April 2004 Archives

 

Raccoon City Outreach


I don't recall any preview of Resident Evil: Outbreak mentioning the awful load times. But then, that's the sad point of previews, to talk the game up no matter what actually ships. The inevitable review will sort all the ugly bits out later.

Back in the early days of the PS2 Network Adapter, Resident Evil Online/Network/Outbreak/Loading was the Big One. For me anyway, because I don't have much interest in Final Fantasy 11. This was the forthcoming game that would bust the internet-enabled PS2 wide open. Exploring Raccoon City with other live players, blasting zombies and seeking the key-coded way out. Droolworthy.

I haven't played it online yet, because I figured I'd get my sea legs in the offline mode first. Problem: I can't even get out of the first level because the game locks up on me somewhere in the "Outside of Apple Inn" area. Now, I have a Day One PS2, probably one of only five in America still in operating condition... so at first I blamed my aging hardware for the lockups. I did some troubleshooting; played the game on Kevin's newer PS2 (the network bundle kit version)... it locked up at the same place. I even exchanged the game for a second copy. Locked up again. I just finished Fatal Frame 2, and I'm deep in Lupin the Third, and both of those games have been fine. So I don't know what to blame now.

Let me tell you a little something about Resident Evil: Outbreak. It runs in scenarios, not in one solid adventure like the previous games. While in a scenario, there are very few save points... in fact, saving really isn't traditional saving, it kicks you out of the game so you can resume it later. I have the impression that you're supposed to gun through the entire scenario in one sitting, which would make sense for an online game with players scattered across the country. All four times I've tried the first level, I haven't saved... so I can't blame my lockups on a crappy save file. For further insult, you can't play any other scenarios until you've beaten the first one.

I'm reluctant to give up and sell back the game entirely. It looks really great, has a couple of the best opening CGs I've seen to date. And the concept is solid, especially the bit where you yourself become a zombie after dying.

But holy shit, the loading. Remember the classic RE door animations? Those are gone, but not replaced. Outbreak just throws up a black screen with some locater text at the bottom. And they're long. If you're trying to dash down a hallway with doors on both ends, you'll spend more time on the in- and out-loading screens than in the hallway itself.


I was expecting a lot from Final Fantasy: Crystal Chronicles. Previews all gushed about the graphics, the co-op multiplayer. The chief draw was, for me, the Game Boy Advance connection. We've had quite a few games that offer simple bonuses for hooking up a GBA, and the lovely everpresent level map, but never a game that required a GBA. That's a challenge I'll gladly accept.

You might be aware that Nintendo's GameCube / GBA movement has an abundance of detractors. The biggest complaint is the expense involved, which, for FF:CC and 4 GBAs, could be crushing. The next largest is the idea that Nintendo is cheating game buyers who don't have the other half of the connection... like those bonus Super Mario 3 levels only available on eCards. The thought being that Nintendo could easily have included those levels on the SMB3 cartridge and skipped the whole unlikely eCard/eReader deal.

Personally, I don't give a crap about either of those, because I like spending money. And until Nintendo switches over to a release line of solely pro wrestling and bass fishing games, they can have all of my money that they want. Quality is worth jumping through hoops for.

So you're going to read a lot of negativity about connectivity, probably until Nintendo finally either dumps the concept entirely or integrates their console and handheld units so closely that you physically can't own one without the other. But this review isn't about that, because I say it works great. No, the problems with Final Fantasy: Crystal Chronicles go a bit deeper than the required GBA collection. Amazingly, for all the exposed gimmickry of using GBAs as a controller, the game has found a completely ordinary place to fail: unbalanced multiplayer.

Before we talk about the gameworld, forget the prefacing title. There is very little Final Fantasy in this game. Yeah, there's the odd Moogle, but that's as far as it goes. Of course, that really only indicates that, as gamers, we have a very narrow definition of what a "Final Fantasy" game should be, which isn't exactly fair (or interesting) to Square Enix. Since I've never really played a "genuine" FF game anyway, I'm going to move right past that.

I'm also not going to discuss the single player mode, because I've never tried it. That's just not why I wanted this game. In fact, there's a bunch of things I'm not going to get into - like how great the boss fights are, or the weird letter-writing stuff - and you're just going to have to take those as read. This is a pretty big game, and I'm covering the best of the best and the worst of the worst.

