulled out of your fiction.  For shame.
 

Turn Left. No, Left. Left! Damn It.

Sands of Destruction was a game I had been anticipating for quite a while.  It has an intriguing premise, in that the player controls a group of adventurers out to ostensibly save the world by destroying it.  It also has a combat system inspired by a portion of the design team's previous experience on Xenogears.  Unfortunately, the plot falls apart, and the combat system becomes so comically broken that winning some of the later boss fights comes down to whether or not the player has the opportunity to act first.  So yeah, there's a lot of things wrong with that game, and it was a huge disappointment.  But of all the ridiculous crap that the game throws at the player, I found nothing as aggravating as the Chamber of Knights; a large room in an abominable puzzle dungeon in which the player must hit an exact sequence of teleporters in order to reach the exit.  I wandered around in there for four hours before I had to finally give in and use a FAQ.
 
  Oh, god damn it.
 Oh, god damn it.
I mean seriously, what the hell is this?

Wait. What Are You Complaining About?

So apparently, I exist in a vast minority that didn't have a problem with the way Final Fantasy XIII was structured.  Yeah, the game is a mostly straight path from start to finish, but so was Final Fantasy X.  And while it does take a while before combat really opens up, I didn't find the game to be the thirty hours of tutorial that people have moaned about, either.  Those first twenty hours or so were particularly driven by the story, and frankly, I was glad that the game took its time with certain things.  It made it all the more sweeter when I reached that point where I finally had my full party and numerous limitations were lifted.  That, and the combat in the game is legitimately challenging.  Pressing X to select "Fight" over and over again isn't a valid option here unless you like hearing the Game Over music.
 
Also, I liked the story and characters; even the supposedly obnoxious ones like Vanille and Hope.  Hey, teen angst is justifiable when you watch your mom die and then have to travel around with the boisterous jackass responsible.  Who wouldn't be in a pissy mood after that?
 

It's So Dramatic, It's Traumatic!

  How the heck did that get there?
 How the heck did that get there?
Trauma Team is one of the best games on the Wii.  No lie.  It takes everything good about the Trauma Center series, adds more variety to the surgery types, fills the story with fun characters like an orthopedic surgeon/costumed superhero, makes the patients more interesting as characters, and then presents the whole in an easily digestible format where the player isn't shoehorned into a specific path once it's been started.  And Atlus continues to prove that it employs some of the best localization in the business with its well-written dialogue and text.  Seriously, if you have a Wii, buy this game!
 

Seriously, Those Shoes Do NOT Go With That Dress.

  No, seriously.  This dress would suit you much better.
 No, seriously.  This dress would suit you much better.
It actually came out a while ago, but a couple of months back, I got hooked on Style Savvy.  That's right, Style Savvy, a game that is entirely about running a fashion store and picking out outfits for customers.  What are you looking at me like that for?  I once wrote a positive Princess Debut review completely without irony.  Don't give me any of that lip.  I play the games I want to play, even if they aren't necessarily targeted at me.  The same should go for all of you.  Yes, even you, the fourteen-year-old that thinks he's too cool for games with bright colors and a complete lack of blood and profanity.
 
Don't worry, kid.  You'll grow out of it.
 
But anyway, Style Savvy.  I actually learned a bit in playing this game.  I'm not what one would consider the most fashion-conscious.  I'm not some clueless rube that wears polka-dot shirts with plaid pants, but I'm not exactly what someone would call stylish.  So when I see all the types of fashions and garments that the game has to offer and then asks me to put them together in a way that's fetching to the eyes, I take it as a challenge, and hey, I made some pretty darn good ensembles, let me tell ya.  Also, the flamboyance that some of the major NPCs display is exquisite.  This game not only taught me some things about style, it has style of its own.  Not bad.  Not bad at all.
 

And Now, I Shall Heal You By Shooting Myself In The Face.

  MARIN FUCKING KARIN!
 MARIN FUCKING KARIN!
If you couldn't guess by the above line, I'm gonna talk about Persona 3 Portable now.  I loved the original release on the PS2, and even though I couldn't control my party members directly, I rarely encountered a point where I died when it wasn't my fault.  I mean, sure, MItsuru would bust out the Marin Fucking Karin at inopportune times, but the only real blocker I had in beating the game was the time my PS2 died and I had to buy a replacement.  Still, after Persona 4, it's hard to go back to P3.  To be able to control my party directly in P3P is a more than welcome touch, though I am sad about some of the sacrifices that were made in the transition to the PSP.
 
