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State of the Table: January [Uncat]
Feb 2nd, 2010 by Dan

Way less hot.

Not quite the Pikachu cosplay most people come to the site for.


Here at IBNttT we like to take a moment every so often to look inside and get a feel for what’s popular and important to people coming to the site. With that in mind, here are the top search terms and pages from the month of January (remember kids: I only started taking data on 4 January, so some of the data is missing).

Page Views

The Villains of Final Fantasy Week 10 [Game Overview] – 51 hits
(Pink) Masks [Game Overview] – 37 hits
Game Overview: The Villains of Final Fantasy Week 6 – 30 hits
The Villains of Final Fantasy Week 11 [Game Overview] – 29 hits
Game Overview: The Villains of Final Fantasy Week 1 – 27 hits

The Heroes of Final Fantasy series comes directly from the success of my Villains series in attracting so many visitors to my blog. Four of the top five are from that series while the second highest comes from a long comments discussion with readers that I had in the post.

Search Terms

final fantasy concept art – 29 hits
jecht – 28 hits
cosplay cleavage – 16 hits
pokemon cosplay – 15 hits
ffx – 13 hits

The concept art, Jecht, and FFX searches can find what they’re looking for with the links above. The other two, cosplay cleavage and pokemon cosplay, are probably a result of me posting that picture of a blonde at San Diego Comic-Con cosplaying as Pikachu in a mini-skirt and corset.

It’s interesting that my Villains of series is so popular and attracts so many views. I really wasn’t expecting that much attention for them, but that shows what I know. Welcome to any newcomers seeing this page. Maybe I’ll do a search terms post like I did once before to try and answer questions that people coming to the site are asking sometime soon.

The Villains of Final Fantasy Week 11 [Game Overview]
Mar 27th, 2009 by Dan

Insert another credit, because it’s time for your weekly video game news and you’ve just hit the Game Overview screen.

With every Final Fantasy game there exists great (and not so great) teams of heroes bent on saving the world from some sort of evil force. While we could take a look at those heroes, let’s instead take a look at the evils that motivate these heroes to do what they do.

It should be noted that this feature will be full of spoilers.

Week 1 – Garland
Week 2 – Emperor Mateus of Palamecia
Week 3 – The Cloud of Darkness
Week 4 – Zeromus
Week 5 – Exdeath
Week 6 – Kefka
Week 7 – Sephiroth
Week 8 – Ultimecia
Week 9 – Necron
Week 10 – Yu Yevon/Jecht/Sin
Week 10-2 – Shuyin

If you thought sequels were a strange place for Final Fantasy to go, now we get to the only ongoing iteration of the series, Final Fantasy XI. The first (and so far only) MMORPG to hit the market with the Final Fantasy name, FF XI is unique among MMOs in that it allows both console and PC players to play in the same world along with an integrated Japanese and English playerbase, with communications facilitated by a neat little translation program.

All MMOs have a final boss, but the challenge in this feature is which boss do I cover? There have been three expansion packs released thus far with three new final bosses, so instead of bothering with backstory (this is the one modern Final Fantasy game I have never played) I’m just gonna present the bosses as a whole and evaluate them as one.

The original boss is the Shadow Lord, a fairly generic dude being controlled by magicite and Zilart princes to unleash beastmen on the world. As you’ll see below, he kind of looks like Dark Cecil, which is both cool and incredibly lame. I mean, this is the final boss? He’s way generic.

The next boss of XI is Eald’narche. Despite his fairly unintelligible name, I think he’s the most interesting villain of the lot. It turns out that he was really mind controlling the last dude, the Shadow Lord (they didn’t think to give him a name?) to bring about his goal of opening the door to paradise, despite the fact that it would destroy the earth. What a selfish jerk!

Our next villain is Promathia himself, the Twilight God of Chaos or something like that. Fairly typical FF villain with an embarrassingly lame character model.

The final final boss is an FF classic, Alexander. Meant to duel with Odin to bring about Ragnarok, he’s your fairly typical esper, avatar, aeon, etc.

Evil Rating:

Unleashing beast men ranks pretty low, but threatening to destroy the universe isn’t exactly nice.

2-6/10

Cool Rating:

The only inspired models are Eald’narche and Alexander. Doesn’t bode well for coolness.

1-5/10

Images and Video:

Shadow Lord
Eald’narche
Promathia
Alexander

Recession Gaming: Dwarf Fortress [Game Overview]
Mar 20th, 2009 by Dan

Insert another credit, because it’s time for your weekly video game news and you’ve just hit the Game Overview screen.

We’re gonna take a quick break from talking about Final Fantasy villains until I take some time to figure out how I’m gonna tackle XI and instead talk about the game that kept me up until ~0345 this morning: Dwarf Fortress.