In FF:CC, you and your fellow GBA-owning pals become the sons and daughters of a small village in a world covered in miasma. This miasma kills everything except baddies and Moogles, so every year the village sends out its kids to gather the one thing that keeps the miasma away: a drop of the magic liquid myrrh that recharges the village's protective giant crystal. Your team - called a crystal caravan - must travel from region to region, braving enemy hotspots to collect the liquid. Once your caravan collects three drops of myrrh, the game calls that a "year" and throws a huge party... during which a text recap of your year's adventures is displayed. Then it�s off to the next year. Between all that there�s a continuous stream of confusing and nonsensical cutscene interludes that dog your travels between the dungeons. More on that later, I want to cover the good stuff first.

It�s a great looking game. Moogles are fluffy, the various worlds are detailed and convincing. It looks so good that you�ll forget how good it looks, because almost nothing breaks that illusion by looking crappy. You might notice some unfortunate moire patterning in water or grass fields, but that�s about it.

The nicest bit about FF:CC is how the game�s storyline and presentation work to streamline the multiplayer experience. To wit:

- Everyone hates splitscreen on console games, because splitscreen just sucks. Split 2P usually means a restricted, warped view, and split 4P can be confusing and distracting. FF:CC addresses this by borrowing Gauntlet�s age-old same-screen quasi-overhead viewpoint. But remember how you could press against the edge of an invisible barrier, stuck until your partners caught up with you? FF:CC uses the miasma as a device to encourage players to stay together. One player of the group must carry along a crystal chalice, which projects a spherical protection zone. Wander outside of that, and you eventually take damage from the burning miasma. Clever!

- Everyone hates inventory-supported multiplayer because it means that either everybody has to manage inventory at the same time (or, visit the same item shop all at once) or three players sit around while one mucks in his pockets. FF:CC moves all personal information to the Game Boy screen, so you can eat berries all you like without ever bothering the other players. Nice!

- Everyone hates getting behind when some players play more than others. Although FF:CC does offer a stats-based system for character upgrades, every magic spell in the game is available to all players regardless of level. You just have to find them during your dungeon crawl. And at the end of the dungeon, everyone�s magic gets wiped. So while your individual magic level will determine the damage you can dish out, it�s never going to be a case where one hardcore player has all the coolest spells and the new guys just suck along with nothing. Cool!

- Everyone hates boring, repetitive fighting. Turn-based combat can become drudgery death in old-fashioned games where everybody, monsters included, gets a moment to select an attack and then wait for it to be carried. FF:CC is all arcade combat, fast and furious. And just so you don�t think it�s all about button mashing, spellcasting is realtime as well, and requires a great deal of finesse for the advanced player. When players cast certain spells at the same time, they will combine to form more powerful and complex attacks. And since the action is all real-time, the only way to cast the biggest, baddest spells is to talk about it and plan it. Especially since some high-end spells require bizarre and exact timing sequences to pull off. Sweet!

- Everyone hates dying. Especially when one player dies and then can�t come back until much later, or the game forces a level reset or reload to get the dead guy back in the game. FF:CC is very free with character resurrection� players can protect against death by carrying Phoenix Down items, or any other player with a Phoenix Down or the Life spell can use it to the bring somebody else back to life almost instantly. Pheonix Downs are finite and are probably best held until boss fights, but the Life spell (like all spells) can be used continuously until the end of that particular dungeon. As long as a couple players have Life, everyone gets to stay in the game. And there�s no penalty for dying! (Unless all the players die, that�s when you get a level reset.) Excellent!

Many of these points are addressed by online PC games, but lack the fun of having everyone in the same room. This is important for tactical reasons� where you can actually talk about who should use what spell, and who needs the artifact powerup, etc. As opposed to typing it. Or voice-chatting it with dickheads you�ve never met. Plus, each player gets a different map screen on their GBA� so one person will have the level map, another will have the baddie locator, and the third will have the baddie weakness scope. It�s important that the players actively cooperate so that they collect all the treasures and find their way to the boss and the exit.

