Sunday, June 6, 2010
Kingdom Hearts re:Retconning
<(^^<)
Kingdom Hearts. It's such an interesting concept, featuring two of my most cherished companies' babies, meshing into a colorful, moody, and varied franchise. As such, it's attracted a massive and very dedicated fanbase spanning young children to old jaded gamers and both groups' parents.
I myself got a taste of the original on the PlayStation 2 back in the summer of '04, I believe. It was a fun game, but I only played around for around 20 minutes in a world I wasn't familiar with (which turned out to be Hollow Bastion, an original world created for the series) with a boy I wasn't familiar with but who looked like a young brown-haired Cloud from VII assisted by two Disney characters in what I recognized as Nomura's clothing style. It was a fun hack-and-slash, especially being a genre I'm not too facinated in, my forte being Zelda-like adventures, Mario-esque platformers and JRPGs (yeah, I'm a member of the old-minded folk who enjoy turn-based gameplay), but I enjoyed it as brief as my experience was.
It was next year, in the Spring of '05 I believe, that I got to borrow Kingdom Hearts: Chain of Memories for the Game Boy Advance. I got to fully complete both stories and enjoy the story with what little knowledge of the first title I could remember. I wasn't going to look up the necessary information the internet would've provided for a synopsis of a game (series, at that point I suppose) I fully intended to play whenever I got a PS2 of my own. I enjoyed it, found the card-based combat interesting, if a bit cramp-enducing for the hour+ long sessions I typically do for games, handheld or not, and was excited to see a new character at the end of the second story campaign as everyone else.
Sadly, I wouldn't get to experience Kingdom Hearts 2 at all for another three years. Nobody I knew had a PS2 for me to borrow, and when they did nobody possessed Kingdom Hearts II, a game that the fans made seem took forever in appearing, when it only took three years. Not bad for a AAA-title from two giant companies, considering CoM wasn't initially going to be made at all. KHII's one-year time-skip was going to be left unexplained until a poll revealed children would buy a Kingdom Hearts game for the GBA, so it was created to set up KHII.
Fast-forward to 2008.
It was an exciting year for me. I had decided to get a PS2 Slim and finally buy titles from those franchises that didn't typically grace my Nintendo 64, Gamecube, and Wii. With the console came Final Fantasies VII-XII (substituting XI with X-2; laugh all you want, I enjoyed the game and I wasn't about to buy an MMO without my own personal angel whose kisses tasted of flan) and Kingdom Hearts I and II (CoM would be bought later that summer for completionists' sake before ReCoM was announced for US release). I received the Metal Gear Solid: Essential Collection a short time later as a B-Day present.
Of all the games I'd gotten and tested out, Kingdom Hearts looked to be the one I'd complete first. It was a charming game and it was my chance to get caught-up with a series I had a feeling I'd fully enjoy. Over the course of a month, I'd beaten both main Kingdom Hearts games and eager to buy the middle installment in what I considered a trilogy. I then moved on to complete that new Metal Gear box set in preparation for my next big game.
Bear with me, there's more relevance to this:
Of course the big game that year for me was Metal Gear Solid 4: Guns of the Patriots How could it not be? It was Solid Snake's final hurrah after 20 years of the franchise and a decade after I'd originally played the first Metal Gear Solid on another borrowed PlayStation. It was my most-anticipated game after the previous Fall's Super Mario Galaxy, and I had to buy it. Luckily enough, they released an amazing MGS4 PS3 bundle: an 80 gig backwards-compatible PS3, the then-new DualShock 3, and MGS4 for a ridiculous price. The buy was a no-brainer: I got a new system to complement all the new games I'd gotten just over three months beforehand.
I'd decided to get that PS3 then and there for it's future potential. We'd all seen Final Fantasy XIII showcased in fantastic trailer form, Metal Gear Solid 4 was enough of a system-seller for me to come on board, and I was eager for that inevitable Kingdom Hearts III that the secret ending for KHII teased.
But wait! I'd gotten a laptop as a High School graduation present back in '07! Why not use it to see what the fanbase and others think about the series?
What an experience.
I first learned that the two main installments had gotten an expanded reissue over in Japan dubbed a Final Mix, with an International release nowhere in sight. Kingdom Hearts Final Mix was released literally months after the US release, which prompted unhappy reactions from my otherwise cheery self. Why hadn't they just delayed the International copies to add in those extra features (Keyblades, enemies, cutscenes) into all editions to promote a fair worldwide release?