You’ve probably never heard of this game, but this incredibly robust one-man (!) coding project will knock your socks off. Here’s how I got around to it:

DF has been released since 2006, but I first heard about it on Three Panel Soul, Ian McConville and Matt Boyd’s followup project to Mac Hall. There was a strip in there describing a dwarf fortress whose entire economy consisted of cats. I was intrigued, but the game’s simple ASCII graphics made the interface look daunting and scary and kept me from trying it out right then. The seed was planted, I just didn’t have the time or patience to try it yet.

Fast forward to earlier this week. I’m listening to one of 1up.com’s podcasts, Good Grief (you rock Tina!), when they started talking about the ancient roguelike Nethack. I had to pause the podcast to go to work, but memories of the Dwarf Fortress strip clawed their way back up to the front of my brain (admittedly not very well, I thought the strip was about Nethack) and I started looking for the strip to get information about the game. Again, I found the graphics daunting, but I learned of a graphical tileset available at May Green that allowed you to take the hyper complicated ASCII graphics and turn them into at least more recognizable icons.

Still, it wasn’t enough. The game’s interface was super daunting when I booted it up and I was too intimidated. Cue the timely rant reference to the game by Tycho of Penny Arcade. His intervention led me to a detailed tutorial that allowed me to finally come to grips with the game mechanics and implement all the stuff I’ve been reading about.

Phew, so that’s a long way to get to where we wanted to get with Dwarf Fortress, but I think it’s a great story. DF has totally blown my mind as a game. Right now I’ve got abou 12-14 dwarves under my command and as I have them bore into the earth, deforest the landscape, trap bears and kobolds in cages, and wrestle so hard their clothes start to fall off in the barracks, I find myself falling in love with this quirky game. Every tiny detail is tightly modeled. For instance, every creature in the game has an organ system. Battle can cause damage to a dwarf’s spleen, causing him to die if he doesn’t get medical care. Individual limbs can be damaged. The guy in the tutorial caught goblins in cage traps (my main defense right now) and somehow in the ruckus the goblin’s eyes were gouged out. Now it just sits in the cage, freaks out, and repeatedly passes out. Here’s an excerpt from a dev about development of these systems:

Today was compound fractures as well as fractured layers being knocked inward to damage soft inner portions. So a bone in the arm for example could break through the skin if the arm is struck by even a blunt weapon, and impacts can also force jagged skull edges into the brain or a broken rib into the heart or a lung (generally, the broken layers can cross body part boundaries according to the wound’s path over body part relationships)

I could go on and on for hours about my fortress, but I’ll hold off for a bit until I’ve got some screenshots and some story to go with it. Can’t wait to get home and play some more instead of napping.

M$: Lost Odyssey Review
Jul 10th, 2008 by Dan

SPOILER ALERT: This review may contain story spoilers. Read at your own risk!

Sakaguchi’s new company Mistwalker has had its share of problems. For very perplexing reasons they chose to chiefly develop for the Xbox 360 with side development on the Nintendo DS. As a result, nothing they make for the home console, no matter how good, will ever sell all that well in their home country. His first 360 game, Blue Dragon, sold 200,000 copies in Japan, which may sound good at first, but when you look at Final Fantasy XII’s two million sales in Japan, a whole order of magnitude more, it suddenly doesn’t seem like Sakaguchi is getting a fair shake. In fact, both Blue Dragon and Lost Odyssey are no better or worse than a typical Square Enix game, but their sales are typically much lower, with Lost Odyssey only selling around 100,000 in the Land of the Rising Sun.

So now that I’ve more or less made it clear that LO is about as good as any Final Fantasy game, lets delve a bit deeper into it, because there are some differentiating aspects that actually out-Final-Fantasy Final Fantasy.

The Story

Some of the greatest buzz about the release of Lost Odyssey revolved around the fact that its story was penned by the famed novelist Kiyoshi Shigematsu. You’d be correct to be skeptical about this, bringing in outside, famous talent does not make a great story by default. So, does it fall flat on its face? Yes and no. The actual, plot-driven story is nothing you haven’t seen before. It’s about as Final Fantasy, clichéd of a story as you can find with an evil retainer, sorcerer dude who takes over a country, blah blah blah. I was able to predict most of the twists, which was disappointing, but there the real allure to the story comes from two things: the permise and the short stories.

Let’s start with the premise:

The main character, Kaim, is an immortal. He’s been around, as of the start of the game, for a thousand years. This factors into gameplay in a rather neat way, but also makes Kaim and his fellow immortals very compelling characters (unfortunately the only ones of the bunch). Kaim also suffers from amnesia (ugh…RPG cliché #1), but this actually informs and enhances our brand new gameplay mechanic: short stories.