Each GBA also gets a �secret� goal. For example, �Open treasure chests� or �Only use focus attacks� or my favorite �Take damage.� It�s really up to you whether you keep it a secret or not, but whoever does best at meeting their secret goal gets first pick of the treasures found in this dungeon. It adds a small competitive aspect to a largely cooperative adventure. Even if you find all eight treasures in a dungeon, each player only gets to take home one of them, so meeting your secret goal could become very important.

FF:CC also lets you add and remove party members easily, so a friend can jump in at any point in your quest. In other words, you�re not stuck playing the whole game with the same party, start to finish.

All of which leads me to believe that Crystal Chronicles is geared for the casual, social gamer. The truly hardcore adventure types are going to prefer MMORPGs anyway.

So, the game looks great. The GBA screen is useful and smart. But now we�re going to see where Crystal Chronicles stumbles.

First, the monotonous cutscenes. You know I love plot in my games, but this game just doesn�t need it. All the great stuff I ticked off above has no need for a deep, absorbing plot. This game should be about action, about fighting monsters, about collecting powerful artifacts. In a room of casual gamers, the odds are low that everybody is going to care about the subplots like I do. Worst of all, these moments appear randomly, while you�re moving across roads on the overhead map. Adventure games used to have random monster encounters; FF:CC has random cutscene encounters.

To make matters worse, since your party can change from play to play, you could end up with a group that has no idea about Gurdy�s ongoing poetry or the rumors of the Black Knight� and most likely doesn�t care. It would probably be different if the cutscenes were sweeping, well-animated CG mini-epics, but they�re just simple shots using the game engine and text. 99% of them show your characters standing on a dirt road watching other characters talk to you. They�re lame.

And about letting people jump in and out of the quest� in theory, it sounds great. Everybody has equal access to all the magic, so people shouldn�t feel left behind if they�re playing alongside more practiced friends. Unfortunately, it doesn�t quite work that way. New people are going to do less damage and have a shorter life meter, so they�re going to spend a lot of time dying in an aggressive dungeon. Or some player is going to spend a lot of time healing from the back row.

Aside: We�ve had great success with two experienced players and two new players, but any party where the new players outnumber the old is going to get facerocked, and no one will have any fun at all. The game just doesn�t scale down appropriately when you try to bring in new players after hitting Year 4. So play smart and let the older group wean in the new meat. Everyone will have a much better time.

Minigames. The game already expects you to have 2-4 people playing, so why not include a bunch of extra bonuses? The game even makes you think there�s plenty of them, by connecting them to an ongoing Find the Moogle in Each Dungeon puzzle. We have found exactly one minigame, the Mario Kart Super Circuit knockoff Blazin� Caravans. It�s neat in that you all play it on the GBA, but it�s a pretty lousy game to begin with. There should be minigames everywhere, card games, little arcade games, anything to promote a different way to play with your party members. The closest thing we found to a new minigame was a cow-racing event in one of the towns, where we all had to pick a cow to bet on� and then watch them all walk towards towards the finish line.

Another problem: towns are boring. You can�t enter any buildings. The townspeople all stand around and watch you walk past. Dialogue repeats often. You quickly get the feeling that they are immaterial to your quest. And aside from buying new weapons, they are.

Using a GBA as a controller forces a strange button scheme on you. It works like this: the d-pad is movement, A is attack and B is context-sensitive (read, pickup, that sort of stuff). The difficult part is that A is actually defined by you during play, and this can be very daunting for new players. Using the GBA�s L and R shoulder buttons, you cycle through a list of assigned actions, and whatever action is currently up becomes your A button. Attack and Defend are always available, and the rest of your available slots are filled with inventory items� magic spells and healing food. This means you have to get in the habit of quickly rotating through your action list to select the desired spell or attack function. It�s doable, even efficient, but a little tricky. It�s the price you pay for having that GBA screen available.

Also, toggling between the GBA screen and the Cube screen can throw people off. Obviously the TV is for fighting and exploring, but the GBA screen holds about ten pages worth of information. Inventory, letters from home, your favorite foods, artifact list, level map. You use the Select button to toggle between the two screens, but it is easy to forget which one you�re on, and start hitting buttons thinking you�re attacking� and instead you�re just scrolling through your equipment list.