While I do understand why FM was created and sold (literally three months) after the International version (our versions had extras that the Japanese themselves didn't get, but typically get in a reissued International release only in Japan anyway), why couldn't we all get the same product? It seems like some titles use the Japanese release as a testing ground of sorts, then use the feedback received to tune it up and release it worldwide, then reissue the world-wide title to Japanese gamers as an International release that Squeenix is fond of doing.
That didn't sit too well with me. However, I was told it was only a minor tweaking of the game itself, with only small weapon and item additions and only three extra cutscenes that elaborated the original's story a bit. What hit me the most was the addition of an extra Superboss that was exclusive to the Final Mix release: Unknown. This was easily the toughest enemy in the game, demoting Sephiroth to merely a powerful adversary, by no means a push-over, but not compared to this new guy.
Unknown could use lightsabers(!) in various ways, create force-fields made of blue energy, and could explode into a glowing ball of laser beams, and had an attack that continuously drained your health, scrambling your Commands until you selected one of the slots to "release" yourself. Truly a frentic boss fight.
Why did this bug me so much? Not only was Final Mix a rebalancing of the original game, it also serves as a canological update to the series, revealing more mysteries and hinting at future titles (sometimes at the risk of retconning, hence this journal's title, but I'll get to that in due time). This Superboss in that black coat? Yeah, his outfit is identical to the ones at the original secret ending to Kingdom Hearts. This enemy was added to build hype for a sequel, which was proven when the first title was a resounding success.
They even use footage from the Final Mix in later games, expecting the International audience to understand where it comes from (as minor as it is). Yes, they're more for the hardcore fans to endlessly speculate while we await future titles that will surely reveal the mysteries we talk about, while proposing new ones. It's not too major, but it irked me. I forgave it, then researched more.
Then I found out that a year earlier in '07, the Japanese had gotten Kingdom Hearts II Final Mix +. What did this consist of, you ask? Not only was it another rebalancing of KHII, it added a ton of end-game objectives to give you a reason to play beyond the ending: a "Critical" difficulty setting (which the game needed - KHII is too easy for the average gamer), added more cutscenes to elaborate fuzzier elements of the plot as well as forshadowing future games, added an entirely new end-game area, including 20 more Boss fights that require end-game stats to defeat, more hints at the three armored knights in the secret ending, and a full-on 3D remake of Chain of Memories in the form of Re:Chain of Memories, complete with fully-voiced story-centric cutscenes and links to KHII in the form of controls and unlockables.
You're killin' me, Squeenix.
FM+ was an unforgivable mistake. This was much more than FM was: this was the game they should've released in the first place. It's just a more complete game.
Why do I have such opinions? I own all three Final Mix games imported from Japan using my PS2 which I soft-modded. The first Final Mix was unfortunate but not a deal-breaker. Not releasing Final Mix + is such a sidestepping of a pothole to fall off a bridge scenario.
To be fair, the fanbase is right to bitch and moan about this. Squeenix has had no plans to release both Final Mixes internationally despite the demand for it. Granted, this is most likely due to the efforts to translate the games and reissue the games isn't worth the effort in doing so. We want what is essentially just that: a reissuing of '02 and '07 PS2 games. The fanbase doesn't score points in starting up rumors that the FMs are going to be released anytime soon. The only FM we ever got was ReCoM, and that was only for North American gamers back in '08. The pain was slightly easier to bear that year when I got it and enjoyed it. Don't touch the Japanese ReCoM when I've got a translated one, you know?
Now here's the main issue: retconning.
Retconning is usually an annoying thing, since fans of a series - particularly of such a story-driven franchise - look to continuity to base their speculations on mysteries before they're unraveled to help make the down-time between releases that much more bearable.
When it comes to these enhanced reissues/remakes for this series, the fanbase goes nuts, in both a good and bad way.
Allow me to clarify one thing before I get started: I don't mind fanbases in general. If I don't want to know anything, I don't consult them. They don't actively ask for my opinion, since mine is mostly likely covered by someone else. Fanbases are fun things for those who enjoy a particular work. You can share your opinion, hear others' and maybe come to understand something you didn't see before on your own. Everybody wins, you can enjoy the hype, speculate, and have fun with your series with others. With the Internet, it's even easier, though there are drawbacks, some of which can start rants.
Now I'll begin the rant.
To me, Kingdom Hearts has a fine line between an elaboration and a full-on retcon of events.
I'll organize this by game to make it simpler and to not spoil too much.
