February 2004 Archives

 

Animal Crossing Log Entry 28


Today it occurred to me that I've never taken you on a tour of my home. I've posted some Hiptop pics, but those are as detailed as Gene Shalit's average movie review... so here's some megasized screenshots of my house(s) in Animal Crossing. (Click the thumbnail for the big version, suitable for desktop backgrounds!)

Standing outside my estate, you can see how I've tried to put on a show of terror and dictatorship. Notice the bones. And the black roof. I used to love watching Puck wander around the back of the house, trying to look in the window. Avert your eyes, lest you see that which would blind.

The horror theme continues inside. That's all of Jack's Spooky Furniture series, plus some of the scarier Gulliver items. Three poltergoids are conducting an unholy ritual by the fireplace, and a complete pteradactyl skeleton looms over the right hand side of the room. The music playing is either K.K. Dirge or K.K. Lament.

I would suspect that most AC players have a mess of a basement like this one. I have a completed chesspiece set in the top left corner (which dates back to some of my very first weeks playing the game.) The green model pieces in the center are awaiting transit to Dred Island, where I store all of my town models. Also, two birthday cakes, a legion of Lawn Gnomes, and extra pitfalls. Ever since playing Fatal Frame, the Japanese doll stand (the Hinanyango) has struck me as a particularly frightening piece of furniture, but I just haven't found room for it upstairs yet.

This room is my pride and joy: the finished Western Series. After my last post, I received a couple of emails from folks willing to send me the last piece I needed, the Well. Thanks, guys! Gaze upon the awesomness of it all! I supplemented my Western set with the four totem poles, the phonograph (playing K.K. Western, naturally), a barrel and a campfire.

Across the street is NESJoe's house, a mule for all the cool Nintendo items. Check out his front yard; he's a total eCard pattern whore!

Here's the Adamsvil Arcade: every possible NES game. There's three empty places, awaiting Punch-Out!!, Legend of Zelda, and Super Mario Bros. The Nintendo set and the Lucky Nintendo set is stuffed in there, alongside the complete Mario furniture series. I think it looks pretty damn cool, but the HRA doesn't think so. The Mario Series is especially cool because each piece makes a Marioppropriate sound.

NESJoe's top floor started out as a tropical paradise, but it soon became crammed with every Island and Gulliver item I could find. There is literally only one open space of floor here, which makes stomping cockroaches much easier.

This is where I keep stuff that I don't really want, but couldn't bear to sell. Like pets... there's several insects and fish (and a bird and a hamster) that I kept as pets at one time or another back in my house. When I needed the space, I dumped them all in NESJoe's basement. Other things I used to collect are stashed here: all the different TV sets, the poker symbol t-shirts, some Camper items, and the friggin' Moon.

And that's how I've decorated my quarters. Lately I've been thinking of taking over the other two empty houses in the neighborhood. If Nintendo remains silent on any possible AC sequel, I may tackle that someday.

 

Pokemon Sapphire Diary 21


Sometimes you just get lucky.

There must be something about my office lunchroom, because most of my rare catches have occured in its cinder block walls. I wasn't even going to take my GBA into work today, I grabbed it at the last minute going out the door simply because I vaguely remembered having nothing to do during Thursday's lunch. And I don't like having nothing to do.

The Feebas hunt had left me beyond apathy. But repetitive fishing seemed better than noontime television, so I cracked open the onyx clamshell. The first thing I did was check the Dewford phrase. Still "GOING TEACHER." Being unsure if that idiot kid was going to change it on me, I reset and went straight to Fortree City to do some fishing. On that hateful river I headed north, right to the base of that skinny waterfall.

And within eight squares, I found it: a Feebas spawning ground.

I caught four of them right then and there (three females and a male.) I killed a couple too, just out of spite. I came back later in the day, but couldn't find any more... do not tell me that the magic Feebas squares reset every time you turn off the game, I may cry.

Now I can puzzle out how to raise one of them into a Milotic. I never read that far in the FAQ because I was too consumed with just catching one. Finding Feebas has renewed my interest in completing my R/S Pokedex.

Even though Pokemon Colosseum is still a month away from release, I'm already experiencing the first bitter pangs of Stadium Ennui. I'm fairly certain this is a common malady among Pokemon Trainers. Remember when the first Pokemon Stadium came out, and you were all excited about 3D pokemon, and transferring your GB team, and watching big-screen fancy-dancy battles? And then the whole game ended up as this repetitive, visually redundant snoozer so you spent most of your time playing the multi-player minigames?

And then Pokemon Stadium 2 came out, and the exact same thing happened?

Everything I read about Colosseum leads me to believe that I'll be again struck with Stadium Ennui. The interview in this month's Nintendo Power left me cold, and the preview videos on the Bonus Disc all point to the same problems that Stadium had. Again: crappy sound effects. Again: pokemon battlers never move out of a three foot radius and never actually touch each other.

I know that it's a daunting task to create interactive combat animations for over 380 characters with innumerable attacks each. I know that Colosseum would still sell a zillion copies if it was an iTunes AudioBook. But that doesn't mean they can't try, does it? Is it too much to want a full-on battle mode where you can instruct a Machamp to pick up and toss an opponent for his Vital Throw attack? Or to watch your Bulbasaur's vines actually entangle the enemy and whip him around the field?

And why oh why can't they integrate the Pokemon monster voices from the cartoon, instead of those horrible Game Boy Color-era white noise sound effects?

I'm hoping that Colosseum's RPG mode will temper these feelings, and even if the battles remain cheap then perhaps the overarching story will add incentive to play.

Failing that, there's always the minigame mode.