What I'm not sad about, however, is the inclusion of the female protagonist.  Her presence breathes new life into a game that's already been released twice on the PS2, and some of the game's more legendary events like Operation Babe Hunt change significantly when she's around (or not around, as the case may be).  Still, in replaying the game, I'm reminded of the notion that the list of prerequisites to becoming a SEES member resembles something like this:
 
  1. Are you able to experience the Dark Hour?  Y/N
  2. Do you have the potential to summon a Persona?  Y/N
  3. Do you have a burning desire to stab at least one other member of SEES in the back?  Y/N
 
A fun-loving bunch of cuddles, SEES is.
 

To Infinity, And Some Other Place!

Of course, there's still several months before the end of the year.  The number of games I have left to look forward to is actually pretty small.  Metroid:  Other M is my top priority and a game I've been eager to play all year.  I'm also looking forward to getting my mass slaughter on in games like Samurai Warriors 3, Dead Rising 2, and Fist of the North Star:  Ken's Rage.  And then there's all the random surprises that could end up striking my fancy when I least expect it.  I hope the rest of the year manages to keep the pace I've experienced so far.  A few bumps in dungeon cartography aside, it's been great.
 
And now, I leave you all with a complete-out-of-context Youtube clip.
 
 
 
  Until next time!
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Hailinel

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Edited By Hailinel

It's been quite the year for games so far.  Though it's still a while before I can  start thinking about 2010 as a whole, I thought I'd take a little time to organize my thoughts and hopefully keep some of what's already happened fresh in mind when the still-to-come holiday onslaught hits.  Heck, I may very well have already played my game of the year.  I just don't know it yet.
 

Fight, Fight, Fight!

It has been a hell of a year for fighting games so far.  Putting aside the announcements of games to come like Marvel vs. Capcom 3 and the double-decker sandwich of Street Fighter Peanut Butter and Tekken Chocolate, the genre revival is still going strong.  Super Street Fighter IV is, of course, a bigger, better, and more Korean edition of last year's Street Fighter IV, and more power to it for that.  I wish I could say my interest in SSFIV was high, but after burning through single-player a few times and a few attempts at online, I fell back into the malaise of "I know this game is awesome.  I just have no interest in playing it."  At least, certainly not online.  Street Fighter is a game I always associated with people crowded around arcade machines or couches, taking turns, and generally having a good time.  The online experience is just lacking, and getting post-match hate mail isn't my idea of good fun.
 
  Yes, a giant cigarette lighter.  I'm not even joking.
 Yes, a giant cigarette lighter.  I'm not even joking.
On the other hand, Capcom has me sold on Tatsunoko vs. Capcom:  Ultimate All Stars.  This game is bananas.  It is a banana split with three scoops of ice cream, hot fudge and a cherry on top in the form of the most inexplicably silly credits minigame I've played in a long time.  As for the fighting itself?  Over the top, ridiculous, chaotic, flashy, and a bunch of other crazy adjectives.  But most importantly?  Fun.  Fun to play, fun to watch.  Even if you're not familiar with the Tatsunoko side of the roster, the Capcom side is filled with more variety than the average Capcom fighting game, with established fighting game characters like Ryu, Chun-Li, Alex and Morrigan only taking up a fraction of the roster.  I mean, they're entertaining and all, but this is the sort of game that screams for more characters like Frank West and Roll.  A little robot girl armed with a broom and a bucket against a giant cigarette lighter.
 
And most recently, there's BlazBlue:  Continuum Shift.  Sure, the roster is still pretty small, especially compared to a game like Super Street Fighter IV.  But the style and pace of the average BlazBlue fight is something I find more entertaining.  The characters and their fighting styles are more diverse.  You don't have an army of so-called shoto-clones all jumping in with fireballs, uppercuts, and a flying/twirling kick of some sort.  And the story is by far the most thought out and meaningful I've ever seen in a fighting game.  That's right, scoff if you want.  The characters are actual characters, even if they do revel in tropes and stereotypes.  The game doesn't restrict itself to "beat eight dudes, see ending."  The narrative actually fleshes out characterization and motivations, and it does so in an entertaining way that refuses to take itself too seriously.  And the narrative even has branches that veer from the canon paths, leading to some of the most ridiculous moments I've seen in a game all year.  Noel's bad ending, in which she's berated by Kokonoe for getting the bad ending is glorious.  My god, if only Street Fighter had this much personality.
 

