Thursday, November 20, 2014
The Texture Pop: Episode 16: *Skype Call Noises*
0:00:00 Introduction
My quote is courtesy of FF XII Fanfics. It's really one of the best thing I've seen on the internet.
0:01:50 Viewer Questions
For once, we got questions from multiple people. This means we're that much closer to being relevant.
"What is your favorite video game composer / video game soundtrack?"
I don't have much to add to what was said. I stand behind my answers.
Jesper Kyd, for the soundtracks to the early Hitman and Assassin's Creed games.
Shoji Meguro, for the soundtracks to... most PS2-era ATLUS games, particularly Persona 4 and Digital Devil Saga 1/2
And last (but definitely not least) Daniel Korb/Ashley Barrett, for their AMAZING work on Bastion and Transistor.
There are a LOT of good video game soundtracks out there. Great question.
"What games that are either out right now, or coming soon, would you recommend [for the Wii U]?"
I recuse myself from this question.
"Have any of you guys played Terra Battle yet?"
In which I use this question to bitch about sponsored articles. Still, the game sounds interesting.
0:24:10 We discuss Sega and Sonic Boom.
And that's terrible.
But, this allows us to talk about Valkyria Chronicles, which is the good thing that Sega did in recent history. I'm so glad that people are enjoying it. After all, it's one of my favorite games on the PS3.
0:31:50 I have finally beaten Shin Megami Tensei IV.
An Impressions piece on the game will be released in the next few days. Until then, you've heard a lot about my thoughts on this game already.
0:38:15 I have beat playing Assassin's Creed: Rogue.
One thing that I find interesting about Rogue is that it flips some elements of the game, so that you get a feel for what it's like to be a Templar. We touched on that in the cast by talking about Assassin Intercepts and being boarded, but there is another way this happens. As you run around towns, there are assassins who are out there trying to kill you. So you play a bit of a cat-and-mouse game with them, trying to kill them before they kill you.
And then we spend a lot of time talking about the Assassin's Creed franchise.
0:44:30 I've been getting weirdly into Plauge Inc.: Evolved
And the Steam workshop makes it really, really fun to play.
Not much to say, although you can probably get it for cheap and its worth it for a few quick games.
0:46:25 Chris has been (disconnected)
Well... actually we all were. This is because my computer shut off (for a reason I won't discuss) and I was hosting the call. That's why it took me so long to reconnect to the conversation.
0:46:50 Chris has been (not) playing Hyrule Warriors.
And has been getting to his backlog.
0:48:08 Chris has been playing and enjoy Disney Infinity 2.0
And enjoying it.
We talked a bit about Chris Frankin's (aka Campster/Errant Signal) video on the game.
In short, Disney Infinity 2.0 really does address most of the complaints people had regarding the last version.
1:00:50 Garrett has been playing League of Legends.
And I really wish I knew more about League, because it would make my commentary more meaningful.
1:04:00 Garrett did a lot of things this week.
And he's going through them too quickly to comment on.
1:07:45 Sam has been playing Advanced Warfare
And he pressed E to pay respects, with Academy Award-winning actor Kevin Spacey.
So... the story is about as derivative as it sounded.
Then we discuss many other shooters during this time.
1:16:35 Sam has been playing Alien: Isolation and The Evil Within
And The Evil Within earned his ire.
This led into an interesting discussion regarding how horror games elicit different reactions from different people, despite feeding them the same stimuli.
We also discuss stealth games afterward.
1:25:20 Sam played Enslaved: Odyssey to the West.
Enslaved is an interesting game, because it's not that fun to play. However, it is still very much worth going through at least once, just to experience the story.
It leads into a discussion regarding how games like ICO and Enslaved use mechanics to help players grow more attached to NPCs.
It's a game that requires a heavy-interest in story, and a willingness to overlook mediocre gameplay.
1:32:00 Sam talks about Valkyria Chronicles.
Which gives me a reason to bitch about Valkyria Chronicles 3 not coming to US.
1:34:30 Sam touched This War of Mine.
And we go into a conversation regarding setting up and violating expectation, and how that can impact the enjoyment one gets from a video game.
I remember an interesting study I saw on the Food Network once. In a supermarket, a man had people taste-test a product, calling it "Salmon Ice Cream." They hated it. When he tried again calling it a "Cold Salmon Spread" and putting it on a bagel, people changed their tune.
When it was labeled "ice cream", people expected something sweet. When that's not what they got, they were disappointed. On the other hand, the different label set up correct expectations, so people were pleased. In terms of games, this might go far in explaining why we all felt disappointed by what This War of Mine turned out to be. Like Dead Island, they set up expectations incorrectly.
1:39:00 Sam played Dragon Age: Origins.
In preparation for Inquisition (which is out, as of the time of this episode's release).