But most disturbing is the game�s pattern of cycling dungeons and paths on you. There�s a fairly large world to explore, dotted by dungeons and towns, but the game makes only the smallest effort to keep you headed where you should. As a result, you lose a lot of time wandering from point to point, perhaps entering dungeons before you�re ready and therefore getting your ass kicked. This is especially frustrating when you�re trying to introduce new people to the game.

The only control the game provides � aside from popup menus that show you if the selected dungeon has myrrh available or not, because it takes three game years for a dungeon to regenerate myrrh � is through the miasma streams, rivers that separate sections of the map. In order to cross a stream, you have to have tuned your party�s chalice to a particular element� and in some cases, that simply isn�t possible depending on where you are and what elements are available to you. So, in effect, the game does try to herd you towards your goal, but it�s just not obvious enough about it or even good at it. Backtracking is common and boring. Plus, you have to physically walk through the stream, in a completely unnecessary sequence where nothing attacks you, nobody gets hurt, and there�s nothing to pick up. You just walk.

Given the effort towards fun, frantic multiplayer, I would have preferred the game just tell us where we should be headed instead of wasting our time with trial and error. Because in a game like this, I�m not really expecting a grandiose, story-based experience. We don�t want to get lost in an overworld map with continuous non-sequiter cutscenes. We don�t want to wander into areas that are beyond our skill. We want to pick up the game, battle through some dungeons, buy better weapons, and move on the next. It should at least show what dungeons are best suited for my current party. I suspect the game does have a method of controlling this � based on the year, your party�s level, the miasma streams, and the storyline - it just doesn�t share it. Several times (with new players) we entered a dungeon where we could not progress past the first few rooms without dying. And that�s all it takes for newbies to decide they never want to play the game again.

You might have noticed that all my problems with Crystal Chronicles center around one thing: the problem with bringing in new players. If you have four people (and four GBAs) and everybody is willing to play all together at the same time, you�re going to have a fantastic time. If, like me, you have friends who aren�t always around, or are just casual gamers, you�re going to end up disappointed and FF:CC is going to take an inevitable backseat to more accessible multiplayer games like Mario Party, Double Dash, Soul Calibur 2, Beach Spikers or WarioWare. There�s a lot to like about this game, you just have to fairly dedicated to get it to work.





Choose your trade


There's a modest character creation system that allows for each player to have a distinctive look to their avatar. You have four races to choose from, each with four different designs for each sex.


Clavats - Generic human looking, peaceful race. Probably the majority of the game's world. Starts with high defense rating.


Lilties - Short race with round, cute heads. Originally ruled the continent. Starts with high attack.


Yukes - Mysterious, monster-looking race. Each has a strange beaked helmet, some have vestigial wings. Starts with high magic skill.


Selkies - The minority human race, gypsy-like in appearance. Considered troublesome. Has quickest focus attack and longest range.


Once you dress your character, you get to pick your parents' trade... and then an entire family is generated in your village. What's great about this is that it encourages you to fill all eight slots on your memory card with characters, because that's the only way to fully populate your town. Once all the trades have been taken, your town will have its own blacksmith, tailor, fisherman, etc... so you can avail yourself of these shops without having to travel across to the map to one of the pre-built towns.


 

A Day Late, But Not a Dollar Short!


I am behind the times. This is obvious for many reasons, not influenced at all by my red/green colorblindness (which does mean I have to ASK if I match before I head out the door to school - kids can be cruel sometimes!), but the newest of which has everything to do with my collection of games and tech toys.

It started back with the PS2.....I went to Joe's, played his for all of 5 minutes, and then promptly went out and bought one. I use it sparingly now, with the exception of when my few PS2 friends stop by - and of course at band staff parties (they love Eye-Toy....its really fun after a beer or two).

Then came Doomtown. Again, Joe introduced me to a game that I really thought was cool, and since he started my collection of cards with some of his extras I decided this would be a good thing to get into. I have inherited many cards from Joe and Mike, and have even bought a few boxes myself. I only use them now at the limited times when I get together with Joe, Mike - oh and of course at Origins.

Next up on my list of rarely used items is my Handheld PC. In fact, I kept my contacts, calendars, games, notes, and lots of other stuff on there and used it intently for about a month. Then I would carry it around, like a paper calendar, but never used it (which is why the battery would last for weeks at a time!). Now, I plan to put it up for sale on E-bay, unless someone reading this wants it?

