If you haven’t heard about Wreck-It Ralph yet, get on the damn bus!
Just one thing: when is Hollywood going to stop giving Sarah Silverman work?
If you haven’t heard about Wreck-It Ralph yet, get on the damn bus!
Just one thing: when is Hollywood going to stop giving Sarah Silverman work?
So Dragon’s Dogma is hard. Maybe it’s just because I haven’t recruited any stronger pawns (allies who you can hire into your party) since the beginning of the game, but we’ve been getting our asses handed to us by bandits more regularly than I’d like to admit. Maybe it’s because I’ve been venturing off into a world I’m not yet strong enough to tackle.
After Skyrim I assumed I could get anywhere in Dragon’s Dogma right away if I was clever enough, but levelling up is definitely a much more important feature here. While Skyrim’s level-up system is more about rounding out your skills, DD’s levels go the typical RPG way of increasing your base stats. Guess it’ll be a while before I can strike out into the wide world of Gransys.
On the upside, I’ve collected a couple good fish-out-of-water stories! The first of which occurred right after I arrived in Gran Soren (the capital city). I poked around the residential area for a bit and then took on all the quests that were immediately available from the inn’s quest board. One in particular was an escort job, and the fella that needed my help (Roderigo or something?) joined up right then and there. I figured I’d best help him out first so that I didn’t have a liability tagging along for too long.
Turns out his destination was halfway across the world. Crud.
But I assumed that my party would be able to hack it. At the very least we could just run away from everything until we reached our destination and come up with a battle plan once we were safe. Spoilers: that didn’t work.
Our first issue was when we came across some saurians chilling in a brook. Being called “saurians” makes them sound like awesome dinosaur monsters, but really they’re just lizardmen. My party had faced off with these guys before, and they’re tough, but nothing we weren’t able to handle. Or so I thought. These saurians happened to be the advanced versions (sulfur saurians) that spend most of their time invisible. They were also considerably more deadly and had better defense. The species loses most of their defensive powers if their tails are severed, but we were barely able to disable and fell one of the beasts before they overwhelmed us.
I ran away as fast as I could, my helpless escortee trailing behind. But as I tried to call my party to escape with me, I noticed that Erika and Ema were downed, so I had to run back to revive them. I had to run back and forth a few times, because usually as I’d revive one ally, another would be struck down. It’s too bad there isn’t actually a “run away” command. Being limited to being able to call your pawns to “come” makes for difficult escapes.
Being more wary of my surroundings now that I knew we were in very hostile territory, I made sure we stayed on the beaten path as we traipsed through a forest towards our goal. Unfortunately, I soon espied the first non-plot “boss” monster that I’d seen, a cyclops. While I’d helped a bunch of soldiers slay a cyclops early in the game, I wasn’t confident that my party would be able to handle the monster at this point; our supplies and strength were equally drained from the encounter with the saurians.
Fortunately, the cyclops had just woren from a nap in the road, so he didn’t notice us. We were still forced to make a detour through the woods if we were to remain unnoticed. Then the bandits saw us. It was close, but we managed to evade them and get back onto the road, but the cyclops had heard the signs of a scuffle, and was loping over to investigate. He didn’t see us, but we were pinned in a corner. The road let us to a rock facing, and the only wa around it was a twisty road that went right through the bandits’ turf. Backtracking and going the other way around the wall would have put us right on the cyclops’ dinner plate. We were in deep.
I made the call to take on the bandits. They were just humans, right? We were in rough shape, but we should have been able to manage. And for a while we did. We slew the first wave of bandits easily, but the fight drew the cyclops’ attention again and he suck up behind us and started stomping my pawns into paste. Between trying the escape the cyclops and revive my fallen allies, I didn’t notice the rest of the bandits closing in on our rear flank. I decided that my pawns would have to fend for themselves, and that as long as I could escape with my charge, I could re-summon them once I made it to town.
I ran as fast as I could, and then I heard Veronica (my right-hand woman) yell out something about a monster that looked like it was composed of several other beasts. Before I was able to process the information, the chimera lunged out from the trees and everything went red.
