The wonderful centigame: Blizzard custom maps

Every once in a while, I fall into a gaming slump. During these periods, nothing seems to keep me interested in most games I play. They’re either too long or too complex, and I yearn for something a bit simpler to pass the time.

And so, at some point I found custom or “use-map-settings” maps when playing Starcraft. I call them “centigames” – in honor of Wario Ware’s microgames – because they tend to last between a half hour and an hour but still invoke that ADD part of the brain. Through the wonders of Blizzard’s map editor and the “Trigger” system, which allows for unique maps to be programmed, there is a huge amount of games to play – still – for a game more than nine years old.

The campaign itself is simple and entertaining enough, but normal online play can be cut-throat, intimidating, and sometimes repetitive. →  Read the rest

Der Langrisser: Finally translated

Lester shows Cherie what’s for.

When you hear “Langrisser”, you probably think of nothing at all unless you pay attention to Japanese-language games. Thanks to a small, talented, and dedicated group of translators, that is about to change. A group led by Derrick Sobodash has completely translated the Super Famicom game “Der Langrisser” into English.

First off: Der Langrisser is actually a remake of Langrisser 2. Why should we care? If you ever tried a little-known Strategy RPG for Genesis by the name of Warsong, you have played the first game in the Langrisser series.

Warsong is a tour de force of strategy, and could have been the start of a trend toward larger-scale SRPG battles. Unfortunately, Career Soft was the only company who maintained the trend with their Langrisser games, ending with the fifth entry (for Saturn and PSX). →  Read the rest

Retrospectives – Suikoden series, part 3

Suikoden IV

The fourth game in the Suikoden series, putting it kindly, is the “black sheep.” It features more realistic graphics, nicer portraits, good voice acting, and a good translation. It takes place in a vast, thalassic island chain, which you roam on impressive Exploration Era-esque warships complete with rune-based cannon.

The sad part is that nearly everything else has jumped ship, so to speak. Though the game is quite pretty on the surface and has all the requisites to be a Suikoden game, it is highly regressive. Konami realized they had struck a “too complex” chord with its audience and took a few too many steps backward in an attempt to make things right.

Take the battle system of Suikoden 1. Remove two characters. Next, remove the row system (so all characters are in a row). →  Read the rest

An even more Smashingly little amount of information to Brawl about: Music

Recently, the Smash Bros Dojo has opened its doors officially. Though much of the information is not new, updates are guaranteed to be coming every weekday from Masahiro Sakurai himself!

Unlikely to be the last surprise waiting for us inside a box.

Most of the information is stuff any fan of the games would know by now – such as how to play or information about the one stage that has been revealed.

However… if you look at “Music” there is a list of composers that is nothing short of formidable. Absolutely amazing.

The list itself gives examples of games the composers worked on, which is helpful for several names I didn’t recognize. Let’s take a look.

The usual suspects:

  • Koji Kondo
  • Masaaki Iwasaki
  • Minako Hamano
  • Shogo Sakai
  • Toru Minegishi
  • Yuka Tsujiyoko
  • Hajime Wakai

These are all composers who worked on several Nintendo games in the past or recently worked on big-name Nintendo games. →  Read the rest

Dragon Quest IX no longer has internet multiplayer

In yet another disappointment to fans, it has been announced recently that Dragon Quest IX will not have internet multiplayer as originally advertised. This comes after the clarification of the battle system that revealed it was the age-old Dragon Quest system with few changes.

The beanbag chair that stares back at you.

The game will still have wireless local multiplayer, for what it’s worth. This is particularly disappointing to me. Since I’m graduating from college soon, DSes will no longer be a common sight to me, and chances of finding people to play with might be a bit slim. Internet multiplayer would be much nicer, particularly if I could play with friends in other places. Even if I know Jay would probably just grief me every chance he gets.

Hopefully, though, this is the last negative announcement as regards Dragon Quest IX. →  Read the rest

Retrospectives – Suikoden series, part 2

Continued from part 1

Suikoden 2
Suikoden 2 takes place a few years after the events of Suikoden 1. It is not only the rarest and most expensive Suikoden (sometimes reaching the $100 mark) but is also usually considered the best of the series. I have to agree – it improves nearly all aspects of the first game, develops a more interesting plot and has nicer artwork.

First off, the second entry builds much upon the success of the first plot-wise. The game takes place in an area to the North of the first one, three years after the revolution in the Scarlet Moon Empire. This is the continent of the rival countries of Jowston and Highland.

The young prince of Highland, Luca Blight, is both ambitious and bloodthirsty. He chooses the main character’s army brigade as a sacrifice for the cause of war, and though the main character and his friend Jowy manage to survive, they are still swept into the ensuing conflict between the two countries. →  Read the rest

Retrospectives – Suikoden series, part 1

Imagine, if you will, a role-playing game (of the Eastern variety) which creates a persistent fantasy world for an entire series. This world is so large that, even in the latest entry, there are still entire countries that have been mentioned, but that players have yet to explore. The plot of each game concerns revolutions and wars – the sort of things most RPGs leave to the background – and the player is the architect of these nation-spanning changes.