What happens when you have an author write your story? You end up with short stories in your game. Depending on what part of the game you are in and what part of the map you walk by, you will trigger one of Kaim’s lost memories. These play out as breaks in gameplay as you read these expertly written short stories illustrating the various themes of the game. This is basically hell for gamers like my buddy Phil who hate gameplay interruptions like cutscenes, but for me these great little stories really flesh out the characters that would otherwise be pretty generic.

Lost Odyssey succeeds because its storytelling methods are so innovative and far-reaching. While the plot itself and its resolution is more or less mundane, the idea that these characters have literally been around for a thousand years and bring with them maturity and characterization to go with it makes for a satisfying experience.

Something should be said about the non-immortal cast though. Aside from Jansen, the rogue-ish comic relief (in personality, not in class. He’s a black mage), the mortal characters range from lame to downright irritating. The wonder twins, clear ripoffs of Palom and Porom from Final Fantasy IV, are the spunky girl that we’ve seen way too often and the shy, quiet, ANNOYING boy that comes from anime. Tolten is the whiny, un-confident, whiny (it needs to be said twice) king-in-training and Sed is just the uninspired grizzled old guy, although he’s the best of the riffraff.

Gameplay

This isn’t anything that radically different from any other turn-based RPG. You have the usual spells and techniques, with two small wrinkles.

The first of these gameplay differences comes from equippable rings. These rings that you equip can add effects to your attacks, from added effectiveness to enemy types to elements or status effects. In order to activate these effects, you must hold a trigger and time the intersection of two rings. Perfect alignment leads to higher damage or more probable status effects.

Immortals make up the next significant gameplay change. Since none of the immortals can die, according to the story, none of them can really die in battle either. If an enemy manages to fell one of your immortal characters, they will go down for about two turns, then automatically resurrect with close to half of their health. If everyone in your party happens to be down at the same time, you do lose the battle, but it’s a pretty nice to know that if an immortal goes down you can just wait it out. Tied into the immortal system is the way that skills are allocated to immortals. Partying with mortals allows immortals to “Skill Link” and learn the specialty skills of the rest of their party. These skills can then be implemented by the immortals at any time once learned, even if the mortals aren’t in the battle with them.

Like I said earlier, everything else is what you’d expect from a turn-based RPG, no surprises there.

Graphics

If you thought that Sakaguchi did some beautiful work on the PS2, you ain’t seen nothing yet. The second of his 360 RPGs and the first to feature more realistic characters (Blue Dragon’s characters were more anime-like, created by Akira Toriyama), Lost Odyssey is about the most gorgeous game I’ve ever seen. I just got a hold of a new, large, 1080p-capable television, and let me tell you, it looks fantastic. Let me also say that it’s not perfect, especially due to the Unreal engine that’s so in vogue nowadays.

As an Unreal engine game, Lost Odyssey suffers from most of the same shortcomings of other games of its type. Load times are long, framerates are far, FAR from stable. The game frequently stutters and is sometimes unstable. In my 60 to 70 hours of gameplay, I had the game freeze on me at least twice. The beauty and flexibility of the Unreal engine comes at a real price, but at least its not like the typical dark, drab, brown shooters mostly put on the Unreal engine, there are some genuinely bright and colorful vistas and locales.

Sound

A close friend of Sakaguchi, Nobuo Uematsu composed the themes and music of Lost Odyssey, but he doesn’t do anything super-special in the score for this game. In fact, it’s more or less a forgettable soundtrack that I mostly kept turned down in favor of listening to my own music. Everything else is pretty crisp and clear, but the English voice cast is pretty boring and annoying. Lucky for you and anyone in auditory range, you can elect to listen to the Japanese voice cast, but you end up with odd lip syncing and subtitling since they are aligned to the English vocal track, not the Japanese one. This is disappointing to be in both video games and anime, since it means the subs cater to the dubs, meaning they aren’t translations, but transcriptions. The difference is subtle, but, like I said, disappointing.

Final Verdict

Final Fantasy XII was a pretty far departure from the typical Final Fantasy fare, with real-time combat, a different loot system, and a shift away from the more recent Final Fantasy narrative style. In a sense, Lost Odyssey is the true Final Fantasy XI. If that’s what you’re looking for, pick this game up. The concept and characterization of the immortals is spot on and the short stories really do flesh out the game’s story and make it stand apart. Lost Odyssey isn’t going to blow you away with its gameplay and story, it’s just gonna fill that RPG-shaped hole in your heart, especially if you only own an Xbox. While a bit lengthy for a rental, it’s more or less a one-playthrough event, so rent or buy used if this sounds appealing. It’s definitely a good game that’s worth playing if you can get your hands on it and love JRPGS.