Which makes us talk about Dragon Age. I've gone on record saying how much I dislike Dragon Age.
To be clear, Inquisition wasn't out when we recorded this. This is all speculation based on revealed information.
1:44:15 Sam tried to play more Bayonetta 2.
And we talk about it's few flaws.
1:46:00 Chris brings up Adonisus's question about Shonen Jump.
Sam tells us a story about his first time with Shonen Jump, and his plunge into weeaboo-ness.
Anime gets discussed.
1:55:30 Wrapping Up.
Thursday, November 13, 2014
The Texture Pop: Episode 15: Floppy Devil Dick (and Minor Site Update)
BTW, because I have been extremely busy these past few days, there will not be another article posted on Saturday. I apologize for this. Having said that, onto the usual shenanigans.
0:00:00 Introductions
And you get a glimpse of what it's like behind the curtain.
0:01:55 Viewer Questions
From our usual source:
"Why do so many people seem to hate Skyward Sword?"
Like I said during the cast, my opinion on the matter is purely a matter of speculation. Having said that, what I strongly suspect was the case is that the new style of play greatly affected the design.
It's a problem you see in games like Deus Ex and Dishonored. Since the design can't assume that you have certain items in your inventory (because you may or may not have any given item), it needs to be theoretically possible to beat without using any of the equipment they may or may not have obtained. They can be used to make your task easier, but it must still be possible to complete it without any of that optional equipment. Previous Zelda games make players feel like they are building their character's power over time. With this type of design, that is much more difficult to pull off.
Of course, other issues like unresponsive controls and an annoying side character would also be contributing factors, but I would posit the fundamental change in game design is the primary reason.
"Did any of you guys read Shonen Jump back in the day?"
Of man, I wish Sam was present for this discussion. He would be able to provide a more interesting conversation than either me or Garrett.
0:11:45 Chris brings up Dawngate (and its cancellation)
Though I would hardly call myself an expert, I can hardly call this surprising. The MOBA space is super competitive, and you need to make yourself stand out if you want to do well.
For the record, the incomprehensible blurb that came out of my mic was me jokingly referencing The Old Republic.
Then, we start talking about MOBAs in general. And the call dropped in the middle of our conversation.
0:23:20 Chris beings up Blizzard's new shooter, Overwatch.
After you get over the initial wave of "THIS GAME LOOKS AWESOME!", and you stop to analyze it, you wonder how good this game will be.
Blizzard has never made a shooter before. Further, this is a multiplayer-only, character-based shooter. Beyond that, the last game with such a colorful-looking initial trailer was Overstrike, aka FUSE.
This could do well, but on paper it looks like it's almost destined to fail, once you get passed the initial shock. On the other hand, Blizzard has a proven record for turning anything into a gold mine. I will be interested in how it develops over time.
0:33:30 Garrett plays Neotokyo.
Which sounds like a very fascinating Source mod. Unfortunately, I cannot comment any further.
And of course, ANOTHER Destiny reference. We're the best Destiny podcast on the interested.
0:46:00 Garrett has been getting into SMITE
And talks about how it blatantly steals from League.
Then, we discuss Adam Sandler movies. I'm not sure why.
0:56:05 I have been playing more Shin Megami Tensei IV.
And I have gotten to the point where the difficulty curve begins to level out. SMT fans know about this point, but I explained it a lot here.
I didn't say this during the cast, but I think part of why I have been enjoying the side-quests is because the game does a great job of making them available and easy to access. All you need to do is drop by a tavern every once in a while to see what's come up on the bulletin board.
0:59:50 I have been playing Binding of Issac: Rebirth
It is a major improvement over the base game in so many little ways that I really recommend it to anyone who played the original. There's also so much more content added to the game that the higher price is justified. No matter which system you get it for (PC, PS4, or Vita), you will definitely be getting your money's worth.
Having said that, it is not a game for everyone. If the old game wasn't great for you, this probably won't change your mind unless your issues were mostly technical in nature.
1:12:45 I played my first game of One Night Ultimate Werewolf.
For those who want to know more, you can watch Table Flip play the game here.
1:15:50 Chris has played more Hyrule Warriors
And we didn't talk much about it because Sam was absent.
1:18:45 Chris bought a copy of Dante's Inferno.
And I apologize to him on his behalf. No one should be subjected to that game.
On the positive side, it made the title for this episode very, very obvious. (I still think "Satan's Dick and Tongue Nipples" should have been the title, but we still chose very well.)
1:31:20 Wrapping Up
Yep.
Remember, send us stuff at TheTexturePop@gmail.com if you want us to talk about you on the air.
And you get a glimpse of what it's like behind the curtain.
0:01:55 Viewer Questions
From our usual source:
"Why do so many people seem to hate Skyward Sword?"