Kingdom Hearts
This is the first title, and like most franchise-starters, most of the series' constants and base mechanics originate from this first installment. There's not much going plot-hole wise unless you delve really deep into the story. Most of the questions that arise (namely the ending) are more in spirit with the title: using faith that it'll all end up okay. You can forgive the title in it being a major experiment and nobody had any idea this was a huge hit on Squeenix and Disney's hands.
Kingdom Hearts Final Mix
The additions to the first enhanced reissue are minimal. Some elaboration was made on Riku's involvement in three cutscenes, basically on where he was during two key events and his thoughts on the matter, though they weren't essential. Minor additions were made to a few scenes, showcasing the bond between the three main human protagonists Sora, Riku and Kairi.
The most important additions were the ones pertaining to the then-green lit sequel. The Unknown fight was a preview of the new series antagonists that would be seen in the sequels, fan-favorite Organization XIII. The battle in particular is pivital to setting up the entirety of a later Gaiden (side) game, so it's exclusion from the original release was unfortunate, but the die-hard fans know of it's placement and importance. It also replaces the original secret ending with a much more elaborate one. The scene that's depicted represents an almost exact (albeit stylized) vision of the ending of said-Gaiden game.
Not too bad of an offender, but it still offends.
Kingdom Hearts: Chain of Memories
Being the next title not originally made to exist meant that the game had to be created to set up the next "propor" title. The plot was half a retelling of the original KH and half jumping-off point for KHII.
The game's worlds are memories of series protagonist Sora's encounters in the previous title, and as such the actuall events in most of the returning worlds aren't of too much consequence. The game occurs in original world Castle Oblivion, a locale with more importance than originally stated. With memories playing an important part in the plot, many saw new character Namine as a Mary Sue (much to my distain). Her existence was well justified in my opinion, with her intrusion in Sora's memories well within reason, her ability made perfect sense, and the reason for her importance would be made clear in the next title.
The actual meat of the plot came from the game's cutscenes in the Castle itself. The Organization made it's first formal appearance here, and with it dropped the series' tone a few notches towards what would become a series staple. Who would've thought a Disney property, seemingly aimed towards a younger crowd, would contain a plot full of existential moments? Well, it happened, and it started here. The Organization was a threatening group in black coats, messing with the protagonists in an effective matter. By the end of the game, things had to be set right, resulting in the loss of memory of most of the events that occured in the game, setting the stage clearly for Kingdom Hearts II.
Nit-picks could be used for the character additions and darker, less Disney-centric plot, but it added a near-universal shift in tone that everyone seemed to embrace. We all knew the game was a set-up the moment you hit the game's hidden second scenario and made it to the end, forshadowing many events that would be clarified in KHII.
Kingdom Hearts II
As far as I can tell, this is the most popular and well-liked game in the series, and not without reason. This was the sequel everyone wanted, and mostly received. More worlds, bigger scope, tighter and smoother combat, varied battle options, and the promise of an experience like no other. In many ways it succeeded, yet a fanbase sees all the negatives in the form of what they didn't get and wanted.
The game, taking place approximately a year after the first game, starts off with a completely new character (hinted at the end of CoM) named Roxas, with no explanation whatsoever. The first two hours deal heavily with this new character (in what has to be one of the longest tutorials I've ever had to sit through, the only saving grace for me was the plot - and a character introduced in the hidden scenario of CoM voiced by Christopher Lee - that hooked me into trying to guess what was happening before being told), giving series newcomers a character who relates to all the weirdness mirroring the player's own and giving KH fans a reason to pay attention and piece together the missing pieces of plot.
The game eventually grants the player control of Sora for the remainder of the game, filling in the majority of what you needed to know from the year-long gap in plot. The battle to protect the worlds from Darkness needed the Keyblade's Chosen One yet again, the rest of Organization XIII was introduced and matters with them mostly concluded, with the plot growing exponentionally with some elements best explained to newcomers with a dreaded PowerPoint presentation.
The fanbase mainly had problems with how it was shown that by the end of the game, the series had a possible grand total of seven Keyblade weilders. "They practically gave away Keyblades!", many would say. I was always of the assumption that the ability to weild a Keyblade had more to do than just a strong heart and will, but that's yet to be established at this point. I don't mind multiple Keyblade users, since it's been stated that Sora's the "Key that connects everything" and I'm all for others with the mystical weapon. Besides, it's foolish to think that so few exist. In the first game, Sora, Riku and King Mickey were shown to weild the weapon, and it made sense using fringe logic: all the characters were shown to be powerful enough to warrent such a weapon. The only one that took me by surprise was the one suddenly given to Kairi, to which we've still been given no elaboration, but I'm holding out on that one.