I’m not sure if I consider it lucky that I’d last saved right outside of Gran Soren. On one hand, I’d lost about half an hour of play time and a good amount of experience. On the other hand, I wouldn’t have to fight my way back through the forest and all my supplies were intact. I think that may have worked out for the best. It was then that I decided to let my tag-along pal around with us for a bit longer. Until I could find a safer path to his destination, anyway. The direct road there was definitely not the one we wanted to take.
Fortunately, he hasn’t been the liability I figured he would. Monsters aren’t particularly attracted to him, and the ones that are are quickly distracted by Veronica’s “shield summon” skill. He’s rather adept at staying away from danger too. I mean, he’ll often waltz right through the middle of a battle, but come out the other end completely unharmed. It’s somewhat impressive, to be perfectly honest. I’m beginning to think he might be able to survive until we’ve grown strong enough to get him where he needs to be.
Or, of course, I could always fire Erika and Ema and hire a couple new pawns who are more on par with myself and Veronica. As it is they’re probably bigger liabilities than what’s-his-face. It’s just hard to split up with companions that you’ve been through so much with. It’s really too bad that subordinate pawns don’t level up.
On Saturday I made up my mind. We went to Toys ‘R’ Us first because they had a game that The Wife wanted, and I intended to buy it for her. It’s not often that she wants a video game, and I tend to nurture those wants when they surface. But there was nothing for me there. I tried my luck in Future Shop, Best Buy and Superstore that day, but they all failed to meet my needs. Or more, it seemed that my needs came too late.
On Sunday she worked over in St Vital, and I asked if she could check around that area for me on her lunch break. Sadly, neither the Wal-Mart or GameStop were of any help to my cause.
On Monday I asked again if she could scout the local EB Games before work, since it’s a stone’s throw from her workplace. Not only did she check the one in the mall, but the one across the street from the mall as well. All to no avail. I feel lucky to have such a devoted wife, but was sad that I had her chasing wild geese. So I swallowed my pride and made nice with Wal-Mart’s electronics department, because they were apparently the only store in the city that had the object of my desire.
And now I own Dragon’s Dogma. Yay 🙂
Then I booted up the game and it played a remixed English version of “Samayoeru Aoi Dangan” by B’z on the title screen. Freaking B’z. Between that and the fact that the game is more or less a mix of Skyrim and Monster Hunter with a little Shadow of the Colossus thrown in for good measure, this is clearly Capcom’s love letter to me for being such a dedicated fan for all these years.
I’ve only really had time to rush through the intro and poke around starting town a little, but I am thoroughly impressed so far. The boss of the intro stage is a traditional chimera, made of a lion with a goat’s head grafted on its back and a snake for a tail. Your companions suggest severing the snake and diabling the goat to reduce the beast’s abilities. Very reminiscent of severing tails and breaking other bits (frills/beaks/armor/etc) in the Monster Hunter games. Possibly the most entertaining part of the fight was watching my allies grab onto and climb the beast. I tried to get onto it myself but couldn’t manage to stay on. I’m sure the game will teach me how to do it properly before long.
Also, there’s a dragon at the very beginning, and it is massive. Like, at least as big as Lao Shan Lung. So far I am very impressed with the scale of the boss monsters; that’s one of the things I was really hoping Capcom would go all out on, and it looks like they did. Even the chimera was big enough that my character and his three buds could fit on its back. The only, only thing I’m a little disappointed with is that all (or most of, anyway) the monsters are standard high-fantasy stuff: chimeras, griffins, cyclopes, hydras, and so on. I won’t lie, I snuck a peek at the bosses in the strategy guide, and there’s nothing overly original in there. Maybe Capcom will note the excellent cross-promotion opportunity and release some Monster Hunter monsters as DLC. I would be more than happy to pay extra for the opportunity to take on Teostra in a setting where I might have a chance at victory. Or Shen Gaoren. Any of the carapaceon family would be fun, really.
Aaaanyway enough daydreaming. My first impressions of Dragon’s Dogma have been excellent, and I hope that it ends up being as compelling as its influences. I sunk over 100 hours each into both of the Monster Hunter titles I own, and a good 70 or so in Skyrim. I haven’t even seen most of Skyrim yet either.
Oh, the big problem I have with Dragon’s Dogma is that there is a very limited hair colour palette to choose from. Pink is not an option at all, so Claire is stuck with a deep red. Not acceptable.