Like I said during the cast, my opinion on the matter is purely a matter of speculation. Having said that, what I strongly suspect was the case is that the new style of play greatly affected the design.
It's a problem you see in games like Deus Ex and Dishonored. Since the design can't assume that you have certain items in your inventory (because you may or may not have any given item), it needs to be theoretically possible to beat without using any of the equipment they may or may not have obtained. They can be used to make your task easier, but it must still be possible to complete it without any of that optional equipment. Previous Zelda games make players feel like they are building their character's power over time. With this type of design, that is much more difficult to pull off.
Of course, other issues like unresponsive controls and an annoying side character would also be contributing factors, but I would posit the fundamental change in game design is the primary reason.
"Did any of you guys read Shonen Jump back in the day?"
Of man, I wish Sam was present for this discussion. He would be able to provide a more interesting conversation than either me or Garrett.
0:11:45 Chris brings up Dawngate (and its cancellation)
Though I would hardly call myself an expert, I can hardly call this surprising. The MOBA space is super competitive, and you need to make yourself stand out if you want to do well.
For the record, the incomprehensible blurb that came out of my mic was me jokingly referencing The Old Republic.
Then, we start talking about MOBAs in general. And the call dropped in the middle of our conversation.
0:23:20 Chris beings up Blizzard's new shooter, Overwatch.
After you get over the initial wave of "THIS GAME LOOKS AWESOME!", and you stop to analyze it, you wonder how good this game will be.
Blizzard has never made a shooter before. Further, this is a multiplayer-only, character-based shooter. Beyond that, the last game with such a colorful-looking initial trailer was Overstrike, aka FUSE.
This could do well, but on paper it looks like it's almost destined to fail, once you get passed the initial shock. On the other hand, Blizzard has a proven record for turning anything into a gold mine. I will be interested in how it develops over time.
0:33:30 Garrett plays Neotokyo.
Which sounds like a very fascinating Source mod. Unfortunately, I cannot comment any further.
And of course, ANOTHER Destiny reference. We're the best Destiny podcast on the interested.
0:46:00 Garrett has been getting into SMITE
And talks about how it blatantly steals from League.
Then, we discuss Adam Sandler movies. I'm not sure why.
0:56:05 I have been playing more Shin Megami Tensei IV.
And I have gotten to the point where the difficulty curve begins to level out. SMT fans know about this point, but I explained it a lot here.
I didn't say this during the cast, but I think part of why I have been enjoying the side-quests is because the game does a great job of making them available and easy to access. All you need to do is drop by a tavern every once in a while to see what's come up on the bulletin board.
0:59:50 I have been playing Binding of Issac: Rebirth
It is a major improvement over the base game in so many little ways that I really recommend it to anyone who played the original. There's also so much more content added to the game that the higher price is justified. No matter which system you get it for (PC, PS4, or Vita), you will definitely be getting your money's worth.
Having said that, it is not a game for everyone. If the old game wasn't great for you, this probably won't change your mind unless your issues were mostly technical in nature.
1:12:45 I played my first game of One Night Ultimate Werewolf.
For those who want to know more, you can watch Table Flip play the game here.
1:15:50 Chris has played more Hyrule Warriors
And we didn't talk much about it because Sam was absent.
1:18:45 Chris bought a copy of Dante's Inferno.
And I apologize to him on his behalf. No one should be subjected to that game.
On the positive side, it made the title for this episode very, very obvious. (I still think "Satan's Dick and Tongue Nipples" should have been the title, but we still chose very well.)
1:31:20 Wrapping Up
Yep.
Remember, send us stuff at TheTexturePop@gmail.com if you want us to talk about you on the air.
Saturday, November 8, 2014
Impressions #19: Soul Calibur 2 HD
So, how
did this happen? How did I go from talking nearly nonstop about Shin
Megami Tensei games to an HD remake of a PS2-era fighting game? Well,
I remember playing Soul Calibur II a lot as a child, and the HD
remake went on sale for $5 on PSN. It really is that simple. Placing
my “Season of ATLUS” on hold temporarily, I decided to take some
time to reconnect with the game, looking at it from a modern
perspective. In light of recent trends in fighting game releases,
Soul Calibur 2 is actually a nice breath of fresh air, aging
surprisingly well. This week, I will tell you why that is.
First
released in 2002 for the PlayStation 2, GameCube, and original Xbox,
Soul Calibur II is the direct sequel to what many had considered to
be one of the best games on the Dreamcast. The basic premise of the
game is that there are two very powerful swords. The first is an evil
sword named Soul Edge, which takes over its wielder and devours the
souls of those it kills. The second is a holy sword named Soul
Calibur, which is constantly at odds with its evil twin. Fighters
from all over Europe and Asia covet these blades for various reasons.