I Don't Believe This.

  Damn your eggs.
 Damn your eggs.
I found Heavy Rain to be a worthwhile, entertaining game.  Even though I got quite possibly the worst ending conceivable, it kept me gripped from start to finish.  And yes, the game does have plot holes, though I have to say that I didn't find them too noticeable until after I stopped playing and had a chance to think on the game as a whole.  Even then, they really don't bother me that much.  No, my biggest gripe with the game is the odd ways in which it maintains a sense of verisimilitude only to shatter it in the most banal of ways.  Seriously, who keeps unpacked eggs sitting on the shelves of their refrigerator?  Has Scott Shelby never heard of something called an egg carton?
 
Yes, that is my biggest gripe with this game.  Not the plot holes.  Not the at-times awkward and tedious button commands.  Not even the awkward English language dialogue.  Those eggs are missing their carton, David Cage, and I have been pulled out of your fiction.  For shame.
 

Turn Left. No, Left. Left! Damn It.

Sands of Destruction was a game I had been anticipating for quite a while.  It has an intriguing premise, in that the player controls a group of adventurers out to ostensibly save the world by destroying it.  It also has a combat system inspired by a portion of the design team's previous experience on Xenogears.  Unfortunately, the plot falls apart, and the combat system becomes so comically broken that winning some of the later boss fights comes down to whether or not the player has the opportunity to act first.  So yeah, there's a lot of things wrong with that game, and it was a huge disappointment.  But of all the ridiculous crap that the game throws at the player, I found nothing as aggravating as the Chamber of Knights; a large room in an abominable puzzle dungeon in which the player must hit an exact sequence of teleporters in order to reach the exit.  I wandered around in there for four hours before I had to finally give in and use a FAQ.
 
  Oh, god damn it.
 Oh, god damn it.
I mean seriously, what the hell is this?

Wait. What Are You Complaining About?

So apparently, I exist in a vast minority that didn't have a problem with the way Final Fantasy XIII was structured.  Yeah, the game is a mostly straight path from start to finish, but so was Final Fantasy X.  And while it does take a while before combat really opens up, I didn't find the game to be the thirty hours of tutorial that people have moaned about, either.  Those first twenty hours or so were particularly driven by the story, and frankly, I was glad that the game took its time with certain things.  It made it all the more sweeter when I reached that point where I finally had my full party and numerous limitations were lifted.  That, and the combat in the game is legitimately challenging.  Pressing X to select "Fight" over and over again isn't a valid option here unless you like hearing the Game Over music.
 
Also, I liked the story and characters; even the supposedly obnoxious ones like Vanille and Hope.  Hey, teen angst is justifiable when you watch your mom die and then have to travel around with the boisterous jackass responsible.  Who wouldn't be in a pissy mood after that?
 

It's So Dramatic, It's Traumatic!

  How the heck did that get there?
 How the heck did that get there?
Trauma Team is one of the best games on the Wii.  No lie.  It takes everything good about the Trauma Center series, adds more variety to the surgery types, fills the story with fun characters like an orthopedic surgeon/costumed superhero, makes the patients more interesting as characters, and then presents the whole in an easily digestible format where the player isn't shoehorned into a specific path once it's been started.  And Atlus continues to prove that it employs some of the best localization in the business with its well-written dialogue and text.  Seriously, if you have a Wii, buy this game!
 

Seriously, Those Shoes Do NOT Go With That Dress.

  No, seriously.  This dress would suit you much better.
 No, seriously.  This dress would suit you much better.
It actually came out a while ago, but a couple of months back, I got hooked on Style Savvy.  That's right, Style Savvy, a game that is entirely about running a fashion store and picking out outfits for customers.  What are you looking at me like that for?  I once wrote a positive Princess Debut review completely without irony.  Don't give me any of that lip.  I play the games I want to play, even if they aren't necessarily targeted at me.  The same should go for all of you.  Yes, even you, the fourteen-year-old that thinks he's too cool for games with bright colors and a complete lack of blood and profanity.
 
Don't worry, kid.  You'll grow out of it.
 