Nintendo’s been going on and on for about a year now about the “asymmetrical gameplay” experiences that the Wii U will foster. It does look neat, and I think the little demos that they’ve provided seem like they’ll be fun for a while, but I wonder if there are any long-term applications for this style? Having an extra player play a support role in games like New Super Mario Bros U and Rayman Legends is a decent way to start, but I hope that somebody can do something really compelling with this bold new idea.
Oh, did I say “new”? I meant “thing that Nintendo has been doing intermittently and nobody cares about.”
Asymmetrical gameplay isn’t a new concept. It’s not even just a Nintendo thing. All it really means is that the two (or more) people are playing the same game and doing a different thing. Mario Party alone has been doing it for over a decade with the 3-vs-1 mini-games. Hell, Gyromite on the NES can be (and works considerably better as) an asymmetrical multiplayer game if you ditch ROB and have a friend use his controller instead. And that’s all the way from the 80’s.
I suppose those ones kind of make a point for the style though. Referencing the “nobody cares about” part of my statement earlier, let’s take a look at Super Mario Galaxy‘s multiplayer mode. Well, multiplayer in the sense that two people have controllers in their hands, anyway. All the second person does is wave around the pointer to collect star bits and stun enemies. Sure, you can point novice players in the right direction, but there’s a hole on my face that could accomplish the same thing more efficiently. New Super Mario Bros U’s “Boost Mode” is pretty much the same thing, and I can’t imagine it’s going to be much more compelling.
Why this is one of the big selling points of the Wii U, I don’t know. I suppose it’s because of the GamePad and the ability to give opposing players different views of what’s going on. That is what makes it truly asymmetrical, after all. But even that”s not new. Do you remember connectivity? That Nintendo buzzword from 2003 that never took off?
I may be misremembering, but the first example of GameCube-GameBoy Advance connectivity was Pac-Man Vs. This was a great idea. One player is Pac-Man, and he sees the entire maze on his GBA. The other players are the ghosts, and can only see a small area around themselves on the TV screen. So what you have is a multiplayer Pac-Man, but in a way that the ghost team doesn’t have such an overwhelming advantage. It’s brilliant, but was unfortunately much too hard to actually find, because it was given away as a limited free sample. It was also included in the GC versions of a handful of Namco games, but they weren’t of much interest to me and Pac-Man Vs, despite its brilliance, was not worth the price of a full retail game.
On the other hand, you have The Legend of Zelda: The Wind Waker. It featured a really cool multiplayer mode that most people probably didn’t even know existed. When you encounter Tingle in the game, he gives you a device called the Tingle Tuner, which you can use to summon him through a GBA. Here, a second player (using said GBA) is given a radar and several actions that they can use to help or hinder Link. The problem is that once the Tingle player gets bored of dropping bombs on Link, the whole experience is pretty shallow. Maybe some people like watching a radar and occasionally telling Link where a secret is hidden, but I sure couldn’t get my brother to commit to the role. I usually just had my GBA connected and sitting next to me so I could find the hidden items that are only visible through the GBA.
This mode can also become infuriating for the Link player, because every one of Tingle’s actions costs rupees, and those rupees come straight out of Link’s wallet. It’s especially bad in The Wind Waker, because it’s easily the most commerce-driven Zelda game. Also, the bomb thing.
If you really want to stretch, you could probably consider the first Final Fantasy: Crystal Chronicles to have asymmetrical gameplay. Not because each player had a different radar on their GBA screen or anything, but because the game sucked for whoever had to be the Bucket Bitch and was fun for everyone else.
I’ve never used them, but a couple of the Wii Guitar Hero games have a mode called “Roadie Battle” where two guitarists compete. Each of those guitarists is paired with another player who has a DS that allows them to send power-ups to their teammate or try to sabotage the opposing guitarist. It’s a spin on the “support player” idea that Wind Waker and Mario Galaxy use, but they do it right by keeping that support player engaged at all times, whereas the other games end up leaving the support player with nothing to do quite often. Maybe the game itself isn’t as compelling as a Mario or Zelda title, but at least you’re not bored.
So yeah. I’ve got just a few examples here (and most of them are a stretch at best), but I think I’ve made a decent case that asymmetrical game experiences probably won’t hold up as a Wii U back-of-the-box bullet point. Developers are really going to have to step up if they want to make asymmetrical experiences that will matter. Nintendo Land has at least two variants on Pac-Man Vs, but you’re going to need something with a little more depth than that if you want people to care.