Some seek to possess them, others to destroy them, and so on. This
sets the stage for all of these warriors to travel across the world
and fight each other over these weapons.
Each of
the various consoles had a guest character join the cast as well.
Tekken's Heihachi Mishima made his cameo on the PS2, since Tekken was
a major Sony-exclusive at the time. Nintendo gave permission to allow
Link to make an appearance in the GameCube version, because he is the
most logical Nintendo character to bring to a 3D weapon-based
fighter. As for the Xbox, they got Spawn because Namco and Todd
McFarlane really needed to get out of that contract they had with
each other. (That is not a joke.) The HD rerelease of the game,
released in 2013 for both the PS3 and the 360, brought both Heihachi
and Spawn to the game. Link was not present, since there is no way
Nintendo would allow it. A bit of shame, since he was obviously the
best of the three, but understandable.
As for
the game itself, it is still as fun to play as ever. One of the
things that I enjoy about the Soul Calibur series is that the
mechanics themselves are relatively easy to understand, compared to
other fighting games. Most of the commands are generally simple to
pull off. In general, spending ten minutes or so with a given
character will teach a player the basic gist of that character. Some
fighters are obvious more or less difficult to use than others, but
on a fundamental level it has more to do with the properties of their
attacks and how their combos work, and less to do with the execution
of any one move.
It is
also nice to play this game when taken into context with its sequels.
Many franchise fans, myself included, would say that it was the
series's pinnacle. Soul Calibur III was not a bad game, but it did
feel a bit like a step back. Because each character had more health,
fights took longer. Furthermore, the discrepancy between the power of
each individual fighter felt significantly greater. Soul Calibur IV
added in the Soul Gauge mechanics, which punished more defensive
playstyles. Players who continue to block attacks would get broken,
which allows the aggressor to perform an instant kill. The power
differences between characters in Soul Calibur III were also felt in
IV as well. The ultimate culmination of this downward spiral was Soul
Calibur V. SC V turned the franchise into a low-rent Street Fighter
IV clone with swords. Everything about that game was awful and better
left forgotten. This is one of the few franchises where “Taking a
few steps back” is actually a really good thing, and Soul Calibur 2
HD best demonstrates why this is the case.
The
other great aspect of Soul Calibur II, that in hindsight makes it
such a great game, is its vast stores of single-player content.
Weapon Master mode, with the possible exception of the campaigns in
either the Mortal Kombat reboot or Injustice: Gods Among Us, is what
I would call one of the best single-player campaigns in the history
of fighting games. It puts the player directly into a story where
they are a warrior seeking Soul Edge. During the journey, the player
undertakes a series of missions, each taking the form of a battle. As
they progress, they unlock new characters, weapons, and modes to play
with.
However,
these are not just typical battles more often than not. Usually,
special conditions will be imposed on the battle. It is these
constrictions which inject variety into the campaign. For example,
one mission will make it so that the enemy will only take damage
while he is in the air, but he will fall at a slower rate when
launched upwards. Another mission will make the enemy invisible, with
the exception of his weapon. Not only do these requirements add to
the variety, they help teach players about the many mechanics of the
game in a non-competitive, relatively safe space. Since the
difficulty of these missions greatly increases the more players
progress, it is safe to say that someone who gets through it all,
while maybe not be the best player out there, is equipped to hold
their own against other players.
Even
outside of Weapon Master, there is still much that one person can do
to get more out of the game. Arcade Mode is standard to fighting
games, but there also options like Time Attack, where the goal is to
fight through every character as quickly as possible. Other modes
include Survival Mode, where players see how long they can last in a
series of matches, with only limited healing between each match. Team
Battle allowed players to form up to 3 character teams to fight in a
series of one-on-one matches, where team members would fight in
sequence. VS Team Battle allowed two players to pit teams of 8
against each other. “Extra” versions of these modes even allowed
players and enemies to use the weapons unlocked in Weapon Master mode
in battle. All in all, even someone who cannot regularly play with
friends can get much out of the game.
While
Soul Calibur 2 HD is still really good, it is far from flawless. For
example, although the game now offers online play, and the net-coding
is solid, it feels extremely limited. It is only possible to engauge
in standard versus mode online, meaning players can only go against
friends one-on-one, without using any weapons they unlocked. For a
game that has such a diverse set of weapons for each cast member, and
so many different modes of play like Team Battle, this comes off as
overly simplistic and downright disappointing. I was hoping that my
friends and I would be able to create our teams of characters and go
against one another with our own custom assortments of weaponry. It
would make sense to have Ranked matches be this limited, but when
playing Unranked, these options would have been greatly appreciated.