But now I think I have finally made a commitment......last week I bought an iPod. Joe had one (notice the trend here.....), and then my colleague Ed got one. Fooling around with Ed's one afternoon put me over the top - now its even PC compatible! I have already uploaded 2 days worth of music (thats about 1/3 of my CD collection) and still have over 30 GB of memory left. I listen to it constantly (every day running, in the car over the stereo using the FM transmitter, at school using the FM transmitter - I even have the music for my school groups and classes loaded up and ready at the touch of a button!) This little thing is changing the way I travel, work, and live.

The question is will this just become another "tech toy", or will this prove to be something that outlives its usefulness before I have even finished paying the credit card bill?

 

So, why a horse? I don't get that one.


I finally located that Sadako Flash cartoon I mentioned the other week. Thing is, I was googling all wrong. I had tried Ringu Cartoon, Sadako Flash, Ring Flash and all the permutations inbetween. Today at work I suddenly recalled where I had even heard of this flash cartoon in the first place... Insert Credit.com. So I tramped through their news archives until I found their original newspost about it.

Lie. I found the correct archive page on the first click, September 2003. My memory must be better than I remember. Regardless, their link was no longer valid. But they did mention the true title of the flash file, sada_end.swf. Googling that turned up the long lost cartoon, although a couple of the Google links were just as dead.

So I thought I'd host it as well, since it's worth viewing if you've seen Ringu. If you haven't, it's an interesting peek into Japanese fan culture. They (and I suppose by 'They' I mean the whole of Japan, *shrug*) have turned a spectral killing machine into a cute-as-a-button anime character! Set to music that IC speculates is from a Japanese commercial for an English language school, you have a unique little cartoon. Here it is, click to view.

It's probably un-internethical for me to grab the swf file like this. I know lots of Flash authors don't like seeing their stuff parading across crappy websites with no credit or linkback. So if I ever get told to drop it, I'll do so. Until then (or until I see my bandwidth exploding) I'll give it a home here for anybody else who may be lost, misdirected or mutilated in the searching.

That picture of Sadakitty is also from Insert Credit.com, while we're discussing me stealing things. (They do a great job over there, specializing in the Japanese game industry, and delivering some really great, non-traditional game reviews. Make sure you read this one, this one, and this one.) And you thought Sadako couldn't be any more adorable!

 

Always Double on Eleven


Capitalism never ceases to intrigue and amaze me. Especially after living in the shadow of Las Vegas for many years, it was easy to become fascinated regarding the world of commerce. Which makes my interest in gambling and casions a bit odd and perhaps hypocritical when you couple it with my notion that the world would be better off if businesses weren't trying to make a buck at all costs. How can I enjoy strutting around Bally's Casino when the mere thought of anything Disney or evenly remotely capitalistic sends my mind into apolexy? How can I like, no savor, playing blackjack? Suppose it's all because gambing to me is a game, and anything that is a game trumps my distaste of unbridled capitalism. That must explain all those Doomtown and Magic cards I own.

Now onto the story.

Last Thursday my wife and I decided to make a pilgrimage to Atlantic City for our biannual gaming extravaganza. When I say gaming, I suppose it should just be called blackjack, because that's all we do. Slots? Screw 'em. Stupid donation machines. Craps? Lousy odds, unless you are betting the pass or don't pass line. Roulette? Dull. So blackjack it is, even though we're forced to play a shoe with eight decks and deal with mooks who don't even play basic strategy. Besides the point though, because we feel we can play for a while and usually break about even, which is just fine by us.

So we're off to Atlantic City with no real plan in mind, just to game and goof around. Thursday has us playing mostly ten or fifteen dollar tables, and dealing with the blue haired ladies who hit a stiff hand against a six and the hungover dude who kept hitting a soft eighteen and nineteen. What? No splitting tens?

After an hour of playing we're walking around Trump's Plaza when we notice a horde of cameras and equipment snaking their way around the craps pit. Odd. Even more odd is when they saunter up to my wife and I and try to convince us to be on their show, Ambush Makeover. Granted, we look like chumps with our sandles, sweatshirts and cargo pants, but no sale here. We have games to play, plus the show is on Fox, which pretty much means it has zero credibility. Of course that's not saying much - just having it on any TV means it usually lacks credibility. (See, I really don't like capitalism.) But this encounter did give me a chance to catch up with a lady I went to college with, Deb Somethingorother. Hope your life is full of verve Deb.