Okay, well not “live” but at least in a format where I’m not just typing words about my gameplay experiences. I really didn’t imagine that I would keep doing this Let’s Play thing past the MegaMan X experiment, but I picked up a bunch of YouTube subscribers during the Super Talking Time Bros 2 LP, so I figured I might as well subject them to some more terrible videos of me playing games and talking about them.
It’s a project subject to technical difficulties and just being a bad idea overall, but I’mma press forward at least until I get bored with it. As it stands, a (mostly) complete Monster Hunter series is going to be like a million videos of me running the same hunts over and over again. Hopefully someone out there is dying to live the experience though YouTube.
Also subscribe to my YouTube channel. It makes me feel important.
Foreword: Just so nobody gets the wrong impression, I really like this CD. I just want to share my thoughts on it. Not all of them are nice. Thanks for understanding.
Among the many, many wonderful things Stephanie bought me that were amalgamated into my wedding gift (that girl spoils me rotten) was a compact disc entitled The Greatest Video Game Music. I can’t help but feel like maybe the London Philharmonic Orchestra was trying to start something with me there.
Calling your compilation The Greatest Video Game Music is setting the bar pretty high, as we video game nerds love us some video game musics. A cursory glance at the back of the cover confirmed my suspicions that it was something more akin to The Most Marketable Video Game Music. More evidence of this is that the image on the cover is a soldier with a cello on fire and a helicopter in the background. VIDEO GAMES ARE NOT ALL CALL OF DUTY. Goddammit. Stupid Sony and Activision ruined everything.
Anyway, that’s starting to deviate from my point. Or is it? I don’t know, I’m confused about where I was taking this. I guess something about how many games are represented on here that I didn’t even know had music, nevermind music that anybody bight consider to be the greatest. Oh, sure, you’ve got representation for the mainstays like Super Mario Bros, The Legend of Zelda, and Final Fantasy. There are a few you might not not think of off the cuff but definitely belong there, like the Metal Gear Solid 2: Sons of Liberty and Tetris themes (more on the latter in a bit). Then there’s… the rest.
“I didn’t even know ____ had music.” You can fill in that blank with any of the following games that are represented on this CD: Splinter Cell: Conviction, Fallout 3, Call of Duty 4: Modern Warfare, Modern Warfare 2, and Battlefield 2. There are a couple others in there that puzzled me, most notably Bioshock, Oblivion, and Mass Effect. I know that all of these games had music, but none of them had memorable music. Chalk that up to the games being so immersive that I didn’t notice music in the background if you must, but I couldn’t hum you a single tune from any of those titles. The tracks from these games didn’t even seem familiar to me when I listened to them, so that.
Back to that contingent of FPSs though. Is it really necessary to include tracks from both Modern Warfares and Battlefield 2? I can’t imagine that anyone who plays those games cares at all about the music in them. Same thing with Splinter Cell. They probably could have replaced at least two of those entries with something a little more fitting, say a track each from Sonic the Hedgehog 2 and MegaMan 2? You know, games with music that people actually care about. Maybe even too much in some cases. Halo 3‘s inclusion I give a pass because it’s just not a personal interest; I’ve heard many people laud the Halo soundtracks.
The two that really make me scratch my head are the tracks from Advent Rising and Angry Birds. I’ve never even heard of Advent Rising. And Angry Birds. Angry. Birds. Nobody but nobody who is going to buy this particular CD is in the Angry Birds demographic. Yes, I played it. But that was before I downloaded real games onto my phone. Is there even any music in Angry Birds past the title screen?
Uncharted, Grand Theft Auto IV, and World of Warcraft also seemed a little out of place to me. But at least those are gamers’ games and not paint-by-numbers FPSs.
So maybe I think the track selection could have used a little fine tuning. Of course I do. Every single (real) gamer who looks at this CD will have a whole lotta corrections to make. There are so many games out there with fantastic music that it would be impossible to pare it down to a mere 20ish tracks, even if you didn’t double-dip for a few franchises. The real question here is if the compilation that the London Philharmonic Orchestra chose works. The short answer is “Yes.”