Further,
while the balance is much better here than in the sequels, there are
some noticeable balancing issues. The people who originally purchased
Soul Calibur 2 for the Xbox must have been really disappointed by
Spawn. Now that I have had the chance to play him in the HD remake, I
am astounded by how bad the character is. Unlike Heihachi and Link,
who both fit in well, Spawn feels so much like an afterthought that I
am honestly left dumbfounded. There had to be some other character
they could have used. Along these same lines, the character of
Necrid, who was also designed by Todd McFarlane, is also pretty
terrible. Whoever in Project Soul worked on these characters seems to
have a grudge against McFarlane, because his characters are some of,
if not the worst in the game.
Overall,
Soul Calibur 2 HD is a great game for both newcomers and veterans to
the fighting game genre. Compared to many other fighters, it is very
easy to learn. On top of that, there is a wealth of content available
for single-players. I am sure there are those who would disagree with
me on this point, but Soul Calibur 2 is my favorite fighting game.
The HD remake does well to bring the game to more modern consoles. It
is definitely worth your time and money.
Wednesday, November 5, 2014
The Texture Pop: Episode 14: You've Got (New) Mail
Another week, another Texture Pop podcast. This week, we attempted, and mostly succeeded, at keeping it at a manageable length.
Also, for those of you who are unaware, Sam has also been much better about posting the MP3 versions of the podcast. You will usually be able to find links to them in the descriptions of the videos from here on out. For those of you with long commutes, it might be a good idea to get some quality(?) audio entertainment.
0:00:00 Introduction
Sam lovingly lampshades my minor misanthropic tendencies.
0:00:55 Viewer Questions
BY A NEW PERSON!
"I bought a Wii U and have been playing Hyrule Warriors too. My only complaint about the Wii U is its battery life."
I don't know enough about it to comment beyond what we discussed.
"Brandon, have you ever played Shadow Hearts?"
Definitely. When I was in middle school, a close friend introduced me to the franchise. I wish another one was in the works, but I'm content with the three games that were released. For anyone looking for a quirky, unique JRPG experience, Shadow Hearts is a great game. They are also very unique in terms of settings, because if memory serves, the first two took place immediately before and during WW2, and the 3rd game takes place in Prohibition era America.
A bit of warning though: While the franchise is known for having a sense of humor, the actual story tends to get very, very dark. People who dislike more mature, dark themes may want to watch out.
0:15:15 Chris brings up Avengers 2 (and Marvel's plans)
And we all agree that it's AWESOME!
DC still sucks though, at least in terms of movies. We also learn a lot about comics in this segment.
0:29:40 I played Shin Megami Tensei IV
I haven't finished it yet, but it is interesting to compare this game to previous entries like Nocturne. Through it is significantly more user-friendly than Nocturne, as an example, SMT IV is feels a lot harder than Nocturne did.
At the same time, this difficulty is almost like a Dark Souls game, where it is designed to both reward skillful play and punish those who do not learn their lessons.
0:38:10 I played Soul Calibur 2 HD.
It is really nice to play what I consider to be my favorite fighting game of all time again. Compared to a lot of other fighting games, I have found that SC 2 is much more forgiving to new players than other fighters. While it has issues, it is great for both single and multi-player oriented play sessions.
Also, another reason I love the game is that, through mission variety in the single-player mode, it teaches you all you need to know about the mechanics. Weapon Master mode really is one of the best I've played in a fighting game.
This gave me license to bitch about both Soul Calibur V and Lost Swords, which were both some of the worst fighting games I've ever played. I could not stand those games, and would never recommend them.
0:49:00 We wait for Garrett to get back so he can talk about League.
Please stand by for technical difficulties. Also, this might have been our first warning.
0:51:00 Garrett has been going to Best Buy to look at computer parts.
And I just let Sam and Garrett talk about a subject I know little about.
0:54:00 Garrett played the Evolve Alpha.
While I am interested in Evolve, I take this time to bitch about the game industry misusing the words "Alpha" and "Beta" incorrectly.
Then, we actually discuss the Alpha.
0:56:30 Garrett talks about Curse Chat?
Which leads to us discussing audio software... while we are recording an audio podcast... on Skype.
0:59:55 I get Sam to explain the title of the last episode
Because I had no idea where it came from.
"I can't explain Spoopy. I can't even attempt to." - Brandon Carey
"[Spoopy] sounds like something my mom would say."- Brandon Carey
1:02:50 Chris has been playing more Hyrule Warriors
And it's definitely.... a conversation.
1:07:15 Chris was playing Borderlands: The Pre-Sequel.
The bottom-line is that it is more Borderlands. If you like Borderlands, you will like the Pre-Sequel. Otherwise, you won't care. There isn't anything radically new enough that your opinion on the matter can be swayed.
As for me, I could barely tolerate Borderlands 2. I really liked the friends I played with, the writing, and the characters. However, the act of playing in a session of Borderlands is just so painfully dull to me. Because of this, I have no reason to pick up the Pre-Sequel.