Game Overview: 16-Bit All-Stars
Jun 6th, 2008 by Dan

Insert another credit, because it’s time for your weekly video game news and you’ve just hit the Game Overview screen.

Due to some poor life decisions, I find myself stranded for five weeks without any video games. What’s a guy to do, right? Well, rather than just giving you some of the headlines from the week’s video game news in lieu of what I was planning to be gameplay impressions, reviews, and the like, I’ve instead started a five week “All-Stars” feature. Each week we’re going to look at a video game era and spotlight my top three games from that era. Each of these games will also receive a place setting at the prestigious “Table of Honor” feature that I’m working on. Here’s the weekly plan:

Week 1: 8-bit Console Era
Week 2: 16-bit Console Era
Week 3: Post-16-bit Console Era, Pre-Current Generation
Week 4: Pre-Current Generation PC Games
Week 5: Current Generation

Yeah, the categories are broad, particularly weeks three and four, but it’s how I want to do them, so get off my back!

I like to think of the 16-bit era as the age when video games truly began to blossom into the glorious medium we enjoy consuming today. I suppose if i were to fully apply that metaphor, it would make the first and second generations the ugly infancy and childhood of gaming and the third generation rather like the puberty of gaming, also encompassing those difficult growing pains of the teen years. This, naturally, places the fourth generation in the sexy 18-24 demographic that, ironically, most video games are marketed to today.

Now that we’ve wrapped our minds around that rather interesting image, let’s talk about what was happening around this time in the industry. The big systems that I care about, the Super Nintendo and the Sega Genesis, were launched, along with their hand held counterparts, the Game Boy and the Game Gear. Although we reaped the massive benefits of the competition, we were unfortunately subjected a whole slew of marketing buzzword crap about “blast processing” on the Sega Genesis, not to mention those obnoxious “Genesis does what Nintendon’t” commercials (sensing a bias?).

Yeah, there’s a wee bit of a chip on my shoulder. You see, as a kid, I remember wanting the Super Nintendo for Christmas a lot. I don’t even know how I knew about it or anything, but I knew I wanted one. Instead, my aunt gave us a Sega Genesis, which my older brother wanted. It was indeed a bitter pill to swallow that Christmas, but we did have a breakthrough the next year when I got Super Mario Kart on Christmas Eve, but no SNES, signaling that I just might be getting a Super Nintendo from my parents the next morning on Christmas Day. Nintendo fanboyism aside, I did give a fair shake to both Sega and Nintendo games, but no Sega games made my top three.

In keeping with past conventions, you’ve just received your hint as to what my number three game is: The Legend of Zelda: A Link to the Past.

(If you didn’t get it, past was bolded and there was a link to a past post…yeah, I’m that clever)

#3 The Legend of Zelda: A Link to the Past

I’ll tell you what, I didn’t play the number three game nor did I play the game that lost (by a tiny sliver) to LttP during the lifetime of the SNES. I played the #4 game (to be revealed soon!) on a ROM once the Gamecube was already released and I played Zelda on a Player’s Choice (I think that’s what it was called?) cart I bought from the store once the N64 was already Nintendo’s dominant platform. I’m super saddened by the fact that I lost the cart (damn you Evan…you “already returned” it, did you?), but it truly was Shigeru Miyamoto’s masterpiece on the console.

Link to the Past did a few things right of the bat to re-endear Zelda fans to the update with its return to the overhead view and abandonment of the more RPG-centric gameplay that was central to Zelda II. The new overworld was beautiful with vibrant colors and amazingly detailed sprites. It seemed like Link could travel forever through the maps and that secrets were hidden at every corner. The quest was also an epic affair as Link collected three pendants to prove his worthiness to wield the Master Sword to confront the evil wizard Agahnim and save Zelda. Once I’d finally done all this and confronted Agahnim, I thought, surely this is the final boss, this game is almost over, that stinks. Then the most surprising thing happened, I was sucked into the Dark World. My goal was now to save the seven maidens descended from the seven sages. Holy crap! I had seven more plot coupons to collect, which meant seven more dungeons, and a whole new world to explore before I would be able to confront the real bad guy, Ganon.

It’s pretty old hat nowadays for Nintendo to have two worlds in a Zelda game. Ocarina of Time had present and future Hyrule, The Minish Cap had the normal-sized and minish worlds, and Twilight Princess had twilight and normal worlds. Back then though, this was a completely new concept to me that I had only seen done once before (see #2 on my list) and it just totally blew my mind. The puzzles that dealt with this gameplay mechanic were also superb, with changes in the dark world affecting the light world somehow. I remember feeling like I was totally at a loss for what to do to uncover the many secrets that would require me to cleverly swap between dark and light worlds.