Time: 143:34
Badges: 8
Pokedex: 189 (seen: 195)
Party: Metagross lv66, Salamence lv50, Razorbeak (Swellow) lv64, Golduck lv50, Jirachi lv12, Feebas lv20

 

"He Has So Much Energy He Must Be Gay!"


Matt Bekelja, you made the bigtime with that remark. As if straight people couldn't have energy. Alas, that is far into the past - plus today's current climate concerning homosexual marriage and gay rights is much more important and intriguing.

Let me blunt straight out. I completely favor the rights of gay people to get married and have the same legal protections us heterosexuals have. I can think of absolutely zero reasons why gay marriage shouldn't be allowed. In addition, I have heard absolutely zero reasons explained to me why gay marriage should be prohibited that do not eventually come down to religion and tradition (and when those are your planks, your outdated way of thinking is on the out). That's just sad. When Christianity was formed it was such a radical, zany idea. Love and respect they neighbor. Don't cast the first stone. Or the second or third for that matter. Funny how that has changed. Now we support a militant regime in Israel (and the Palestinians are no better either), invade foreign nations (see Iraq and Iran in the next year), and repress our own people because they do not fit into the world view of our state religion and flag waving public.

I don't know. I set down to write this little piece of the rights of others, and of course it brings to the surface so many feelings and emotions. How can a person possibly be against the rights of others to marry and have legal protections that make their lives more like those of first-class citizens? Are we really that afraid as a country to extend that olive branch? Like gays and lesbians don't have it hard enough as it is? Do they really need an amendment prohibiting them from having their love and livestyle accepted?

And shame on you George Bush for advocating an amendment that limits the rights of others. Quite a far cry from not abridging the rights of others toward free speech, freedom of the press and religion, isn't it. When you look at yourself in the mirror, how can you be proud of a discrimatory piece of garbage? Great job there buddy, you are actually motivating me to vote for the first time in my life. Just not for you and your extremely narrow, shallow, and unintelligent platforms. (But I don't doubt there are plenty of other redneck folks who love your ideas. Feel free to have their votes. I wouldn't want them anyway.)

Which leads me to this idea: why even have religious marriage ceremonies as the matter of course? What if we were to adopt a two part marriage system? Since our marriage licenses come from the government and not a religious body, why not have the first ceremony be completely secular? Folks can just pay their X amount of dollars to the state of Y and have the legal rights accorded to all married couples. Then if people choose to, they can have a second ceremony in the church(es) of their choice. Leave that ceremony up to the discretion of the people getting married and their relgious beliefs, along with those of the marrying church.

Not a bad compromise I say. I wonder what Matt Bekelja would say about it.

 

Anybody But Bush


I just want to quickly point out that President Bush is a raging asshole who needs to be ousted. We were lied to about Iraq's Weapons of Mass Destruction, we're still no safer post-9/11 than we were pre-9/11, and now Bush wants us to write discrimination into the Consitution. Fuck him.

We really need to stop pulling Presidents from deep below the Mason-Dixon line.

You know, I highly doubt that Kerry is going to be any better. (He waffles on gay marriage rights, for one.) But hopefully he can't be any worse. He's going to inherit one mess of a country.

Homosexual marriages. I have yet to hear a compelling argument as to why they should remain banned. Is a marriage specifically intended to produce children? No, so biology is out. Is a marriage controlled by and created for religious reasons? No, it doesn't have to be. It's your state that issues the license and rights, not the church. Is the US Christian cabal afraid of men having buttsex? Yes, despite millions of hetero men having buttsex with women in perfectly legitimate marriages. As a nation we're finally getting over mixed-racial marriages. It's time to get over same-sex marriages.

All of Bush's bullshit about "protecting the sanctity of the institution" is meaningless politico-speak. And if you can't recognize a man courting the nation's largest pool of voters - Stupid People - you're missing something pretty fundamental about our government. I honestly believe that any anti-gay marriage argument comes down to people being repulsed by homosexuality and/or trying to avoid legitimizing gay culture. Which is only a hair's breadth away from how America treated(s) women and minorities and any other adjective that wasn't white and male.

Here in my hometown we had a great newspaper editorial asking why all the fuss and an actual article which mentions the challenges faced by gay and lesbian couples... which surprised the hell out of me because we live in a massively conservative WASP area. The writer's main point was, we can have it both ways. Homosexuals can enjoy the rights and privileges of a true marriage, and homophobes can continue to be married in churches.

I had a near-fight with my uncle on this matter, and I've had some ugly entanglements in the office. It's not a pleasant thing to try and discuss, because some people's hatred of homosexuals runs disturbingly deep. (And it's always rather obvious that it comes from a conservative religious worldview.) I'm not gay, and as far as I know there are no homosexuals in my family. But if I was, I'd hate to think of my co-workers and family striving to deny me the right to publicly pronounce my love for another man... to be able to change my name, or claim his dead body, or visit him in a hospital, or share bank accounts, or file joint tax returns, or whatever.

And just to be clear, if we do have to reach a compromise, the only acceptable one is to grant civil unions all the privileges of a marriage. I'm not hung up on the word "marriage" here. Sure, today there's a positive allure to having a "marriage" but after 50 years of full-service civil unions, the vocabulary will be blurred anyway. If it must come to it, let the babies have their word, just give homosexual couples the benefits and rights.

 

Game Review / Beyond Good & Evil (GameCube)



There are games that get lousy reviews because they are simply lousy games. Then there are games like Beyond Good & Evil... games that get lousy reviews because they should have been so much more. BG&E aspires to greatness. It steps up to the plate overflowing with confidence and promise. Then it swings and misses.