Suikoden, called “Genso Suikoden” or Fantasy Suikoden in Japan, is an RPG series on the PSX, Saturn and PS2 that has been around since 1996. The “Suikoden” in the name comes from the Japanese name for the Shui Hu Zhuan or (usually) Outlaws of the Marsh, one of the four Chinese Classics (alongside the better-known Three Kingdoms and The Journey West). →  Read the rest

Dragon Quest IX: The more things change, the more they stay the same

Back when it was first announced for the DS, Dragon Quest IX looked like it would be completely different from its predecessors. Not only would the game be on a portable system, it looked like it would be multiplayer and in a real-time, if not an action-RPG, system. After Dragon Quest VIII’s revelations (huge graphical upgrades and a rename in the US to follow the Japanese series name), it looked like the ninth entry would bring even more changes to a series that is notorious for having old school gameplay and feel. Was Square Enix finally going to change the main system of the grandfather of RPGs?

The cover for the original Dragon Quest.

More recently, the news has trickled in that, yes, the game would be multiplayer, but it would have the same turn-based battle system. →  Read the rest

What is it that makes a good (bad) man turn neutral?

I’ve been playing Ogre Battle 64 recently. I wasn’t a particularly big fan of the original (Ogre Battle SNES/PSX) in some ways, mostly because of the way town liberation works. You pretty much need to have a high alignment unit liberate towns as I recall. Most good alignment units were pretty worthless, too. OB64 does it in a bit more complex way, where you have to liberate towns by matching up the town’s alignment with the unit’s alignment.

Anyway, I was happily playing the game, going around liberating all the towns so I can try to get the best ending, when I started to notice a problem: far from having problems with units being too chaotic, I was having problems with all my units going lawful. They were getting too good on me too fast, so I couldn’t liberate the low alignment cities anymore. →  Read the rest

Looking forward to a good Brawl

Nintendo still hasn’t announced anything solid on Brawl, and the closest thing we have to release date is still “Later this year”. Regardless of the release date being pushed back, however, I’m still eagerly anticipating it.

Super Smash Bros Melee certainly isn’t my favorite game single-player, but in multi-player it is an experience to be reckoned with. It’s not perfectly balanced, but the game’s major hallmarks are being easy to pick up but difficult to master. Advanced techniques such as L-canceling and some engine side-effects such as wave-dashing lend the game more depth than most other fighting games, which is why SSBM is the only fighting game I still enjoy years after playing it for the first time.

If only narcolepsy were really this powerful.

Three years ago, there was a Gamecube in my college dorm’s lobby. →  Read the rest

Square Enix announces FF remakes for PSP

Recently, Square Enix (hereafter referred to as Squeenix) announced and released (in Japan) remade versions of Final Fantasy 1 and 2 for PSP. Unlike their previous remakes of the two games for PSX and GBA, these games would be sold separately at $35 apiece, but with still more features and extras. Although it remains yet to be seen whether they will fix the atrocious leveling system in Final Fantasy 2 that carried over to the “Origins” remake, I have some doubts as to whether these remakes will be good enough on their own to merit buying the same game for the third (fourth?) time, even for the hardcore fan.

The question now is whether Squeenix is stepping over a line in remaking the same two games for the third time in two console generations. →  Read the rest

Review – Trace Memory

I’m not usually a big fan of the point-and-click adventure genre. Myst never managed to keep my attention, despite the rave reviews it got way back when, and the one Kyrandia game I played only managed to entertain because of the constant humor. I haven’t even gotten more than half an hour into The Longest Journey in the two years I’ve had it.

Oh well, looks like the game’s over.

Trace Memory, though, managed to keep me engaged through to the end. Even when Puzzle Quest failed to interest me, I continued to play Trace Memory. It could be that the medium keeps the idea of the game interesting. This was my only DS with a particularly compelling or deep story I hadn’t beaten, and I think that was a big part of what kept me motivated. →  Read the rest

The Worlds of Power book series

Strange as it may seem, video games and reading have always been closely related in my mind. When I was four years old, I would watch my older brother play RPGs and other text-heavy games. After a year or so of observation, I could more or less understand what was going on. Eventually, I figured out that letters written on paper were the same as those shown in Dragon Warrior and Final Fantasy, and thus I “learned” to read all at once (naturally, my kindergarten teacher took the credit).

Astonishingly, terrible game cover art is also terrible book cover art.

Back in the NES era, there were a lot of random game-related paraphernalia. Nintendo had merchandising on its side, and Super Mario towels, sheets, lunchboxes, etc. abounded. All well and good, but a more interesting event during this time was the publishing of the Worlds of Power series of short novels. →  Read the rest

Puzzle Quest – I’ll see your red gem and raise you three yellow ones!