Link’s expanded inventory was also pretty sweet. There were all sorts of little Easter eggs within the different enemy types dependent on what equipment you used to attack them with. I distinctly remember that some of the buggers could be completely emasculated with a dash of magic powder, for example. While boss fights still weren’t that challenging (an issue I’ve been having with Nintendo for quite some time now), I thought it was innovative back then how you had to figure out how to use the new equipment you found in the dungeon to attack the boss monster.

A Link to the Past was just a well put together game. The story was way more epic than any Zelda game that preceded it, there were countless secrets lying in wait for the diligent explorer (remember the guy who “curses” your magic bar?), and you had not just one, but two giant worlds to wander around, vanquishing evil. Some don’t think the game has aged very well, but I’d still recommend LttP for a Virtual Console purchase, it’s one of the best games from the era.

In keeping with the funny commercial kick I’m feeling, check out this Japanese Link to the Past commercial:

Makes me laugh how girls always make the best live-action Links

The next game on the list actually was just edged out of the #1 spot, but I’m gonna blame number confusion during localization for that one. That’s a pretty obscure hint, so I’m just gonna come out and say it. #2 on my list of 16-bit All-Stars is Final Fantasy III…erm…Final Fantasy VI!

#2 Final Fantasy VI

I don’t remember precisely where I heard or read this, but very recently I digested some media regarding one guy’s initial reaction to playing Final Fantasy VI. What he said was “I remember renting this game and being about an hour or so in thinking ‘There’s no way I’m gonna be able to finish this in three days…'” The reason I put that quote in there is because the very same thing happened to my brothers and I. After re-renting the game a few times and finding our save files deleted each time, we decided that we would bite the bullet and just hold on to the game until we were done, effectively renting it multiple, consecutive times. At the end of the first three days, we were about halfway done. At the end of the second, we had reached 3/4 completion. Finally, in the third rental period, after about a days worth of grinding, we completed the greatest Final Fantasy game that has ever been made and, with the departure of Sakaguchi to form Mistwalker in 2001, possibly the greatest they will ever make.

I can already feel the FF VII fanboys chomping at the bit to tell me how wrong I am, but it is they who are wrong. You see, right before Final Fantasy was about androgynous emo-kids with big swords whose dialog consists of “…” more often than not, it was about an epic cast of characters fighting against an evil empire in what was, admittedly, a rip-off of the Star Wars story. Yet, it does just about EVERYTHING right and I the closest I’ve seen a Final Fantasy game come since would be a bastard child of the characters from XII and the superb storytelling elements of X.

One of the features of Final Fantasy VI I’ve most enjoyed is the mostly non-central character in the game. You start as Terra, but, halfway through the game, you’re mostly controlling Celes and Terra even refuses to join your party again until maybe halfway through the second half (that’s 3/4 of the way through the game for the math incapable). While some of the 14 (!) characters in the cast are mostly tangential and unrelated to the story or other characters (I’m looking at you Mog, Gogo, Umaro), only two really have no real emotional connection to the story (Mog and Umaro) with every other character getting a chance in the spotlight either directly or indirectly (Gogo is Daryll, I won’t accept any other conclusion). Most every character has touching and revealing sidequests that go beyond the typical “dodge lightning” or “chocobo racing” nonsense that modern-day Final Fantasy games have us do to get ultimate weapons or techniques. Some of the back stories are even so cleverly hidden that you can play the game through multiple times and never see the details (by cleverly, I mean annoyingly…why did I have to learn Shadow’s backstory through fanfics?), but when you learn about the characters, find out how they’re interrelated, find out what makes them tick, these guys all find a place in that warm, fuzzy little part of your brain. I can still feel Locke’s anguish as he tries and fails to revive Rachel, still understand Terra’s feelings of alienation, fear, and confusion as she learns what it is to be human from the first people to treat her like one, and I can still tear up a bit as I learn about Gau’s insane father throwing him out into the wild and rejecting his son as he comes back in a more “civilized” manner.

All of those memorable scenes and characters and I still haven’t even mentioned the masterful opera scene that I’m sure you’ve heard about. There are some things that get me positively salivating at the thought of a 3D remake of Final Fantasy VI like the remakes of III and IV, but few add up to how much I’d love to see and hear the opera scene unpixelated and processed with better sound tech.

I haven’t even gotten to the gameplay yet either. 14 characters, all with unique technique systems (something we wouldn’t really see again until FF IX), my favorite magic system, Espers, and a general non-reliance on summons that was negated with FF VII and ended, fortunately, with FF X (XI doesn’t count). Armor was still lovingly complex, with multiple equipment options beyond the oversimplified “Weapon, Armor, Accessory” systems of future Final Fantasy games and we had two “Accessory” slots with the awesome “Relic” system, which was used to not only give characters neat abilities, but accentuate their inborn character abilities.