But anyway, Style Savvy.  I actually learned a bit in playing this game.  I'm not what one would consider the most fashion-conscious.  I'm not some clueless rube that wears polka-dot shirts with plaid pants, but I'm not exactly what someone would call stylish.  So when I see all the types of fashions and garments that the game has to offer and then asks me to put them together in a way that's fetching to the eyes, I take it as a challenge, and hey, I made some pretty darn good ensembles, let me tell ya.  Also, the flamboyance that some of the major NPCs display is exquisite.  This game not only taught me some things about style, it has style of its own.  Not bad.  Not bad at all.
 

And Now, I Shall Heal You By Shooting Myself In The Face.

  MARIN FUCKING KARIN!
 MARIN FUCKING KARIN!
If you couldn't guess by the above line, I'm gonna talk about Persona 3 Portable now.  I loved the original release on the PS2, and even though I couldn't control my party members directly, I rarely encountered a point where I died when it wasn't my fault.  I mean, sure, MItsuru would bust out the Marin Fucking Karin at inopportune times, but the only real blocker I had in beating the game was the time my PS2 died and I had to buy a replacement.  Still, after Persona 4, it's hard to go back to P3.  To be able to control my party directly in P3P is a more than welcome touch, though I am sad about some of the sacrifices that were made in the transition to the PSP.
 
What I'm not sad about, however, is the inclusion of the female protagonist.  Her presence breathes new life into a game that's already been released twice on the PS2, and some of the game's more legendary events like Operation Babe Hunt change significantly when she's around (or not around, as the case may be).  Still, in replaying the game, I'm reminded of the notion that the list of prerequisites to becoming a SEES member resembles something like this:
 
  1. Are you able to experience the Dark Hour?  Y/N
  2. Do you have the potential to summon a Persona?  Y/N
  3. Do you have a burning desire to stab at least one other member of SEES in the back?  Y/N
 
A fun-loving bunch of cuddles, SEES is.
 

To Infinity, And Some Other Place!

Of course, there's still several months before the end of the year.  The number of games I have left to look forward to is actually pretty small.  Metroid:  Other M is my top priority and a game I've been eager to play all year.  I'm also looking forward to getting my mass slaughter on in games like Samurai Warriors 3, Dead Rising 2, and Fist of the North Star:  Ken's Rage.  And then there's all the random surprises that could end up striking my fancy when I least expect it.  I hope the rest of the year manages to keep the pace I've experienced so far.  A few bumps in dungeon cartography aside, it's been great.
 
And now, I leave you all with a complete-out-of-context Youtube clip.
 
 
 
  Until next time!
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Video_Game_King

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Edited By Video_Game_King

*scans for games I've played* Oh, look at that, FF13. Yea, I'm with you in that minority of people who generally liked the game and won't call it a 30 hour tutorial. I can see why they do call it that, though: those L'Cie Stones pop up at the 30 hour mark, so they phrase it like everything in between "you have Crystarium" (hour 3) to "there are sidequests" (hour 30) is one long tutorial. It isn't.

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Hailinel

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Edited By Hailinel
@Video_Game_King:   I'm more baffled by the people that seem to think that nothing happens in the first thirty hours.  It's like they're waiting for the sidequests to show up and don't pay any attention to the fact that hey, there's a lot of story going on, here!
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Edited By Jost1

I always say that there is a good game to be found in FF13 but I can't really recommend it to anyone.

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Edited By GunslingerPanda

Agree entirely on FFXIII. In my opinion, the first 30 hours or so were the best. After that, the story just kind of disappears. Seems like anyone with the ability to think for themselves and not jump on the bandwagon shares this opinion, or at least that's the impression I get from people I've spoken to.
 
Also, love the youtube clip.

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Cornman89

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Christ, and there I was on the verge of buying Sands of Destruction on the Xenogears connection alone. I don't know why everyone goes on about underwater levels and escort missions, teleporter mazes are the worst.
 
@GunslingerPanda:
As far as FFXIII losing steam in the endgame, I kinda agree with you there, maybe because the early game puts such focus on the dynamic between specific pairs of characters, then shifts the focus in the endgame to the drama on the grander stage of Cocoon, which they never did much to set up.
 
The boon is that you get a lot of face time with each party member as they work out their personal stuff, if at the expense of any attempt to flesh out the world at large. I never thought those two things were mutually exclusive, though, so I was at a loss to figure out how Square managed to make Cocoon such an uninteresting place.

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Hailinel

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Edited By Hailinel
@Cornman89 said:
" Christ, and there I was on the verge of buying Sands of Destruction on the Xenogears connection alone. I don't know why everyone goes on about underwater levels and escort missions, teleporter mazes are the worst. "
I'm just glad that the game doesn't have any underwater teleporter maze escort missions.  It's bad enough already.
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Edited By Claude

I think I would like Trauma Team. I should pick that up and give it a try. I've been getting bored lately and this seems to be that something different I've been craving.