1:25:50 Sam thinks he's been working, but isn't sure.
I did not know Halloween was so busy for a pizza shop. The things you learn.
Though his shift was much worse than anything I faced, I certainly know the pain of a last minute customer. "That guy" is always a dick. Nobody likes "that guy."
1:30:50 Sams tells us about politics in fan-subbing anime.
And I've never thought about this before the recording.
1:32:50 We talk about talking about games with friends and strangers.
1:35:30 Sam talks about The Evil Within and Alien: Isolation.
I mentioned Errant Signal's episode on Alien: Isolation, which can be found here. I would recommend watching it if you haven't already. The comments made regarding the feel of the game and its use of save systems to invoke emotions is interesting.
I think it speaks wonders to how much more engaging a game can be when the player does not feel almighty, like most games are want to do. Limiting player power can lead to much more creativity, which can make a game so much more interesting when done correctly.
One thing that comes to mind now, when I think about how save systems make you feel is Hitman: Blood Money. Though you can save anywhere in a mission, you only have a finite number of saves (unless you play on Easy). Harder difficulties limit this even further. In this way, saves are just as much a finite resource as your other tools. As a result, you need to plan your use of them in much the same way you plan for everything else. To some, this detracts from the game. To others, it adds to it.
1:41:45 Sam bought Lords of the Fallen.
Which further adds to our save game discussion from earlier.
It's also a good game for Sam to talk about more than me, since he's much more familiar with Dark Souls.
1:45:50 Sam teases his Wii U discussion for next week,
1:46:15 Wrapping up.
My Nocturne impressions are here.
Our e-mail is also thetexturepop@gmail.com , so please send us your questions, comments, and feedback.
Also, for those of you who are unaware, Sam has also been much better about posting the MP3 versions of the podcast. You will usually be able to find links to them in the descriptions of the videos from here on out. For those of you with long commutes, it might be a good idea to get some quality(?) audio entertainment.
0:00:00 Introduction
Sam lovingly lampshades my minor misanthropic tendencies.
0:00:55 Viewer Questions
BY A NEW PERSON!
"I bought a Wii U and have been playing Hyrule Warriors too. My only complaint about the Wii U is its battery life."
I don't know enough about it to comment beyond what we discussed.
"Brandon, have you ever played Shadow Hearts?"
Definitely. When I was in middle school, a close friend introduced me to the franchise. I wish another one was in the works, but I'm content with the three games that were released. For anyone looking for a quirky, unique JRPG experience, Shadow Hearts is a great game. They are also very unique in terms of settings, because if memory serves, the first two took place immediately before and during WW2, and the 3rd game takes place in Prohibition era America.
A bit of warning though: While the franchise is known for having a sense of humor, the actual story tends to get very, very dark. People who dislike more mature, dark themes may want to watch out.
0:15:15 Chris brings up Avengers 2 (and Marvel's plans)
And we all agree that it's AWESOME!
DC still sucks though, at least in terms of movies. We also learn a lot about comics in this segment.
0:29:40 I played Shin Megami Tensei IV
I haven't finished it yet, but it is interesting to compare this game to previous entries like Nocturne. Through it is significantly more user-friendly than Nocturne, as an example, SMT IV is feels a lot harder than Nocturne did.
At the same time, this difficulty is almost like a Dark Souls game, where it is designed to both reward skillful play and punish those who do not learn their lessons.
0:38:10 I played Soul Calibur 2 HD.
It is really nice to play what I consider to be my favorite fighting game of all time again. Compared to a lot of other fighting games, I have found that SC 2 is much more forgiving to new players than other fighters. While it has issues, it is great for both single and multi-player oriented play sessions.
Also, another reason I love the game is that, through mission variety in the single-player mode, it teaches you all you need to know about the mechanics. Weapon Master mode really is one of the best I've played in a fighting game.
This gave me license to bitch about both Soul Calibur V and Lost Swords, which were both some of the worst fighting games I've ever played. I could not stand those games, and would never recommend them.
0:49:00 We wait for Garrett to get back so he can talk about League.
Please stand by for technical difficulties. Also, this might have been our first warning.
0:51:00 Garrett has been going to Best Buy to look at computer parts.
And I just let Sam and Garrett talk about a subject I know little about.
0:54:00 Garrett played the Evolve Alpha.
While I am interested in Evolve, I take this time to bitch about the game industry misusing the words "Alpha" and "Beta" incorrectly.
Then, we actually discuss the Alpha.
0:56:30 Garrett talks about Curse Chat?
Which leads to us discussing audio software... while we are recording an audio podcast... on Skype.
0:59:55 I get Sam to explain the title of the last episode
Because I had no idea where it came from.