I can’t believe I’ve gone this long without even mentioning the most evil and incredibly awesome antagonist in a Final Fantasy game, heck in just about any game: Kefka. Tapping into everyone’s already morbid fear of clowns (or is it just me who finds them vaguely unsettling?) Kefka brings a whole new level of insane to the job of final boss. The man starts off as comic relief. He’s got that funny processed laugh that the SNES chip throws out at you, he looks ridiculous, and he’s hilariously mean to his underlings. Any fight you ever get into with him, he runs away from or uses illiusions. How evil could he be? That’s when the shit starts to hit the fan. The first act of defiance that the player knows of against Kefka by an ally to the Emperor leads to an attempt to burn the entire castle down and destroy the monarchy. Another rebel nation has its entire water supply poisoned by the psychopath. At the insane encounter (that I thought to be the end of the game when I initially played it) on the Floating Continent, Kefka not only murders the Emperor and throws him off the continent, he shuffles around the statues that hold the world in balance, effectively ending the world as we all know it. With new godly powers at his command taken from murdering Espers and the statues, Kefka reshapes the world, smiting any town that refuses to obey him with the “Light of Judgement.” The mad clown even has a cult of followers devoted to his cause and is an absolute nihilist, claiming that life is meaningless and aiming to destroy everything. All this from a man who looks like a clown. It’s chilling and he’s never been matched since (don’t even mention Sephiroth in the same sentence, he’s an absolute tool compared to Kefka).

Let’s just end it with this, and this is a major spoiler, but how many other games have you ever played where halfway through the game, the world ends, you’re potentially the only survivor in the drastically modified desolate wasteland of the world map, and you’ve got the choice to either save or kill a man who looks like a hot dog before you leave the island? I thought so.

Since we’ve got a good thing going with these ridiculous commercials, let’s keep it up with a US FF III (IV) commercial that I actually never saw on TV:

The Japanese commercial was a lot more epic, I think:

Wow, that FF VI blurb was really long, I might be running out of time to tell you about the #1 game. If you still need another hint, according to the game, the world “ended” in September of 1999 at 1324. That’s right, the best game of the 16-bit era is the Squaresoft/Enix collaboration: Chrono Trigger

#1 Chrono Trigger

There’s a long, storied history between Chrono Trigger and myself. I’m pretty sure the year was 1996 or 1997. My family was living out in Oregon and our electronics store of choice was Incredible Universe. IU, as we liked to call it, had a nifty little area where you could leave the kids to play video games while you shopped for consumer electronics. My older brother was too old for it and I was just hitting the cusp, but my parents were still able to leave my younger brother and I in there to hang out. IU provided many a video gaming experience that we didn’t have at home, since we couldn’t just be out buying everything, plus we didn’t know about all the systems. It was at IU that I played the Sega Saturn the only two or three times I ever have in my life and the only place I’ve ever even seen a Philips CD-I and Mario Hotel (so awful…). It’s also the place that introduced me to the console RPG, forever changing my life.

It was an unassuming day out in the Pacific Northwest when I popped Chrono Trigger into one of the SNES consoles in the play area. I was attracted by the cool seeming box art featuring a red-haired dude with a sword, a blonde girl shooting fire, and a frog man fighting some giant lizard thing. Cool, right? So I boot up the game, select New Game, and then I get to name my character. This was nothing special, I’d done the same with Link in the original Legend of Zelda, but boy was I surprised when some character was telling me to wake up. I had named the main character. The red-haired guy was me! I was told to go to the fair and I don’t remember if I went straight there or not, but once I got there I ran around, watched some races and just marveled at how much was going on in this Millennial Fair. Then I ran into a new character, the blonde from the cover, and, holy cow, I could name her too! We fought Gato (Gonzalez in the Japanese version?) in my first ever RPG battle and I’m pretty sure we lost too, but it was so cool. I had to select these attacks from a menu. I’m pretty sure I only just got sent into the past at Lucca’s exhibit before my parents showed up to pick me up, but a already a change was brewing within me. As I told my older brother about the game and piqued some of his interest, I started my evolution as a gamer.

That night I dreamed of Chrono Trigger. I was in the game then too and we wandered around fighting bad guys. Shortly thereafter, my older brother (you’ll have to clarify what about this game attracted you to it and made you buy into my propaganda. did we rent it before this event happened?) spotted it at the video game rental place for a pricey (for us) $20. The three brothers banded together to fund the purchase of the game (try to find a SNES CT cartridge for that cheap on Ebay nowadays!) with each of us paying a little less than the older sibling and we brought our prize home.