So, ambush makeroverless we continue playing, walking around the freezing and gloomy boardwalk, or just wandering. Upon returning to our new favorite casino for makeovers, we're accosted by a representative for Fairfield Resorts asking if we'll go to a presentation for a timeshare. Our reward: fifty dollars in coins and a free two night stay at a Fairfield Resort. So we agree.

I still don't like capitalism.

So at our presenation the next day (after hours more blackjack and a tasty ten dollar omelette) we immediately tell our salesman we're just not interested and then listen to his pitch. Pretty much standard buy our timeshare fluff, because this is your money, and don't you want something to show for it, and blah blah blah. Funny. He did seem shocked at the end when we reiterated we weren't buying. Honestly, he had to know he was screwed when we saw us: we were by far the youngest couple in there, we needed a makeover, and I fell asleep during the presentation.

But we took our gifts just the same, played some more cards, and ate more breakfast foods at non-breakfast times.

Did I mention I love capitalism?

 

Puzzle Drama


Had a bit of Puzzle Pirates drama last week. Out of nowhere, my Captain gave up the game. I didn't investigate why, personal reasons outside the game I'd imagine. Perhaps connected to the amount of time it takes to run a small fleet and crew.

The Captain took with him our crew's Queen as well (they're a real life gaming couple. I think.) so our crew lost our key leadership in one blow. He promoted one of the officers to captain, and a flurry of new officerships followed. They role-played it to the end, maintaining the piratey accents in their farewells... even switched their avatar clothes to rags to simulate a Riches to Rags story.

I don't begrudge their choice at all. It can be a daunting challenge and an unexpected time sink. It's even more surprising given that it's a bunch of damn puzzle games; you don't anticipate the grip you'd expect with the usual MMORPGs. The loss of Captain Proteus and Queen FengPo reminded me that I'm playing with real people here, not bots or NPCs. Maybe they just decided it's not fun anymore, or they're tired of the monthly fee. None of my business really, but I like that their real world decisions can impact my own gaming experience. It makes for an interesting little drama. As online game developers already know, adding community creates instant depth!

Assuming the community doesn't suck. I picked up Resident Evil Outbreak yesterday, and I'm already worried. The game's chat lobbies were packed with the usual sorts of teen moron fuckups. Happily, Outbreak doesn't support chat inside the game, so you can't have one player wrecking the ambiance with l33tspeak. Although I doubt it will stop a player from jumping in circles and wasting the party's green herbs.

I haven't played the game itself yet. So we'll see. For a year I've been promoting this one to my PS2 friends as a reason to string ethernet across their living rooms, so it would be nice if it could live up to that.

 

Pokemon Sapphire Diary 22


Pokemon Colosseum is an awful disappointment. It hurts me to say that, but it is all too true. Colosseum is the first game I've played where I have actually nodded off while playing. Multiple times.

And it's not like this is Nintendo's first attempt at a big-scale Pokemon game. They had two in the N64 Stadium series (three in Japan), and the problems of those games were obvious. Although they sold well, I can't recall a single glowing review. The audio was lousy, the battles were uncompelling, the gameplay was repetitious. Each time, Poke-fans figured "They'll fix it and make the next one so much better."

Nintendo did not. They made it worse. By ignoring the failings of the Stadiums, and providing an entirely bonus-free Colosseum, they have turned the game into probably the third most painful game in the franchise. (Right behind Hey You Pikachu and Pokemon Channel.)

See, we all thought Colosseum was going to kick complete ass... because it will have an RPG mode. We repeated this mantra in our sleep. We could not wait to explore a new Poke-continent. We assumed too much.

We assumed that a GameCube Pokemon RPG would approximate the depth and detail of our cherished Game Boy versions. It does not. Colosseum's RPG mode is nothing more than a longer battle mode. Walk, battle. Open door, battle. Navigate maze, battle. It's linear, it's boring, it's almost entirely outside your control. Your involvement is reduced to choosing which pokemon to fight with. No contest halls. No berry growing. No secret base. No badge collecting. You can't even catch wild pokemon.