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Edited By bravetoaster

I put about 2 hours into Sands of Destruction, and couldn't get into it. After reading this, I'm glad I didn't stick with it. 

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You mentioned Samurai Warriors 3, Fist of the North Star: Ken's Rage and Trauma team. 
This blog has my support.
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Hailinel

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Edited By Hailinel
@Claude said:
" I think I would like Trauma Team. I should pick that up and give it a try. I've been getting bored lately and this seems to be that something different I've been craving. "
It's well worth the price, believe me.
 
@Axxol said:
" I put about 2 hours into Sands of Destruction, and couldn't get into it. After reading this, I'm glad I didn't stick with it.  "
It's not worth the price at all, and I'm sorry I bought it.
 
@trophyhunter said:
"

You mentioned Samurai Warriors 3, Fist of the North Star: Ken's Rage and Trauma team.  This blog has my support. "

There isn't nearly enough love for the Warriors games.
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RelentlessKnight

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Edited By RelentlessKnight

Are you planning to become a fashion designer or just like putting clothes on girls which is quite freaky.. I kinda get weirded out when I do the same

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Hailinel

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Edited By Hailinel
@RelentlessKnight said:

" Are you planning to become a fashion designer or just like putting clothes on girls which is quite freaky.. I kinda get weirded out when I do the same "

There's no hidden meaning to it.  It's just a game I found interesting enough to try out, and I ended up liking it.
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Edited By trophyhunter
@Hailinel said:
" @Claude said:
" I think I would like Trauma Team. I should pick that up and give it a try. I've been getting bored lately and this seems to be that something different I've been craving. "
It's well worth the price, believe me.
 
@Axxol said:
" I put about 2 hours into Sands of Destruction, and couldn't get into it. After reading this, I'm glad I didn't stick with it.  "
It's not worth the price at all, and I'm sorry I bought it.
 
@trophyhunter said:
"

You mentioned Samurai Warriors 3, Fist of the North Star: Ken's Rage and Trauma team.  This blog has my support. "
There isn't nearly enough love for the Warriors games. "
I really really want to buy a wii just for SW3
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Hailinel

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Edited By Hailinel
@Cornman89 said:
@GunslingerPanda: As far as FFXIII losing steam in the endgame, I kinda agree with you there, maybe because the early game puts such focus on the dynamic between specific pairs of characters, then shifts the focus in the endgame to the drama on the grander stage of Cocoon, which they never did much to set up.  The boon is that you get a lot of face time with each party member as they work out their personal stuff, if at the expense of any attempt to flesh out the world at large. I never thought those two things were mutually exclusive, though, so I was at a loss to figure out how Square managed to make Cocoon such an uninteresting place. "
It doesn't surprise me too much.  The game put a premium on telling the individual characters' stories to the point that the grander political drama was put on the sidelines.  A lot of it wasn't too hard to discern if you were paying attention, but then again a lot of the nitty-gritty details were relegated to the in-game encyclopedia.  What the game stated up front in the context of the story was mostly enough for me to get by.
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vidiot

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Edited By vidiot
@Hailinel said:

" @Cornman89 said:

@GunslingerPanda: As far as FFXIII losing steam in the endgame, I kinda agree with you there, maybe because the early game puts such focus on the dynamic between specific pairs of characters, then shifts the focus in the endgame to the drama on the grander stage of Cocoon, which they never did much to set up.  The boon is that you get a lot of face time with each party member as they work out their personal stuff, if at the expense of any attempt to flesh out the world at large. I never thought those two things were mutually exclusive, though, so I was at a loss to figure out how Square managed to make Cocoon such an uninteresting place. "
It doesn't surprise me too much.  The game put a premium on telling the individual characters' stories to the point that the grander political drama was put on the sidelines.  A lot of it wasn't too hard to discern if you were paying attention, but then again a lot of the nitty-gritty details were relegated to the in-game encyclopedia.  What the game stated up front in the context of the story was mostly enough for me to get by. "
Yeah, that was a big issue for me too. Yes, the general story arch is understandable: But shouldn't an encyclopedia be a companion-piece to the narrative, a refresher, versus a something required to read to provide the worlds context? Previous iterations of the series of course had places that you would explore...that had people that you could talk too...that would give at least the illusion of organic story-telling versus a stark encyclopedia that, lets face it: You are not going to read after you check out what the hell a Fal'Cie means. 
In previous games you met them at places...Don't remember where you met these people...think it rhymed with "Fowns"..."Lowns"...."Rounds"?  
 