Honestly, aside from action RPGs like Zelda or, randomly, the Illusion of Gaia, I’d never played an RPG before in any form. This first exposure would motivate a good chunk of our game rentals for the SNES (like FF VI and FF IV), cause mass disappointment when Square sided with the PSX after that tantalizing N64 FF VI demo, lead to me purchasing FF VII for the PC and basically forcing it to work on our piece of junk PC, and eventually lead to me buying a refurbished PS2 so that I could enjoy the PSX and PS2 JRPGs that I’d missed in my years of owning an N64 and Gamecube instead of the premier RPG systems. The JRPG remains my absolute favorite video game genre, if you couldn’t tell from all the Persona 3: FES and Persona 4 coverage in this blog. I even picked up a PS3 more or less in preparation for the continuation of the Final Fantasy and Kingdom Hearts series. On this front alone, Chrono Trigger holds a prime spot in my all-time video game shortlist, but this doesn’t even count the amazing gameplay to be experienced.

CT is just about perfect on all fronts. This is why it barely edged out my favorite FF game for the top spot on this list. When I sat down and thought carefully about it, I couldn’t think of any reason for FF VI to top CT or for CT to not be the number one game. It’s that good. For starters, it’s got one of the more innovative Active Time Battle systems present in any of the Final Fantasy games to date. Now, on top of the monsters and characters taking turns based on a time gauge, there was the added dimension of attack range and splash damage. Some of your attacks could damage multiple monsters depending on where they were placed on the screen. Also dependent on the monster and character placement were Technique combos. Your characters all had their own techniques, but they also had set attacks that could be used in unison with other members of your party, creating interesting party composition choices depending on the battle situation. The monsters were also viewable on the screen and, in some cases, avoidable. This has always been a hallmark of a good RPG for my older brother who’s not so much a fan of the random encounter. I’m a bit more tolerant of RPG grind, so I don’t mind it so much, but it was creative for the time for you to be able to see your enemies on screen, but for the game to not be an action RPG.

The story is truly where this game shines, with its epic trips spanning throughout time as you witness how your actions change the modern world and future for the better or worse. Sure, the good ‘ol future apocalypse switcheroo seems a bit clichéd given that all three games on this list have some sort of similar plot twist, but a well-crafted plot device still gets me every time. I still remember uncovering the video of the Day of Lavos on a seemingly benign quest to recover some food for some poor survivors in Arris Dome. The shock as I saw the world as they knew it destroyed in 1999 (a mere two or three years away for me) told me, if you’ll excuse the lame expression, that I wasn’t in Kansas any more. The plot is so expertly handled in this game, it really does achieve the lofty storytelling goals that I think the medium aspires to hit, all without being campy or lame in the very slightest. The disappearance of Marle when you get to the castle in AD 600, your trial and incarceration in AD 1000, the escape to post-apocalyptic AD 2300, discovery of the fate of the world as it slowly dies and mankind goes extinct, your epic foray to fight Magus and prevent the advent of Lavos in AD 600 only to discover that he was, in fact, working against the ancient evil, the discovery that Lavos had been around as early as 65,000,000 BC, and the amazing socially-divided kingdom of 12,000 BC that Magus himself hails from. It’s all so expertly crafted.

Just like FF VI, every character has a meaningful and worthwhile backstory/sidequest to complete. You can bring about the recovery of a forest and save Lucca’s mother from being handicapped, discover the secret about Robo’s line of robots, ensure the evolution of man by defeating sentient reptiles, and you can even choose to either forgive the warlock Magus for his sins or pass judgment upon him and rid the world of his influence. That last one was of particular importance, because Magus was a powerful ally, but his life ensured that Frog would remain forever cursed to remain, well, a frog.

A particularly powerful moment in the story, for me, I believe follows your second trip to 12,000 BC and the kingdom of Zeal. The group, intent on ending the threat of Lavos right then and there, confronts the beast with killing intent. It all goes sour (“Oh crap! When did I last save? This fight is so damn unfair, it had better be one you’re supposed to lose…”), but then the unthinkable happens. Lavos kills Crono. At this point, still new to RPGs (which still don’t feature all that much permanent death) I was floored. They truly did everything right with this story, as I was there with the characters as they mourned the death of Crono and soldiered on with their burden to destroy Lavos. His revival was also particularly awesome. I can still picture the cutscene of his revival. I can see him sitting against that scraggly old, leafless tree and I can remember Marle lunging at him, her embrace full of joy at his return to life atop Death’s Peak.