Technically, it's tight. The game does a great job at creating atmosphere, has some great art direction, an interesting backstory, looks and sounds wonderful. The controls may seem a trifle inexact, but they're mostly fine. A perfectly workable game in all respects... that just trips over its own good intentions.

There's going to be some big spoilers discussed later on, so if you don't want the game wrecked for you, I'll send you off with this. Go get it, it's 20 frickin' dollars brand new. Yes, brand new. BG&E sold so poorly during the holiday season of '03 that Ubisoft dumped the price from $50 to $20. (Of course, if you're reading this review from the future, it's probably already in the $10 bargain bin. Or maybe you're emulating it on your Sony Game Boy 2010 EX.) It's short (about 10 hours), but it's worth a play. Especially at $20. That's a crazy price for a supposed upper-tier game that's only a couple months old... perhaps this is a window into just how much video games are marked up.

In Beyond Good and Evil, you are freelance photographer Jade. Actually, the game insists on calling her a freelance reporter, which is just stupid, considering that she runs an orphanage. That strikes me as two professions that would be extremely hard to dovetail. BG&E comes from the French designer of the Ray Man series, so maybe it's a translation error. Or perhaps the whole "action reporter" thing is just a marketing ploy. The upshot is, she's pretty much a photographer, not a reporter.

Jade's orphanage (which is pretty swanky; it's a lighthouse) is on the planet Hillys, which is currently under regular attacks by the alien DomZ. (Pronounced like multiple Mr. DeLouises.) The DomZ are constantly invading, shooting up the place, and kidnapping natives. For protection, the Hillyans have giant shields erected over their cities - which may or may not work - and an aggressive military force called the Alpha Sections. Jade's partner at the orphanage is her "uncle" Pey'j, a pig.

Sidenote: Hillys has several different anthropomorphic animal species, including goats, sharks, walruses, pigs and cats. I like to think of it as a war-torn futuristic Animal Crossing. Pey'j being an alien-pig-man isn't just some one-off gag; he's part of Hillys's cultural tableux.

The game begins with yet another DomZ attack, this one on the lighthouse. The protective shield is down (they mention that somebody forgot to pay the power bill, which I find so pathetic that I'm going to ignore it) so Jade has to fight the invaders herself. This is the tutorial section. After Jade has dispatched the DomZ, then the Alpha Sections show up... and Pey'j is obviously suspicious that they were too late to help. Jade then gets roped into taking pictures of local animals to make money for the orphanage... and that quest leads her into investigating the Alpha Sections and stopping the DomZ menace.

I'm going to stop right here and point something out. It is apparant from scene one that the Alpha Sections are not there to defend Hillys and are, in fact, a front for the DomZ. The Alphas have dark, monster-like armor. Their leader (seen on looping television broadcasts) is bald and has piggy eyes and bad teeth. If there is any doubt left in your little head that the Alpha Sections may be evil, take a look at their logo:

You don't need four years of design school to know that's an evil logo. That is not an organization that's out to ensure a peaceful and benevolent society. That is the goddamn Third Reich.

This is a great example of where BG&E fails. For all the sumptuous plot presentation, there's just nothing surprising there. The Alpha Sections are evil. No fucking shit. That logo was so blatant that I spent the entire game hoping it was a fake-out, and they'd turn out to be good in the end. No such luck. Maybe they were planning a sequel where the plot truly thickens, but with crappy sales I doubt that would ever happen now. But it would explain why the game is so short.

The gameplay is varied, but there's simply not enough it. There's combat, there's exploration, there's room puzzles, there's photography, there's hovercraft racing, there's spaceship shooting... which is all great, except that it's so short. Ratchet & Clank 2 has most of that stuff and quadruples it, plus has replay value. BG&E suffers from a lack of substance.

Take the main city area, for instance. Once you drive in on your hovercraft you see a busy main street. Looks very nice. Lots of details, lots of boats and ships zipping around. But it's only one street long. If you make a right, you leave the hovercraft and enter a new walking area. If you keep straight you enter a new outside hub area. That's it. All that life and splash... with barely anywhere to go.

Then there's the pause screen, which gets you into your inventory and maps and such. First of all, the layout is overly complicated... it's arranged in a circle and navigated by rotating the analog stick. And, aside from checking the level map, it's almost completely unused. You can buy health-ups, but you can eat them from the main screen. You can trade life upgrades between Jade and the supporting characters, but you don't really need to. Once again, it's design over purpose.

Let's look at the bullet points on the back of the box.

"Battle ruthless enemies with punishing martial-arts"

Okay, I liked the fighting. When Jade runs into baddies, she pulls out her staff and goes into combat mode. This means she locks on to the nearest enemy, so her movement restricts to circling around it. The auto-lock-on works well enough, although it is possible to confuse yourself if there's a lot of enemies around. But, there's no martial arts here. You whack the A button and Jade does the rest herself. She looks great, and has some great backflips and dodging animations, but you have very little control over that. Holding down the A button charges up a big energy attack, which usually resolves in a cool slow-motion sequence.

That's another thing I liked. The game isn't afraid to create drama by letting you trigger slo-mo combat animations. This first occurs in the tutorial bit, and I have to say I was really taken with how a simple slo-mo effect altered the redundant button-mashing. Another use of slow motion actually has a gameplay purpose. If you're battling baddies who can be sent flying like a baseball into the scenery, combat will slow down to give you time to aim. Nice touch.

So, combat is pretty cool. Especially once you get the hang of dodging enemy attacks and responding with a big smack while they're eating the dirt where you used to be standing.