Joking aside, it kinda felt amateurish. Which was upsetting, because I think the main characters in this game are some of the best the series has offered. I was most certainly sold on Hope's character arch, a character who could have easily been handled very poorly but wasn't. 
 
Vanille on the other-hand really upset me, because it ties into the "encyclopedia for context" problem. I got the impression that one of her major functions for the narrative was similar to Tidus in FFX. That is, she is alien to this world, and we're supposed to learn about this world through her. This is played with a few times when she asks about things, characters, and other characters are then given a reason to stop and explain. This concept is solidified, specifically with her being the narrator of the entire game. The problem is, this doesn't happen enough, or it's really underdone, vague, or surprisingly poorly written. Also, once you throw in the fragmented-flashback structure that happens later, it's kinda confusing whether or not they gave up on that concept for her. It kinda frustrated me a bunch as I got more into it. 
 
You know how I feel about this game bro. I've read a bunch of strange complaints about this game too, but that doesn't excuse it for being the giant fan-dividing-missile that it turned out to be. For better or worse: It's this generations Final Fantasy VIII. :/ Which wasn't really a good thing thanks to it's painfully long development time. :/
 
Square might have made a fine mint thanks to general hype over a five year period, but after the critical and fan reception for this game: I'm kinda getting freaked out for Final Fantasy XIII Versus commercial reception. 
What I've seen from that game really,really has me interested, but I'm concerned the growing amount of weary/disillusioned fans are not going to give that game a chance. 
 
Fingers-crossed for being wrong.
Edit: Forgot to say that this was a good blog :P
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Cornman89

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@vidiot said:

For better or worse: It's this generations Final Fantasy VIII.

Huh... You know, you're absolutely right. Both games attempted sweeping mechanical changes, and both received an unprecedented mix of fan response for it.
 
Though in some ways--specifically in terms of narrative focus--FFVIII is the exact opposite of XIII: The former has a fairly involved (before it falls apart in the 3rd act) story coupled with a main cast of archetypal cutouts, while the latter fleshes out its main cast almost to the exclusion of the larger plot.
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AgentJ

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I finally popped in Trauma Team the other day, and you're right; it is fantastic. And I had never tried the co-op in the previous Trauma games but it's a whole lot of fun.

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@Cornman89 said:
" @vidiot said:

For better or worse: It's this generations Final Fantasy VIII.

Huh... You know, you're absolutely right. Both games attempted sweeping mechanical changes, and both received an unprecedented mix of fan response for it.
 
Though in some ways--specifically in terms of narrative focus--FFVIII is the exact opposite of XIII: The former has a fairly involved (before it falls apart in the 3rd act) story coupled with a main cast of archetypal cutouts, while the latter fleshes out its main cast almost to the exclusion of the larger plot. "
I wouldn't go that far.  The main narrative focus of Final Fantasy VIII was about Squall and Rinoa's relationship, and more specifically Squall's development as a character.  There's a world to be saved, sure, but the game isn't so much about the underlying conflict as it is about Squall climbing out of his shell and growing up.  As a result, the other characters, aside from Rinoa, take a hit in the characterization department because the game isn't about them.  It's not like Final Fantasy VI, where pretty much all of the party members had a major role to play at one point or another, and you were able to get an intimate look at most all of them.
 
In Final Fantasy XIII, the game was about a small group of characters that are constantly on the run.  They don't have time to dawdle in towns, and from a purely narrative standpoint, they don't necessarily need to seek out information about the world around them because it's a world that they're all familiar with to one degree or another.  While it might not have been the most successful at what it was trying to do, it established the setting through the way the characters were related to it and how they interacted with it.  As an example, when Lighting tells Hope what he needs to know in how to proceed and survive in certain areas, she's basing the explanation on personal knowledge she would logically have without throwing in details that Hope wouldn't need.
 
@AgentJ said:
" I finally popped in Trauma Team the other day, and you're right; it is fantastic. And I had never tried the co-op in the previous Trauma games but it's a whole lot of fun. "

I think Trauma Team could make a fair argument for Wii Game of the Year at this point, at least as a nominee.