The only intriguing bit is the whole Shadow Pokemon / Snag deal. Meaning that you can steal corrupted pokemon from evil trainers, an impossibility in the GB games. That's the only new mechanic in an otherwise endless series of battles.

Even more astonishing, Colosseum has no extras! No school mode, no GB player mode, no daily free downloads. Not even the happy little mini-party-game... all stuff found in the Stadium series. The only extras in Colosseum are more battle modes. Good gravy crap it pisses me off.

Technically, the effects and attacks look great. Rarely amazing, but mostly great. Of course, pokemon still don't ever touch each other during battles, the audio blows, and there's no continuity from one animation to the next. For example, you attack a Staryu... it will animate taking the hit, but if you have knocked it out, the screen will fade to black and come up on the dying animation. It never flows directly from one animation to the next. Every battle has this disjointed sense to it, making the "modular" animation approach obvious.

Trainers are now on the field, but they never move. Except when you defeat one, then he/she will cut from his looping stance to his loser animation and then cut right back again when the camera angle changes! Same with the ball-tossing scenes. Your trainer will animate throwing a poke ball, then the game cuts to the ball's airborne arc... except that the arc is coming from nowhere near your character. It's awkward and amateurish.

When a pokemon uses Rain Dance, you get a nice storm sequence. Which instantly stops, only to be repeated during the "It's raining" announcement between turns. NO. When a pokemon makes it rain, you should freaking have it rain throughout until the effect ends. And while we're on a water discussion, why must the underwater types all float? Throw a damn wading pool out there, so we don't have to see all the fishes flying in mid-air. Yet another mistake from Stadium that was not addressed.

If you're going to make a full-on 3D Pokemon game, you need to do it right. Colosseum is half-assed and empty from start to finish. I just don't know why Nintendo bothered.

But I'm sure the next one will be so much better.

Back in Sapphire, I've found a new problem: Horsea. To get a Horsea to evolve from Seadra to Kingdra, you need a Dragon Scale. Those are only found attached to wild Horseas (and Bagons). I have captured over 40 Horseas and not one of them has been holding a Dragon Scale. Not one.

Time: 152:32
Badges: 8
Pokedex: 190
Party: Metagross lv69, Tropius lv29, Razorbeak (Swellow) lv64, Feebas lv20, Golduck lv55, Ninetails lv44

 

Kyo no eiga ni ikimasho


We had kind of a Japan-themed movie weekend: Lost in Translation and Ringu. Both films somehow made it through the comprehensive sieves I have in place that control these sorts of purchases.

I'm in a kind of Asian Cultures 101 phase right now. It's actually been going on for some time, propped along by video games, Pokemon, and whatever Cartoon Network runs after midnight. Somehow, this weekend managed to turn into a nexus point... we bought Lost in Translation earlier this week, more or less an impulse pick. And I've been secretly planning a Ringu purchase for a couple weeks now, and the time just seemed right.

Rhonda loves watching a good movie, lately I usually don't. My hatred of physically entering a movie theater has bled over into our home life over the past few years. It's not that I don't like movies, it's just that I resent the time they occupy. Rhon brought home Pirates of the Caribbean one night, and I really resisted watching it. Yes, I was skeptical of the content, cynic that I am. But moreover I just didn't like knowing that I was about to lose two+ hours to an untested product. I actually set myself up with something to do while the movie ran - playing with my new Xevoz toys - as a silly effort to duplicate my time. It's a burden; I'm working through it... if only to avoid becoming a total prick about future movie events.

Lord of the Rings was a notable exception, but in that case I already had a vested interest in the film(s). And in the end, Pirates wasn't bad at all! I'm tempted to blame this attitude problem on video games... I mean, they're essentially movies you get to control, at least, the ones I prefer are. I'd rather be the main character than watch the main character. Even a game with a sucky, cliched plot >*Beyond Good & Evil*< at least gives me the ability to interact with it. And control when and how I experience it.

So these movies were a good opportunity to bridge the divide. Lost in Translation was a nice warm-up, a study of Americans adrift in Tokyo. It was much more subdued than I expected, which was great. It also has an ending that isn't 100% explained, which I always like. (Again, you might see that as me preferring to interact with the movie rather than just absorbing it... even if the interaction is as low-key as just thinking about what it means.)