"Infiltrate and investigate to expose your government's lies"

Okay, you have a camera, right? Most of the levels require you to take a picture of something bad deep inside the level. Your pictures (and it's only one to three per level, which is lame) get sent to the resistance and published in an anti-government newsletter. But remember, it's so sadly obvious that the Alpha Sections are evil that Jade's missions seem like busy work. Right, I took a picture of the Alphas transporting kidnapped humans to the DomZ... and this is a surprise? They're goose-stepping all over town and broadcasting Mussolini speeches. Your average Hillyan walrus-man might not pick up on the subtleties there, but any player will. And it's the players that need to be convinced in order for the game to be believable... not the NPCs.

I was expecting more... maybe a system where the quality and content of your photos would increase/decrease public opinion levels. Or maybe kidnapping an Alpha bigwig and eliciting a confession. Or stealing physical evidence. But no, all you do is take a couple snaps. The entire underground movement hinges on about six photographs.

The only other photos you take are for completing your Pokedex. Er, I mean, completing a visual record of Hillyan fauna. It's a nice spin on the tired old "collect 50 blue jewels" kind of crap. I like photography stuff in games, especially when it adds a first-person dimension to a third-person game. So I'm giving BG&E a pass on the patently silly notion that an undercover reporter would find time to take pictures of local animals.

As for infilitration, there is a fair amount of stealth required. So that means using the crouch button and planning your attacks so as to take out the Alphas with minimum noise and time. Prepare for lots of rooms with patrolling Alpha soldiers, and you have to figure out how to cross through them. This can be fun - especially once you start shooting batarangs into their life support tanks - but many of them have this nasty Instant Death Laser that kills you if you get spotted. It's an ugly way to force you into being stealthy (and perfect), rather than letting you choose how you want to get through it.

"Explore the unknown to unveil a grand conspiracy"

This is where Beyond Good & Evil oversells itself. The "grand conspiracy" is obvious from reading the damn box.

Here's what should have happened. BG&E needs about ten hours of gameplay before the existing game starts. The game should go to every effort to convince you to trust the Alpha Sections, and let reveal them as traitors midway through. The Alphas should be led by a smooth and handsome general, not Solomon Freakin' Grundy. Hillys's governor should initially work against you (thus casting suspicion on her) instead of just handing out secret passwords as soon as you talk to her.

As it stands, the "conspiracy" is painfully simplistic. The resistance looks like idiots because they have to get an orphanage mistress/freelance photog to help them. And there's just too much Deus Ex Machina... oh, Pey'j just happens to have been hiding a starship, revealed just in time for you to fly to the DomZ base on the moon! Come on. There are a couple plot points that work, but they're unfortunately balanced on the lame house-of-cards setup.

"Fight alongside courageous sidekicks"

You guessed it, one of them is Pey'j. The only other one is Double H, one of the resistance fighters. Several good points here: they will offer hints to keep you on track, and they're helpful in combat. Both of them have special abilities that you can call for in battle... Pey'j does a bouncing trick that bumps baddies into the air so you can whack 'em proper, for example. The sidekicks will follow you wherever they can, stay behind when the game wants you to be alone, and get used in puzzles that require two people.

After my initial misgivings, I began to like Pey'j. Fart-boots notwithstanding. But Double H is an absolute character design embarrassment. He's supposed to be the underground's best operative, but he looks like a retarded linebacker. And he talks in an annoying hero-cliche voice. Why did they do such a great job making Jade sound realistic, with superb voice work and reasonably smart dialogue, and then chain her to a Dragnet stereotype with a mob goon's body?

Again, for a while I hoped that Double H's loutish appearance meant that the underground was actually the bad guys, or at least Double H was a stand-in or a spy or a mistake... but nope, he's the real deal. I was so suckered by the early glowing reviews and the press release hype that I was desperate for the game to live up to the multi-layered, complicated plot I envisioned.

That's what pisses me off the most about Beyond Good & Evil. It should have been so much more. There's a ton of potential here - a solid control system, good integration of mini-games, an intriguing gameworld - but it is blown apart by a dopey plot and too-short play time. I'm glad it was only $20, because in an aisle with Wind Waker and Metroid Prime and Eternal Darkness, this one only barely competes.

A game called "Beyond Good & Evil" should be about the relative nature of good and evil. It should be demonstrating that those terms are derived from one's own perspective. It should be sending us on a confusing and conflicting plot, where everyone is pointing fingers and you don't know who is telling the truth. It should require active thought as you talk to the characters, looking for slip-ups and clues. Instead the game is a paint-by-numbers adventure with a decidedly boring "Don't Trust The Media" theme.

I warned you at the beginning that this would be harsh.

Beyond Good & Evil: not a bad game - in fact, it's completely worth your time. Just don't expect anything near the hype.





Five Things That Don't Suck About BG&E


Just so I don't sound schizophrenic for recommending a game and then tearing it apart, here's five things that I really liked about Beyond Good & Evil.


1. You're going to hear people talk about the platforming elements to this game. I would not call it a platformer at all, although one levels does consist of floating conveyor belts. The mitigating factor is that there's no jump button. Jade jumps by herself whenever she needs to, removing the stressful will-I-make-it tension of any true platformer.


2. Good use of slow motion. I guess this could be construed as a Matrix nod, but it's really just plain old slow-motion, sometimes viewed from a different camera angle. There's no silly contorting and posing (as least, not any more than usual for an action-adventure video game.) When it happens, it adds gravity and drama to your fight sequence.


3. Details. Even though the game is short, the developers spent time throwing in little details. Like the regularly updated radio and tv broadcasts, or the growing throng of townspeople protesting the Alpha Sections.