"I can't explain Spoopy. I can't even attempt to." - Brandon Carey
"[Spoopy] sounds like something my mom would say."- Brandon Carey
1:02:50 Chris has been playing more Hyrule Warriors
And it's definitely.... a conversation.
1:07:15 Chris was playing Borderlands: The Pre-Sequel.
The bottom-line is that it is more Borderlands. If you like Borderlands, you will like the Pre-Sequel. Otherwise, you won't care. There isn't anything radically new enough that your opinion on the matter can be swayed.
As for me, I could barely tolerate Borderlands 2. I really liked the friends I played with, the writing, and the characters. However, the act of playing in a session of Borderlands is just so painfully dull to me. Because of this, I have no reason to pick up the Pre-Sequel.
1:25:50 Sam thinks he's been working, but isn't sure.
I did not know Halloween was so busy for a pizza shop. The things you learn.
Though his shift was much worse than anything I faced, I certainly know the pain of a last minute customer. "That guy" is always a dick. Nobody likes "that guy."
1:30:50 Sams tells us about politics in fan-subbing anime.
And I've never thought about this before the recording.
1:32:50 We talk about talking about games with friends and strangers.
1:35:30 Sam talks about The Evil Within and Alien: Isolation.
I mentioned Errant Signal's episode on Alien: Isolation, which can be found here. I would recommend watching it if you haven't already. The comments made regarding the feel of the game and its use of save systems to invoke emotions is interesting.
I think it speaks wonders to how much more engaging a game can be when the player does not feel almighty, like most games are want to do. Limiting player power can lead to much more creativity, which can make a game so much more interesting when done correctly.
One thing that comes to mind now, when I think about how save systems make you feel is Hitman: Blood Money. Though you can save anywhere in a mission, you only have a finite number of saves (unless you play on Easy). Harder difficulties limit this even further. In this way, saves are just as much a finite resource as your other tools. As a result, you need to plan your use of them in much the same way you plan for everything else. To some, this detracts from the game. To others, it adds to it.
1:41:45 Sam bought Lords of the Fallen.
Which further adds to our save game discussion from earlier.
It's also a good game for Sam to talk about more than me, since he's much more familiar with Dark Souls.
1:45:50 Sam teases his Wii U discussion for next week,
1:46:15 Wrapping up.
My Nocturne impressions are here.
Our e-mail is also thetexturepop@gmail.com , so please send us your questions, comments, and feedback.
Saturday, November 1, 2014
Impressions #18: Shin Megami Tensei: Nocturne
Lately, I have been going back and playing old Shin Megami Tensei
RPGs that I, for various reasons, missed back in the day. Dubbed the
“season of ATLUS” by yours truly, this has been dominating much
of my free time. The most recent game I completed in this process is
Shin Megami Tensei: Nocturne. Released in 2003, Nocturne (Lucifer's
Call in Europe) in pretty infamous in the JRPG community, with a very
noticeable cult following. Like other SMT games, it has cultivated a
reputation for difficulty. Though some will find it more or less
difficult than others, my experience lends more credence to this
reputation than other SMT games that I have played.
But before we get into any of that, I want to take a minute to
discuss the game's plot and premise. A shadowy organization has
decided that the current direction taken by humanity has resulted in
a bleak and depressing existence. To that end, they take steps to end
the world, using it as a basis to form a new one, in an event
referred to as The Conception. This is where the protagonist comes
in. The player assumes the role of a Japanese high school student
who, by some blunder of fate, managed to survive The Conception.
Afterwards, Lucifer (Yes, THAT Lucifer) takes an interest in him, and
implants in him what is known as a Magatama, a parasitic life form
comprised of pure demonic power. As a result, the protagonist is
transformed into a half-human, half-demon entity called the
Demi-Fiend.
In the Vortex World created by The Conception, demons are allowed to
roam freely. There are only a few lucky humans who remained alive. It
is these humans who have the ability to create the new world. In
order to do this, certain steps need to be taken. First, they must
resolve themselves to a philosophy on which the new world will be
based on. This Reason, as it is known, can be taken from another
person or conceived as an original belief. Then, enough creation
energy must be gathered by them in order to summon a deity, to
represent that Reason. After every represented Reason has battled it
out, the winning belief will be used to create the new world.
Since the protagonist is a demon, he cannot create a Reason of his
own. However, he is free to choose to support or oppose any Reason
that has already been established. The player, in this capacity, will
determine which, if any, of the Reasons will emerge victorious.
Through the choices made, and the alliances formed, they gain and
lose reputation with the various three factions, each representing
their own Reason. At the end, it is this which determines whether or
not the protagonist is in support of any Reason. Should the player
decide to reject all three reasons, then their personality, as
represented by their choices, is what will determine the new world.