We watched a portion of Lost in Translation with subtitles on - if you've seen it, you probably know what we were trying to do - and we agreed that neither of us are very good at watching movies with subtitles. (I long ago discovered this when I started working in TV and first saw extensive use of closed captioning.) I always read it more than I watch it, so the text becomes distracting and I miss the nuances of the video. And I read fast like a motherfucker, too.

So what did I do? Move us over into a Japanese film with English subtitles!

The nice thing is that Japanese is a very easy language to watch with subtitles. It seems like the average sentence is much longer in Japanese than in English, so you have plenty of time to grab the text at the bottom and still catch the faces, the inflection, the acting of the people onscreen. I'm surprised this DVD wasn't dubbed with English voices, but I'm really glad it wasn't.

Me choosing Ringu is a direct result of playing Fatal Frame 2. I had read some sites that talked about the similarities, and I found the Ringu manga at the bookstore shortly thereafter, so the film had to come right behind. I quickly decided against the American version, and a look at the trailer seems to bear that out. The US remake looks like more of the same overbaked horror, which I almost never watch. I like subtlety and suspense, not shock and effects. In terms of horror, Ringu builds up to exactly one scene... while the US trailer indicated gore and blood and ghosts every few minutes.

It was pretty cool to see elements in Ringu that I recognized from Fatal Frame. Not to say that FF2 was derivative, but I realize now that it definitely has some homage moments. (And who knows, maybe Ringu is an homage to something else. I'm no film student.) I had never seen a genuine, modern Japanese movie before, so the general similarities to Japanese video games was striking. I imagine I shouldn't be surprised at that, given how closely the two media cross over, and how highly the Japanese respect video games. I'm probably talking out of my ass and making more of it than it really is, but the pacing, the effects, the editing, the style said "game cutscene" to me. Which in actuality means the reverse is true: the video game scenes say "movie."

A couple months ago, before I had even heard of Ringu, I happened upon a great little Flash cartoon featuring tons of fan art of Sadako set to music. I can't believe I can't locate it now so I can link to it. Maybe Sadako herself had it removed.

 

The Crystal Connection


Now that Nintendo has announced Legend of Zelda: Hyrule Adventure, or whatever the former Four Swords Plus has turned into, that's become the new darling of the GameCube/GBA connectivity movement. Poor ol' Crystal Chronicles has been tossed out in the miasma.

Will Zelda save the GCN/GBA connection? Nintendo's push for connectivity is almost universally derided on forums, magazines and websites. It's become the new Raiden Sucks. One complaint I've seen repeated many times is that the connectivity stuff is either a useless bonus or a feature that could have been integrated into the game itself. For example, in Crystal Chronicles, could the game's "personal inventory screen" idea been accomplished with the GBA connection?

The benefit to having your own interface screen is that you don't have to pause all the other players when you want to quaff a potion or talk to a shop clerk. That info pops up on your GBA screen, leaving the TV clear for continued fighting or running by the other players.

I guess Square could have popped up a small text box onscreen, but that would have to cover something in the battlefield. And if three out of four players dive into their inventory, the fourth player would be stuck with precious little screen space. Plus, the GBA's most important function is a live level map. To me, having the map removed from the HUD (or the pause screen) is worth the cost of everything. I wish you could do this is every game... it was great being able to consult the level map in Splinter Cell without pausing every damn time. Imagine getting that big ugly map off the screen during 4P Double Dash.

So I'm totally bought-in on that score. Instead, I'm annoyed at CC's difficulty. Rhonda and I have characters that we've played 2P quite a bit... so our pals who haven't played so much get hosed when we play 4P. Is a dungeon's difficulty determined by the level of the current players, or by the year of the storyline? I'm inclined to think the latter, and that sucks... because now none of our low level friends (sorry) will be able to play. And what if they play without me, will the dungeons gear down for them even though it's Year 6? It's frustrating, because it's just not fun for the weaker party members to be continually dying.

So Crystal Chronicles has kinda dropped off the radar because of that. I'm probably going to have trouble convincing my friends to play again. I guess I should just move on to Zelda like everybody else.

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