4. Chase scenes. At a couple key points, Jade will hit a forced-scrolling section where she's being chased by something. One really memorable sequence has her jumping over rooftops with Alphas in hot pursuit. That whole part looked so cool, with guns blazing and things exploding and Jade leaping, that my wife thought it was a cutscene. These are a great antidote to all the drawn-out sneaky bits.


5. The BG&E website. Not only does it have faked mini-sites run by the Alpha Sections and the lapdog media Hillyan News, but you can play a web-based secret mission that results in a password for a unique item back in the game. It's a cool way to extend the game's reach into our reality.


Extreme Makeover


Sometime during development, Jade got a character makeover. Initial screenshots showed a younger, perhaps a less serious, character. The new version made her a little older, with less anime styling. Judge for yourself which is hotter.






 

Mecca No More


So far, 2004 has been the Year of Mappy. My favorite classic arcade game has had two exciting announcements in as many months. DATELINE JANUARY: Nintendo is celebrating the 20th Anniversary of the Famicom with special GBA re-releases of classic NES games, including Mappy. They're mainly collector's items and they're priced as such: around $20 US... but of course these puppies aren't going to reach the States anyway. But there is no region lockout on GBA cartridges, so I've already imported a copy of Mappy. The only downside (apart from the price) is that this is the NES version, not the original arcade game. If you'll recall, the NES one is a low-res, high-sucky version.

DATELINE FEBRUARY: Toy company Jakks Pacific is continuing their mega-successful TV Games series with a new Namco unit that includes Mappy. Last holiday season, their Pac-Man and Atari TV Games toys were huge hits... you've seen them, the things that look like an old video game controller that plug directly into your TV. Very retro. So a Ms. Pac-Man edition is forthcoming, and Mappy has made her playlist. This is actually better news than the GBA game since this will be the real, true Mappy game. And it's for your television, not a tiny GBA (or MAME) window. Although the GBA game will still be the one I can play in airplanes and car rides.

So I've added my own hoo to the hoo-hah by re-designing my Mappy website. I still have some bits to work on, but it's more or less complete. I must be in a red phase this century. I also took the opportunity to re-christen the site "Mappyland," an obvious nod to Mappy's second crappy NES game. I was beginning to think that the old name, "Mappy Mecca," was the teensiest bit insensitive. Plus, who wants to add more weight to anybody's religious claims. I wouldn't call a Mappy FAQ a "Mappy Bible" for the same reasons. Just taking back a little word power.

Mappyland has also benefitted from some new content courtesy a fan who sent me pics of some truly crazy crap from Japan. Sure, you'd expect to see Mappy keychains... and you've always hoped somewhere there's a plush doll... but a Mappy cigarette lighter shaped like a pistol? It's true, and it's in the new Mappyland scrapbook.

And this little tweak I hemmed and hawed about. I took down the ROMs for four Mappy games. Number one, I don't follow the MAME scene to know if/how they work with the latest version. I assume they do, but I'm not sure. Number two, it just isn't right to give them out, especially since the original Mappy is readily available for purchase... on Windows, on PlayStation and soon on the TV Games toy. I may put Hopping Mappy (the Japan-only sequel) and Mappy Arrangement (the rare two-player remix) back up, because they are still just about impossible to find anywhere but MAME. I don't know yet, and because it is a legal and moral problem, I'm erring on the side of respect for Namco at this point.

 

Crystal Confession


I bought another GBA SP. Now we have a Flame (red) one to go along with my Onyx (black) SP. Add that to my Indigo (blue) GBA model, and now we can play Final Fantasy: Crystal Chronicles three player.

Although I must point out that I have four link cables so if we should happen to have a friend with a GBA SP, we can go foursies. (Hint: we do!)

I tried playing FF:CC with my non-lighted GBA, but it was just too pathetic. Rhonda was skating through inventory screens on the Onyx SP, while I'm tilting my GBA 360 degrees trying to catch some rays in our minimally lit living room. Earlier this weekend, I actually said "Getting another GBA SP is a good idea. Because not only do we have Crystal Chronicles now, but that new Zelda Four Swords game will be coming out." Such is my zest for life.

I did find an old third-party GBA light for the Indigo, for those inevitable four player sessions. We searched everywhere for a stupid light, and ended up buying a pre-owned Nyko worm light (with pass-through port). Third-party and pre-owned, disgusting. Judging from the store shelves around here, the venerable worm lights are completely out of fashion. Instead, everybody has those awful clamshell lights, that "protect your Game Boy!" as well as lighting it up and making it look stupid. Plus, I couldn't find a single clamshell design (out of fifty million) that would allow for the GC/GBA link cable to attach. The pre-owned worm light will be fine, but I'll feel dirty using it. Rhon claimed the Flame SP for all future gaming, by the way.

Oh, and the game? Yeah, it's worth me buying another damn SP. Imagine 4P Gauntlet, but make it worth playing. Hey, I used to love Gauntlet... so much so that I was once pick-pocketed while playing it. But today the game is all but unplayable. Crystal Chronicles takes the spirit of Gauntlet into the modern generation, smashing wanna-be crap like Diablo 2 into the mud.

We also picked up Karaoke Revolution, a PS2 music game where you sing. Really, you sing. Not press buttons like PaRappa. Sing. You use a mic/headset (the SOCOM one works, hooray!) and sing along with the screen. Very much like DDR, where accuracy is judged by the notes of your voice. My best song is Son of a Preacher Man.

