Sturgeon's Law

by William Lowenthal
& Thomas Mack
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Thomas

Review of Atelier Escha & Logy

Apr04
by Thomas on 4 April 2014 at 11:12
Posted In: Video Games

atelier If you like Japanese import video games, I enthusiastically recommend Atelier Escha & Logy: Alchemists of the Dusk Sky. The premise of the game is that you’re an alchemist who uses your alchemical powers to craft weapons and armor to fight monsters, who conveniently drop more recipes to craft and items to craft them with.

Despite that description, it’s not MMORPG-like; collecting items is not tedious, and the mechanisms involved in alchemy are actually interesting and have depth. Furthermore, the game’s central mechanics are supported by engaging banter and interesting cut-scenes. The mechanics are not even the foremost preoccupation of the game; it’s about trying to become a competent alchemist, rather than fighting a supervillain trying to destroy the world. (There aren’t even any real antagonists until the last 5% of the game.)

Although the Atelier series, of which this game is the fifteenth installment, has received justifiable criticism for the similarity of its entries, Atelier Escha & Logy still has new characters embellishments to the core mechanics that are compelling enough to prevent the game from becoming stale. Of particular note is its introduction of establishing consumable items as equipment, causing them to be refreshed automatically upon returning from the field to town. One of the weak points in the Atelier series has been the micromanagement involved in maintaining the combat readiness of the party (especially given that it’s often superfluous, given the low difficulty curve of most of its games); this new mechanic reduces the amount of time spent on such minutiae.

Having played the three prior games, I nevertheless encountered enough surprises in the game, ranging from its setting to some of the details of the item-crafting process, to sustain my interest throughout its 30+ hours of play. Atelier Escha & Logy is an engrossing game that provides a welcome departure from more formulaic and shallow RPGs.

Atelier Escha & Logy was released in the US on March 11. Import versions from Japan are also currently available.

└ Tags: Atelier Escha & Logy, japanese imports, jrpgs, video games
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Thomas

Final Fantasy XIII-3: Lightning Strikes Down a Series

Feb28
by Thomas on 28 February 2014 at 10:00
Posted In: Video Games

ff13-3-boxFinal Fantasy XIII-3 was released recently, but I think it marks the point where I have to abandon the Final Fantasy series. As much as I like the ambitious project of a legitimate trilogy of connected Final Fantasy games that tell a single story, FF13-1 and 13-2 were huge disappointments. Starting with 12, or even dating back to 10 and 10-2, the series has turned into something that doesn’t appeal to me.

The later games’ mechanics are deliberately made to resemble MMORPGs. Instead of directing your characters’ fighting, you wade them into a mob of enemies and fire off priority lists of abilities. Your only control in combat is, effectively, where the character is standing. Final Fantasy 12 is the exemplar of this dive into inactivity. The Gambit system isn’t complex enough, nor is the game difficult enough, for the system to have any real depth. The game plays itself.

Then, following 12’s failure to deliver interesting mechanics and decision making, FF13-1 allowed you to only select general strategies as if they took a page from Master of Orion-3‘s non-playbook. The slide down Interaction Mountain continues in 13-2 with the same mechanics but reducing your party to only two PCs. 13-3 gives you one single character throughout the entire game.

Final Fantasy games have never been balanced (FF6, for example) or free of tedious grinding (FF8, for example), but at least the older games gave you something to do. It’s as though the developers decided — legitimately — that the combat system was tedious, but rather than scrapping it for something better, they decided to let the player automate it away.

The graphics of the FF13-* games are impressive, but the visual style feels uninspired and cold. It’s vaguely alien and futuristic, but it lacks any coherent theme or originality. Instead of the impressive soundtracks of FF4-FF9, the music in FF13-* is a colorless pile of Star-Wars-like generic symphonic music with vaguely-ominous choral tracks, like if John Williams recorded a song with Enya.

With the exception of Lightning, The characters’ few personality traits are annoying ones, and none are particularly memorable. The settings are heavily detailed, but none of that detail is particularly compelling, and it’s introduced through ham-fisted monologues and in-game supplemental guides rather than in an organic way that engages the plot. It’s like reading a teenager’s elaborate but incoherent notes for a pulp sci-fi novel he’s planning on writing. The plots, like those of even the good Final Fantasy games, are predictable and uninspired. Gameplay consists of running down functionally-identical corridors without any branching (FF13-1 until Gran Pulse) or completely aimless, almost freeform wandering (FF13-1 after Gran Pulse, FF13-2).

Final Fantasy games have become the video game equivalent of summer blockbusters: visually impressive, but generic and empty. Whatever magic the old games had, it’s gone from the new ones.

└ Tags: FF13, Final Fantasy
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William

New Godzilla Trailer

Feb26
by William on 26 February 2014 at 13:45
Posted In: Movies

I have to say, this new US made Godzilla movie that Warner Bros is putting out in May is looking like it might be pretty good. Check out the new trailer:

It certainly has to be better than the horrible Matthew Broderick vs. Godzilla movie from back in the 90s. Please let it be better than that? Please?

└ Tags: Godzilla
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