As you’ve probably heard from other places, one of the “next big things” is a recently released game by the name of Puzzle Quest: Challenge of the Warlords.

I challenge you… to a duel even more ridiculous than turn-based combat!

Puzzle Quest can best be described as a Puzzle RPG – you play a competitive puzzle, something like Yoshi’s Cookie or Bejeweled, where you take turns on the same board. Matching 3 or more of any object gives you mana, gold, or experience or does damage to your opponent, and you win by running your opponent out of HP. To top off the RPG bits, the single-player mode plays has an RPG-esque quest system complete with stylized fantasy portraits, and you can get equipment that modifies your stats or various board effects. →  Read the rest

Why I play the games I play

Pat’s article here about this particular subject interested me, and was obviously the inspiration for this article. Props to him for coming up with the idea of a “why” article of this type.

Since I haven’t had much better to do with my thinking time lately, I’ve been thinking about why I play games. I love strategy games, RPGs, and some adventure/platforming games, but there are some things that will make me enjoy any genre.

The first and most obvious idea, as in Pat’s case, is that I could never do activities I do in a game, whether it be fighting ninja who kidnapped the president or managing a farm. This may be true (and it almost certainly is to some degree in most games), but this aspect is entirely dependent on whether I can empathize with the character. →  Read the rest

Review – Rogue Galaxy

It’s not often you come across two games released in quick succession that sound as similar as Final Fantasy XII and Rogue Galaxy. FFXII has Sky Pirates; RG has Space Pirates. Both start off in a desert town. FFXII takes several plot points from Star Wars, RG takes several characters from Star Wars. The main characters even sound rather similar for a while.

But I digress. They are actually very different games, and although comparison would be fun, it wouldn’t do as an unbiased review.

In Rogue Galaxy, you follow the story of Jaster, a young native of the desert planet Rosa who wants to explore space. Through a few coincidences, he is mistaken for a famous mercenary and hired to work for a group of space pirates, led by the notorious Dorgengoa. →  Read the rest

A sense of accomplishment in video games

What is it that makes a game particularly memorable?

When you finish a game, you want to feel as if you’ve accomplished something. By the time you beat some games, you want to really feel you’ve made the game world a better place through your actions (or, perhaps, you have intentionally left a horrifying wake of devastation). You’ve solved all major problems, and probably a lot of minor ones as well. Maybe you’ve beaten a particularly tough platformer or shooter and you feel like you’ve done a superhuman feat or twelve. The important part is you feel like you’ve done something significant or participated in a memorable story. The main pieces used to bring about this feeling are plot and challenge.

Unfortunately, this sense of accomplishment can be out of reach when playing a game. →  Read the rest

(Re)Translations present & forthcoming

Those who have played the Final Fantasy VI remake for GBA have surely noticed something in addition to the new Espers and dungeons.

Apparently the game was actually partially retranslated, whether due to the fact that mysterious ninja video game company TOSE actually did the port or because somebody along the localization chain realized it might be a good thing.

A translation making fun of nitpicky fans? Heresy.

Not to disparage Ted Woolsey’s work on the original game (which is nothing short of heroic, as he had just one month for his original translation of FFVI), but the game could probably use it. Some parts were a bit sketchy, others unclear, and the retranslation has generally been received quite well. Many of Woolsey’s original lines were kept in the script as well, so many of the better original lines will still bring back nostalgia. →  Read the rest

Best Game Ever – Master of Magic

Back when Microprose was still making games, they came out with a bunch of ideas for similarly themed titles spanning multiple universes. Although Master of Orion, Civilization, and X-Com were all well and good (that is to say, well, very good), my favorite was always Master of Magic. Master of Magic took the best parts of Civilization and being a wizard and put them together.

You play a wizard starting with control of one city, and your goal is simply the annihilation of all other wizards. You pick a difficulty, pick which spell types and special enhancements you want, and go. A randomly generated map is created, and you get to start playing.

Red Creek. What a depressing name for a hamlet.

The elements of Civilization come into play with city management. →  Read the rest

Review – Space Rangers 2: Rise of the Dominators

It’s hard to find a recent game with a name more cheesy than Space Rangers 2: Rise of the Dominators. It has all the classiness of a corny low-budget science fiction movie.

In fact, its name could be the main reason why nobody’s noticed the game, despite a lot of acclaim from reviewers. So much so that the publishing company is now asking users to suggest a better game name… possibly to re-release it.

In any case, Space Rangers 2 hails from Russia, courtesy of Cinemaware Marquee. Most of the game script feels pretty natural, but there’s just enough awkwardness to indicate it was not originally in English (other ships will ask your help to take out “this type”). That said, the script actually contains a lot of jokes. For example, the Faeyans discover a human toothbrush, and claim to have “improved” it to the point of also cleaning out the brain cavity. →  Read the rest