The song selection hurts a bit. Only thirty-couple, which just isn't enough. A game like this should have 100 songs to choose from. There is the possibility of expansion discs, but that is predicated on how well the first one sells. If Karaoke Revolution flops, hopefully somebody will crack the code and figure out how to burn your own music. I'd slap together a They Might Be Giants compilation quicker than you could sing "Minimum Wage."

 

Pokemon Sapphire Diary 20


This entry is dedicated to the Pokemon Mini, Nintendo's forgotten handheld system, about halfway between a Pokemon Pikachu 2 and a Game Boy Pocket. It's roughly 2" x 3", with an inch-and-a-half B&W screen, and has four swappable cartridge games... all Pokemon-based. The system also has an infrared port for multiplayer gaming, a rumble feature, motion sensor, D-pad + 3 buttons, and a pleasingly chunky post-iMac plastic design aesthetic.

In the US, you can only get this at the NYC Pokemon Center store (or via their website.) When it was first released in 2002, a complete set of Mini + all 4 games cost over $90. Last December, they kicked it down to $40... plus they threw in all kinds of crazy Mini crap, like a pillow, bath towel, lanyard, notepad and bracelet charms.

Nice price. Mine is in Wooper Blue (as opposed to the purple and green models.)

I had read some pretty lousy reviews of the Mini back in '02, so I never thought much about it. And the Mini "sampler" you can play inside the sleep-inducing GameCube title Pokemon Channel didn't sell it to me very well. But $40 in my wallet has a way of spending itself almost without my knowlege...

And you know what, it's not bad at all. Here's how the games fall out:

Pokemon Party Mini: This one comes with the system, and it's easily the worst. It contains a bunch of simplistic games that usually revolve around timed button presses. Almost like Wario Ware if Wario Ware sucked. One game changes it up by having you shake the whole unit instead (so you freak out the motion sensor), but it's still boredom city. Toss it.

Pokemon Pinball Mini: It would seem difficult to screw up pinball. This cartridge does a pretty decent job at attempting that. First of all, it's not what you're thinking. This "pinball" is actually a very small playing field filled with holes, and you use a plunger (usually positioned bottom center) to launch the ball into the holes. Each board is timed, so if the randomness of pinball goes against you, you're out of luck. One nice thing is that you can play this one with only one hand, because the C button does everything. Erm.

Pokemon Puzzle Collection: Now things start getting good. There's four types of puzzles, mainly of the sliding tile type. Shadow Puzzles have you arranging opaque tiles to fit a form. Motion Puzzles lets you swap tiles to create an image, but the image is constantly moving. Rescue Mission has you shifting tiles to create a path for a trapped pokemon. The fourth type (an unlockable!) requires you to arrange tiles to complete an electrical circuit. There's only 20 of each type, however, so there's limited play value here.

Pokemon Zany Cards: Four card games, but only three are playable by one person. (Two support up to five players, and one requires two players... and all players must have their own Mini, so good luck with that.) One game is strikingly like Texas Hold 'Em, just with Pokemon-themed winning hands. The second game is an Uno clone. And there's a unique Solitaire variant. All three of these are quite good, and the cartridge lets you save at any point just by turning the Mini off. Zany Cards is also the most graphically interesting of the bunch, with lots of different animations based on the cards you play.

Overall, not a bad little portable for $40. (Use coupon code P4E33 to save another $5 on your online order, by the way.) Given that my mobile GBA collection has to be carried inside a small backpack these days, it's nice to have the alternate choice of an even smaller complete system tucked into my shirt pocket. There's another couple of games available in Japan, but I highly doubt we'll see english versions of them, given the absolute rarity and frivolity of the Mini. One of them is freakin' Tetris, which would be spectacular. I wonder if there's a region lockout on Mini cartridges...

 

Pokemon Sapphire Diary 19


There's been two main reasons why I haven't done a Sapphire Diary update in a while. One is Mario & Luigi: Superstar Saga, the spiritual successor to Paper Mario... M&L pretty much owned my GBA SP for a couple months. Go buy it!

The other is Feebas. The hunt for Feebas has all but sapped my will to keep playing. Part of my problem is that I don't understand how exactly the stupid Dewford hip phrase changes. Does it change every time you talk to the goof outside the building, whether he likes your offered phrase or not? (I know it changes whenever you mix records with another cartridge, but does it change when you just trade?) I have now been up and down that awful river west of Fortree two and a half times... and I think I inadvertently changed the phrase in the middle somewhere, accidentally shuffling the magic Feebas tiles.

Fishing is maddeningly boring. I read that you should stick with the Old Rod so that you don't trigger as many battles with non-Feebas pokemon, but I'm not sure if I believe it. Feebas = Hate.

As for the Pokemon eReader cards... well, remember when I complained about the Battle Tower? The eReader cards are like that, but worse. As I later found out, you do get rare items and badges for your Battle Tower runs (although I would still rather have the experience points.) The eReader card battles don't even give you that.

You scan a card and the trainer on the card shows up at the old man's house in Mossdeep. You fight a 3-on-3 match... with absolutely no results. No experience, no additions to your 'dex, no rare items, no badges. These battles don't even add to the battle count in your PokeNav. Sure, some of the card trainers have pokemon that (to date) can't be seen in Hoenn, but they don't increase your pokedex records, so what's the point? I fought a Houndoom. Big deal. Just showing off the hidden art files, I guess.

The card sets also come with rare berry cards, which are another letdown. Scanning a berry doesn't add that berry to your inventory. This would be too useful. No, it simply turns all existing Enigma Berries into the berry on the card. Scan a new berry card and they all get unilaterally transformed again. I guess the idea is to puree them all into Pokeblocks right away.