The long answer, if you’re up for a few more paragraphs, is just a lot more music/game nerd over-analysis and picking. And the first thing that I want to say is that I hit the nail on the nose: the two Modern Warfare tracks and the Battlefield 2 theme are ultimately forgettable. Generic war-sounding tunes, mainly to a marching drum beat with some technoey stuff thrown in to try to differentiate them. Sorry, LPO, you shot too wide. Reign it in and play for the people who love video games, not the people who play shooting games because that’s the fad right now. Gamers love video game music, Bros do not. Not a single Bro will buy this album, and that is the hard truth of it.
The Advent Rising, Oblivion, Splinter Cell, Fallout 3 and Uncharted tracks didn’t make a mark on me. Its not that they were bad, it’s just that they didn’t stand out in any special way. They sound nice in my ears, but not so much that I’m ever going to have them buzzing through my head when my earbuds are out. The track included from Bioshock made me wonder why it was there, because it was more moody ambiance, and not actual music you might listen to independently. I can see why fans of the games might get into any of these tracks though.
You know, what? No. The Splinter Cell track wasn’t forgettable, it actually sounded kind of like it came out of Metal Gear Solid, just less grandiose. I consider that a compliment; MGS games usually have pretty solid soundtracks.
I was impressed by how much I enjoyed the Grand Theft Auto IV and World of Warcraft tracks. The GTAIV inclusion (“Soviet Connection”) isn’t particularly elaborate, but it’s got a punchy percussion line and some beautifully deep horns. The strings throughout lend the piece a real sense of gravitas and tie the whole thing tegether in a neat little bow. The WOW track (“Seasons of War”) works in a strong but not overstated vocal group, and works up from a very slow, somber start into an almost victorious melody before rolling back down into more of a battle theme that makes brief use of an almost tribal-sounding drum phrase. Again, it’s not big and flashy, but that’s probably what makes it so great.
The MGS2 theme is practically untouched, which is great because that track’s official form is perfect. The same goes for “Liberi Fatali” from Final Fantasy VIII. I guess the orchestral version varies a bit, but it hews quite closely to the original and that is just the way I like it. I was honestly a little disappointed that they didn’t do much in the was of arranging for Super Mario Galaxy‘s “Gusty Garden Galaxy,” because since it was recorded by an orchestra to begin with, a more elaborate arrangement would have been the best way to make it stand out. I love the song though; the string chorus alone is enough to put a big smile on my face.
That brings me to the set of songs that sit in a strange limbo between my opinion poles. “Super Mario Bros Themes”, “The Legend of Zelda Suite” and “Final Fantasy Main Theme” are all fantastic songs. So why was I kind of disappointed with their showing here? These are where the legacy of video game music really begins. These are the big three. It is not my place to question them.
I don’t know why, but I have a hard time appreciating hi-fi versions of the SMB theme. It just sounds wrong when played on anything more advanced than maybe a SNES sound chip. The LPO does a fine job with what they’ve got, but I guess I’d just rather they’d taken a piece from a more recent game. Nintendo doesn’t even re-use the original Mario theme all that often (in the main series), and when they do it’s in its natural state or heavily arranged so that it sounds okay without the blippity-bloopities. The underwater part sounds beautiful on strings, but the rest of the song was not meant for real instruments.
I’ve heard this particular Legend of Zelda suite before. I was sad because I wasn’t expecting a repeat. It’s still great though!
The Final Fantasy theme is a stirring string-based piece with some faint horns to give it a little body. It is the most beautiful track on the album. It is so deeply ingrained in my soul that sometimes I get a little misty-eyes when I hear it in a new FF game. What could I possibly have against it? I was secretly hoping it would be the Final Fantasy IV version of “Prelude”, which I like just a little bit more.
The most surprising tracks on the disc, I found, were those from Halo 3 and Mass Effect. Mass Effect especially because I’ve played through the game twice and never noticed the music at all. But if “Suicide Mission” can speak for the rest of the soundtrack, it must be amazing! The track starts of with a fairly simple beat, and then layers on instruments one by one, until it builds into an incredible “here we go to save the world” kind of thing. It’s deathly serious, but keeps your spirits up by mixing in some uplifting phrases into the generally foreboding melody. It’s perfectly suited to the atmosphere of Mass Effect, and I feel like I should give the game another round so that I can stop to appreciate its musical accompaniment.