While this may have been an interesting concept in 2003, most modern
gamers are already extremely familiar with the concept of narrative
choice. It worked, but it honestly was not all that interesting. This
was from a time when such ideas had been relatively unexplored, so
this is to be expected. Still, people playing Nocturne from a modern
perspective might find this whole plot disappointing. Even the
characters are not really that well written. Most of them are jerks
and most of them have absolutely no reason to be. The story had
potential to go in some really interesting directions, but failed to
do so. Ultimately, while there are some interesting elements, the
plot is mainly used to justify the gameplay and dungeon crawling,
barely able to stand on its own.
As for the combat, SMT: Nocturne was the very first game to utilize
the Press Turn System that most SMT games would come to utilize at
some point. I have already detailed the basics of this system in my
Digital
Devil Saga
Impressions articles. Playing this game, it becomes apparent that
this is only the start of a system that would be greatly refined and
reinterpreted in many ways. Unlike Digital Devil Saga, turn order is
determined purely by the Agility stat, with the fastest going first
and so on. Further, the combination attacks that proved so useful in
Digital Devil Saga were noticeably absent here. Aside from that, I
have discussed the system enough, and have no real need to talk more
about it. Nocturne served as a great proof-of-concept for the system,
which would later become a fundamental groundwork for combat in ATLUS
RPGs.
Another interesting note of comparison lies in the way character and
party development works in Nocturne, compared to other SMT games.
Unlike Digital Devil Saga (but like most), the player party consists
primarily of demons. In order to get these demons to join the party,
it is necessary to negotiate with them. During the course of the
battle, on the turn of either the protagonist's or a demon with a
conversation skill, the player can attempt to talk to a demon in the
enemy party. In the first phase of the conversation, the player will
need to convince the demon to like him. Should that be a success,
then the demon will make requests. Appease it, and it will either
join the player, give an item, or retreat from battle. Failure will
result in an enraged demon, causing the enemy's turn to start. In
this way, there is always an element of risk involved with
negotiations. Mitigating and accepting this risk by eliminating
enemies before striking up conversation is as important as the actual
act of talking.
Having said that, the demons gained through conversation are still
pretty weak. The true way to gain a powerful party is through Fusion.
At special locations referred to as Cathedrals of Shadow, the player
can combine two demons into a new one. The result will have their own
skills, but will also inherit some of its predecessors'. During
specific times, a Sacrificial Fusion can also be done. Along with the
original two demons, a third can be sacrificed. Depending on the
strength of the third, the result will rise in power. Skills from
this final demon can also be inherited by the result. Like in other
SMT games, this process of Fusion is the key to maintaining a strong
party throughout the game.
However, there are elements that clearly demonstrate the dated
nature of this particular beast. For example, as earlier SMT games
were known to do, Nocturne tends to rely far too heavily on random
number generators. The specific skills that a fused demon will
inherit is determined by a roll of the dice. I often found myself
deselecting and reselecting fusions over and over in order to attempt
to get the skills I wanted on my party member. Old SMT gamers
probably will not mind that. On the other hand, people who have grown
accustom to selecting inherited skills in games like Persona 4 Golden
might be less inclined to go back. For better or worse, it is a very
noticeable throwback.
As a demon, the protagonist also develops his own skills, albeit at
a much faster rate than others. However, he does it differently.
Throughout the game, players will acquire different Magatama, which
confer different resistances and skills to the protagonist. Upon
level up, should the protagonist be at a sufficient level, he will
learn a skill from the Magatama. Like other SMT games, only 8 skills
can be equipped at a time. To learn a new skill, one of the previous
ones needs to be forgotten. Unlike Digital Devil Saga, there is no
going back. Once a skill has been unequipped, it cannot be relearned.
This can often result in making difficult decisions, because making
the wrong choices on not only what skills to keep, but in what order
they are learned, can quickly put the player at a disadvantage. The
freedom to choose from any previously learned skills did not yet
exist. Again, the dated-ness of the design very clearly shows.
And that is the ultimate problem with Nocturne. While it was a
fantastic game at the time, and still continues to be very fun, it
has been succeeded quite thoroughly by later works from ATLUS. It is
a game that over 10 years old. Showing that age, it serves as an
interesting data point to compare other JRPGs with. Moreover, classic
SMT fans, eternally looking for challenging and varied battles
against demons, would be well served playing Nocturne. I myself would
be lying if I said that I hated the game. I enjoyed my 60 hour
playthrough. Though a second playthrough seems unlikely, I would not
completely rule it out. That said, people who have come to know the
modern conveniences of ATLUS design in games like Persona 4 Golden
might be put off from the old school design philosophies that went
into it. This is what one would refer to as a “niche” game, even
by ATLUS standards. Keep that in mind if you intend to try it out.
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