I think the concept is solid, and Nintendo hyped this up like crazy... but what we got was a pale shadow of what could have been. I'd consider this as Nintendo testing the waters, to see if the buying public would go for the idea before doing something really amazing with it. Considering the overall cost involved (eReader + 2nd GBA + card packs + link cable), I doubt many gamers bit.

Still, imagine if this idea was tied to the card game cards instead. Scan a Potion card and get a Potion in the video game. Scan a Bulbasaur card and get a Bulbasaur doll, or a semi-rare item, or even a damn Bulbasaur, for crying out loud. Being able to choose from a collection of trainer cards for new battles is a great idea, but those battles have to actually mean something. Or else the whole enterprise is a waste of time. Give me experience, give me items, give me a filled pokedex... just don't give me that old man saying "Wow, that was a great battle! Thanks!" Bite me.

The Pokemon Colosseum pre-order bonus began today, and I already have my Bonus Disc. It's not much of a disc, though. It consists of two movies (one for Colosseum and one for an upcoming Pokemon movie) and the ability to download the rare Jirachi into your game. How about some other game demos? Or an exclusive (and better) eReader card? But holy crap am I looking forward to Colosseum's RPG mode. You'll be hearing about that one here in the diary.

The whole transfer-Jirachi-to-your-game bit was adorable. And it's doubly interesting in that Jirachi is actually a trojan horse: sure, you get to add this uncatchable oddball pokemon to your collection, but it also carries along a bug fix. Several months ago, Nintendo realized that the berry patches stop growing after a year. Something to do with the internal clock. So the Jirachi download somehow fixes the berry problem! Pretty nifty stuff. A patch for a GBA cartridge! Unheard of.

Time: 142:44
Badges: 8
Pokedex: 188 (seen: 195)
Party: Metagross lv66, Salamence lv50, Razorbeak (Swellow) lv64, Golduck lv50, Alakazam lv22, Jirachi lv5

 

I miss the Blinding Mask.


I know I've said this before, but I just prefer the atmosphere and look of the Fatal Frame series to both Resident Evil and Silent Hill. RE still has this cheesy veneer to it (although I can't wait for the online-enabled RE Outbreak.) And Silent Hill just gets too disgusting to stay scary. What the hell were those twitchy, pulpy things in SH3 anyway?

Fatal Frame 2 is just like the first... a slow spooky walk through abandoned Japanese villages. It's the pace that gets you; heroine Mio just doesn't have any hustle to her. And wouldn't you know it, this village is also guarding a gate to Hell! If anything, FF2 is too similar to FF. Both cast you as innocent waifs chasing a sibling through an ethereal spiral into the horrible past of ancient Japan, where children must be monstrously maimed and sacrificed to appease the demons of Hell. Despite how moody and involving the sequel is, it does feel like you've been through this already if you played the first Fatal Frame.

In a game like Ratchet & Clank 2, that feeling isn't as important. In Fatal Frame 2, where the storyline is so integral, it hurts it a little bit.

But I still love it; I'll still be playing it at 2am and happily freaking myself out. No game does scary audio like Fatal Frame. In fact, remember the exorcismally-sensitive camera of FF? FF2 adds in a radio. The radio replays spectral recordings of the spirits you meet. In true FF fashion, they are wonderfully frightening and haunting.

I was wondering what happened to Tecmo's other dark and gloomy game series, Deception. I adored all three PS1 games in the series and that franchise just seems long overdue.

 

Game Review / The Hobbit (GameCube)



Although you can't talk about Tolkien's "The Lord of the Rings" without talking about "The Hobbit," there's so many things that separate the two books. Even though they take place in the same world, "The Hobbit" is distanced through purpose, time, depth and tone. Were it not written some twenty years before LOTR (and by the same author), you'd almost swear it was some kind of cash-in Young Readers version of Middle Earth.

The same is true for the video games. While EA's LOTR series is all about hack-and-slash action and slavish adherance to the film version, Sierra's Hobbit game is a light, low-impact adventure title (favorably compared to Nintendo's 3D Zelda games.)

The Hobbit is not a bad game. But it's not a great game either. It's worth your time to play through (once), but it overlooks several points that ought to have been part of the storyline's action. And it does nothing out of the ordinary for a game of this type.

As Bilbo Baggins, Hobbit of the Shire, your goal is to help Thorin and his company of dwarves find their way to the Lonely Mountain. The mountain was once the dwarves' home, but it has since fallen under the control of Smaug the dragon - who has also stolen the dwarves' wealth and ruined the surrounding countryside. Along the way, you'll go through caves, forests and Elvish dungeons... filled mostly with jumping puzzles and fetch missions.

The platform elements are of the normal fare. Jumping from rock outcroppings to ropes, across pillars over a river, that sort of thing. There's nothing too challenging, except for the occasional jump that's difficult to judge. Bilbo has two jumps, a normal leap and a pole vault using his staff. The vault can be tricky to time properly, but it is necessary for the tougher bits.

The staff is also a weapon, along with a bag of rocks and the famous sword Sting. Barring some moments were I wanted the distance attack of thrown rocks, I generally stayed with Sting. I'm not actually sure if there is much difference between the staff attacks and the sword attacks... both receive identical upgrades throughout the game, allowing you to chain your swipes and smack the ground harder. I think using Sting was just cooler. Plus, Sting glows. Even when there are no orcs nearby.

Enemies show up in small groups, with little inverted cones over their heads. The cones are both life meters and the lock-on indicator. The lock-on never works very well, so I abandoned it early on. The best move is to just keep whacking the buttons and keeping yourself generally oriented towards the baddies. Jump attacks are key. In the beginning, the combat is a little too close to hard, but once your life bar grows and your techniques upgrade, it levels out. Some enemies can poison Bilbo, which slowly depletes his life bar until you use an antidote or the poison times out.