As I said before, I expected pretty good things from the Halo 3 song, “One Final Effort,” and I was not at all disappointed. I thought it was really weird how much praise the Halo soundtracks get, but if the rest is as good as this single example, I might have to look into actually listening to the full soundtracks.
The brightest spot on this disc, however, comes totally out of left field both in the fact that I wasn’t expecting it to be my favourite track, and also because it starts way off from the source material. The Tetris theme, of all things, is apparently where the LPO decided to really show their stuff. It opens up with a peppy drum line, onto which other instruments gradually join, and then finally launches into a brief piano solo of the main riff. A horn comes in, and the drums return, then things just go out of control with the melodies and beats changing almost as much as the instrumentation. About three quarters of the way it slows down into a horn-driven waltz, and gradually picks up steam again in layered repetitions of the tune until the end.
Oddly enough, it kind of ends up sounding like it was arranged to fit into the Kirby’s Air Ride soundtrack.
Understandably, you kind of have to work with the Tetris theme to make it compelling. In its natural state, it’s repetitive and basic, not unlike Tetris itself. So it stands to reason that if you were going to have an orchestra play it, they’d probably want to do a little arranging. And this is great! The end product is marvelous! I’m just a little disappointed that the rest of the CD (or at least what I’m familiar with) didn’t take nearly as much creative license as this single song did. Granted, you might also argue that gamers want to hear the music they love in a format that they recognize, but there are entire communities based around remixing video game music. I really think it could work.
Anyway, I’ll stop talking about how this CD could be “better” now. It’s great the way it is. Maybe I haven’t gotten that through enough. It’s wonderful. I really like it. Big props to the London Philharmonic Orchestra for this one. If you’re going to buy an album of video game music as played by a major orchestra… well, I’ve never seen another one, but I’m sure this one measures up nicely to any others that could theoretically exist. There are certainly far worse ways to spend twentyish bucks.
I think if I’d seen it live I would have complained a lot less.
It’s over, they’re done. I have captured all 120 green stars in Super Mario Galaxy 2, and I’m not all that happy about it. Considering how perfect the first half of the game is, it’s a real shame the Nintendo went back and boondoggled the back half. I mean, really, a game-spanning fetch quest isn’t entirely new for the developer (See The Legend of Zelda: The Wind Waker), but man, there’s never been one quite this intense. If you’ve forgotten between here and the last time I talked about it, once you complete Galaxy 2, each level’s star count is doubled by two or three green stars that are somewhat arbitrarily hidden around somewhere. They don’t have hints or names or anything; it’s all you can to do prowl around every corner of every level until you find them all.
At first, they’re usually just tucked behind a wall or something, and this trend persists right to the end. Eventually some are placed off the edge of the stage boundary, so that if you manage to miss it after hopping off the ledge, you die. The last kind are the ones that are way, way out of the stage boundaries, and require some amazing jumps or powerup use to get. These are obviously the most fulfilling to earn, but it’s still a matter of “you miss and you die”. Not a great design hook.
Anyway, once you haul in the fun 120 power stars and the stupid 120 green stars, you’re awarded with one final special stage called the Grandmaster Galaxy. It’s a big, long gauntlet of most of the obstacles you’ve had to overcome to get this far. And it’s pretty fun! It took me a while to make it to the end, but I did it! I was satisfied with my accomplishment, but a little taken aback that there was no more than the standard “Star GET!” fanfare once I’d won. I was expecting maybe a picture of a cake and a “thank you for playing”, maybe?
Nope. Instead, there’s more game. A little birdie informed me that if you collect and bank 9,999 star bits, you gain access to the Daredevil version of Grandmaster Galaxy. For those who don’t speak video game: one-hit death, no checkpoints. I threw up my hands and declared it a wash. I’m fairly sure that I could do it, but I don’t really have the patience to try yet. After hunting down all those green stars, I’m over the bullspit. I have like 9,500 star bits banked too, so it’s not like I have to grind my way there or anything. Ten years ago I would have been on this challenge like it was nobody’s business, but these days I just don’t have it in me.
I never finished the super-secret final stage in Super Mario 3D Land either. To think people used to identify me by my video game prowess. Oh, how the mighty have fallen.
PS: Guy who designed Rolling Coaster Galaxy? We hate you, please die.