From then on, it was sidequest time as I truly connected with the denizens of the Chrono Trigger timeline, fixing the past, present, and future and making the world a better place. I then went on to fight Lavos himself to free the world of his taint and ensure a future for all the people of the world I had come to love. Once I had secured a future for Crono and Marle’s strongly implied inevitable progeny and I returned to the title screen, I was greeted with an interesting new feature, the New Game +. I could start the game all over again at the same levels, with the same equipment, and just have another go at the story. This was a time in my life when I didn’t have access to as many games as I do nowadays, so I had the leisure time available to beat Chrono Trigger the close to ten or so times that I did while I owned the cartridge. Admittedly, some of the later wins were due to wanting to see the multiple endings that I discovered existed. I had not known that there were thirteen whole endings, but once I did I tried to get as many as I had the patience for, including the super-difficult special ending that you can only get if you can take on Lavos 1-on-1 with Crono in the beginning of the game.

I don’t know what else there is to say about such an epic and truly amazing game. I hope that one day Square Enix finally decides to make a true sequel to what is arguably their magnum opus (I don’t count Chrono Cross). I guess it would be tough to come up with a reason for there to be a sequel in that world, but, in that case, a more loyal spiritual sequel would even suffice. So much about that game is perfect and I know that the talent isn’t totally gone from that company. Lightning can strike twice and here’s to hoping that it does some day.

By the way, if you don’t think my opinion is enough, check out Tim Rogers‘ review of this spectacular game. He does a much better job of analyzing why the story is awesome.

I can’t find a great commercial for this game, but here’s what I have found:

Here’s the opening of the PSX re-release, complete with animations by Toriyama’s studio to complement the already excellent Akira Toriyama designs in game:

“Hey Masa, I’m the wind…woosh!”

Nothing short of absolute excellence. I’m gonna have to get my hands on that soundtrack one of these days. It is incredible.

There you go, those are the top three games of the 16-bit era. Play those and you’re all set, you’ve got a taste for the best the period has to offer. Just like last week, keep on tuning in to see what other games I feel deserve mention from this era and feel free to let me know if I’ve missed something.

Game Overview Editorial: Difficulty in Video Games
May 8th, 2008 by Dan

You’re playing through an RPG. You’ve gained five levels, found some sweet equipment drops, minimized the use of your precious items, and then it happens. You come up against a behemoth of a monster. Your party is decimated, your progress lost, your controller tossed through the screen.

Does this even begin to sound familiar to anyone? It’s like modern gaming, in an effort to bring in an even broader audience, has started to dumb down our video game experience. Think back to the last four, at the very least, Final Fantasy games (not counting XI). Aside from side quest bosses who are geared to be a challenge, how often did you even find yourself remotely challenged in these games? I honestly don’t think I worried much about save points in any of these games (aside from when I was hunting the harder mobs in XII) at all. There was none of that between-save-point stress and worry that a game with any difficulty might throw at me. I just go on through the game, breezing through the fights and find myself at the final boss, sometimes taking more than one try to kill him, but, more often than not, just breezing through him too.

It’s not just RPGs either. Think back to Mario Galaxy. The only challenge in that game came from the green stars where the developers were given free range to punish players into some of the toughest, most fun challenges possible. Even The Legend of Zelda isn’t safe. The last two console installments, The Wind Waker and Twilight Princess, were among the easiest games I have ever played. Sure, their stories were epic and fun, but the bosses were jokes compared to past Zelda games. They dealt close to no heart damage, they had hyper-predictable patterns, and they were just plain not challenging. I don’t think that I’ve evolved much in skill as a gamer since about the sixth grade and I definitely remember more challenge in both Link’s Awakening and A Link to the Past when I played them (late to the game, I know).

There is hope. Mistwalker’s latest RPG for the Xbox 360, Lost Odyssey, will actually make you hope that a save point is imminent. The enemies will brutalize you if you mess up. It seems odd that I’m actually hoping for a game to punish me for screwing up or not leveling up, but I just can’t take a game that doesn’t even challenge me in the slightest. I consume games mainly for story, this is true, but I don’t want the story-telling to come so easily that I might as well be watching a movie or reading a book. It can get frustrating when a game is difficult because it’s broken or the computer cheats :cough: Mario Kart Wii :cough:, but it’s also tremendously satisfying to spend an hour bashing your head against the wall trying to defeat a boss only to finally get it down and win with just a sliver of health left.

This is why I look forward to the day when I will be able to devote more time to Persona 3: FES. The short time I spent with the game already almost beat me in a random encounter and I’m sure that an actual boss will own me several times. I fully believe that a game should punish you for making a mistake and I already know from experience that Persona will wail on me for being an idiot.

There’s certainly a market for casual games and casual gamers out there, one only needs to look to the Wii to see that fact with obvious clarity, but surely it wouldn’t be too difficult for developers to go out and actually make a game tough for players. The inclusion of difficulty levels, even with the fact that it means more work, will satisfy me. Here’s hoping that we see harder games in the future.

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