Bilbo himself comes with a realistic menu of adventure game moves. There's no double jump, but he can grab onto platforms with his fingertips, shimmy across ledges, scamper across thin paths and climb up and down ropes. It might be a little active for the Bilbo of the books, but in the game he's a little more Tookish. Once you find the One Ring (a minor element of The Hobbit), you can turn invisible for a limited time. I actually forgot about the Ring for most of the rest of the game.

In the book, Bilbo's primary job was that of a burglar. (Or "expert treasure hunter," if you prefer. Some of them do.) The game pays homage to that by letting you pick treasure chest locks. The lockpicking sequence consists of a random selection of timed twitch games, almost Wario Warian in reflex. The games require you to hit the button when a green light is up, but not when it's red. If you fail to pick the lock in time, you'll either lose life or be poisoned.

As usual with free-roaming platformers, the camera can get in your way. It's best to get in the habit of integrating the C-stick into your movement... but even then there are times when the camera will refuse to stay where you want it, making leaps of faith necessary.

The levels are sprinkled with giant floating gems. Yep, you collect them, but they have a dual purpose. The gems are "courage points," and every so many courage points upgrades your life meter. By the game's end, you'll have a ton of courage points and a similarly gigantic life bar. The gems also are used to point you in the right direction, which is especially helpful in the larger, more complicated levels. Bilbo also collects silver pieces (which are used to buy... well, not much of anything) and healing and antidote potions.

With the exception of the lockpicking, this is all very, very normal stuff. The tricksy camera is the most obnoxious bit, and it would have been nice to have that smoothed out. And as soon as any game starts inundating me with fetching quests, my expectations immediately lower. Right away you can tell that this is not going to be a game for the ages, one that raises the bar for the platforming / adventure genre. This game is just going to be average and hopefully do it well enough to get by.

Your path covers much of the book, usually with dialogue taken straight from J.R.R.'s pages. In fact, the game does a fabulous job of adapting the novel. Sure, there are some liberties taken, but they're only to bring in the typical adventure game conventions. Some times things occur exactly as they did in the original story - like when the dwarves demand that Bilbo investigate the area that leads to the troll's campsite. (Purists take note: They even included the talking wallet!) Other things are more of a stretch, like the bizarre fetch quests of the Erebor level. The pattern is clear: everybody walks into a level, but the dwarves either A) stand around giving Bilbo orders or B) are waiting at the end of the level because 1) they're been kidnapped or 2) you've fallen behind. Occasionally Gandalf is there as well, but just like in the book, he's never around when you could truly utilize him, like in the boss fight against a million spiders.

Speaking of that, you might recall that "The Hobbit" wasn't exactly a mano y mano combat story. The game manages to inject an appropriate amount of action with the small groups of enemies, some scripted events (like trolls chucking rocks for you to dodge) and a few choice boss fights. Although you face off against a giant cave armadillo thing and a skeleton king dude, the most memorable boss fight for me was against the spider coven. Attercop! Attercop!

As far as level design goes, it ranges from fine to great. Some levels are wholly linear, but many require backtracking... which can get annoying when you're not sure where you should be headed. This is where those gem paths become most useful. Smaug's Lair in particular can become frustrating because you have access to most of the level from the start, but certain items can't be collected until later... even though you can see them and walk through them. The graphics are also mixed. The cave and forest levels are mostly typical and boring, but the Lake-Town level is beautifully detailed.

Visually, the character models err towards cutsey. Which is a fine alternative if you recall the Joe Don Baker Meets Prune Face vision of the animated 1977 Hobbit tv-movie. Bilbo himself looks far too young, but I suppose that makes him more marketable. It's his mug that has to sell the game, after all.

As close as the art direction and storyline follow the novel, there are some obvious missed opportunities. Gollum appears only in a CG cutscene. As popular as the film trilogy is, and with the computer animated Gollum stealing the show, you'd think Sierra would have done more with everybody's favorite emaciated Ring-addicted proto-hobbit. I was hoping for some kind of implementation of the riddle game - even a cheap timed multiple choice event would have be fun. What about a mini-level where you go invisible and have to follow Gollum out of the cave in a chase scene, just like in the book?

Smaug's death is also taken care of in a movie, when it would have been great to put the player in Bard Bowman's perspective and have to fire the Black Arrow yourself.

And although I appreciated being thrown into the Battle of the Five Armies (I was worried they were going to gloss over it with a movie), the chain reaction bit at the end is a very bizarre way to finish the game. I won't spoil it any further, but don't expect a boss fight. I would rather have taken part in a Beorn team-up and fought Bolg the Goblin Chief myself, even it is out of Bilbo's character.

One final complaint. Even though many cutscenes are terrific, fully animated / acted 3D movies, much of the transitional parts are awful hand-drawn flat storyboards. I get that it's supposed to be like the pages of a book, but the art style is amateurish at best. Too many plot points that should have received the full blown CG treatment (like Thorin's death!) are brushed off in these garish art school still frames.

In the end, it's a fine little game. It borrows a bit of design from the Zelda playbook, but waters it down with linear levels and simple, one-off missions. If you're looking for an adventure title that won't take three months to complete, The Hobbit is a perfect choice. And they did do a nice job playing inside the Professor's exacting world, so it is fun for Middle Earth fans... perhaps especially for those who just come out of the theater but haven't yet made it to the bookstore.





Pre-determined Peers

One big missed


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This page is an archive of entries from February 2004 listed from newest to oldest.

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