Of other note was the secret ending that shows three armored knights each brandishing their own Keyblades in a deserted wasteland full of discarded Keyblades. This was the usual concept ending in hopes for an idea for a sequel, and it worked brilliantly for speculation and bitchiness.
Other plotholes mentioned were those mainly dealing with the Organization. The remaining seven members weren't all as characterized as the first six introduced in CoM were, and only one member's background out of all thirteen was elaborated enough to sate the fanbase.
The ending also had lots of speculation in regards to characters' whereabouts, such as to the two Disney villains' ultimate outcome, the remnants of the enemy forces, etc. It wasn't anything major, but it's these vague types of outcomes that keep us fans guessing up until it's revealed. Overall, this one actually ended on a happy note compared to the first title's and seemingly wrapped up the main story as far as I was concerned. Sure, a few things still bugged me but there was another game coming! I could wait.
Kingdom Hearts Final Mix +
Re:Chain of Memories, remake of the GBA game, had a few additions that were completely new, such as a plothole of sorts that's been around since the series began: Where the heck was Pluto this entire time? Well, according to Sora's memories of the first world where he met Donald and Goofy, Pluto was with the two Disney characters until he found Sora, then heard something (presumably Mickey's whistle), then ran off, never to be seen until the ending of the game. It seemed to point out Pluto's absense as a big deal, and I'm always glad the bit Disney characters get some screentime like Jiminy did during CoM. Other additions was a weapon reveal (of which was noted to be of some importance; what exactly wasn't elaborated, but I'm keeping my eye open), some obvious forshadowing (or maybe that's because we knew exactly what we were lookking for this time around), and some minor scenario changes.
As for Kingdom Hearts II, it added many little tweaks and scenarios. Extra scenes that showed the actions of Organization members, secondary characters, and minor scenario explanations were appreciated.
Of particular note were the additions relating to the three armored Keyblade knights. The canological update included an additional secret movie, continuing where the first left off and revealing the character designs of the three knight, confirmed by series director as Terra, Aqua and Ven, as well as two new antagonists, Master Xehanort and an unnamed masked man, each brandishing a Keyblade. The video was called "Birth by Sleep" and was stated to take place about a decade before the first game. Each warrior got a connection inserted into the game in some form. The series' most difficult Superboss, Lingering Sentiment, is cloaked in Terra's armor, leading many including myself to speculate that we know exactly what became of this character. The female, Aqua, was a bit more abstract as to her whereabouts. A flashback was included mid-way through the game that dealt with KHII's Big Bad going into a secret room, the Chamber of Repose, to talk to her armor and Keyblade, addressing her as "friend". This helped elaborate on Castle Oblivion's importance to the Organization. The youngest warrior, Ven, looks identical to Roxas, being the most baffling case. This character couldn't have existed a decade prior due to events explained in-game, so his case is the drive for the game shown in "Birth by Sleep".
Kingdom Hearts 358/2 Days
Oh gosh, where to begin...
This was the game for the Organization fans, and our first true example of a Gaiden game. Sure, you could claim CoM wasn't exactly a main title as well, but it had one thing going for it that Days didn't. Frankly, it was the diving board into KHII, introducing the very antagonists that would become the protagonists in Days. You'd be hard-pressed trying to justify Days' importance to that of CoM's.
No matter the justification, it was an interquel, taking place between all three previous games, from a pivotal moment in KH, to flying by CoM, then leading directly into KHII. It was to showcase the year missing from the main plot by using the point of view of Roxas. It used a mission-based structure, following Squeenix's previous mission-based effort Final Fantasy VII -Crisis Core-.
While the fanbase thought it was the Organization game they'd been clamoring for, it was revealed that the big draw for the title (and indeed the plot) was the inclusion of a fourteenth member of Organization XIII. You can imagine the number that did for those crying "RETCON!!!" at the top of their lungs. She was seen first and foremost by most literary snobs as the epitome of a "Mary Sue", created as fanwank to annoy the crap out of the established fanbase and to debase all yaoi thoughts half the fanbase has on series faves Roxas and Axel. Or so many claim.
Many also think the story is akin to that of bad fanfiction, with the plot mostly focuses around the mysterious Number XIV who looks suspiciously like female protagonist Kairi, when she logically shouldn't, and how she was a major reason for Roxas' actions leading into KHII. I don't think that way, personally. To defend that they had an idea about this character, I point towards a scene late into Roxas' prologue in KHII. He looks around a room at the many pictures that debunked Mary Sue Namine has drawn. One of them features what is unquestionably Roxas and Axel facing two other cloaked figures. It's pointed out in the cutscene for around 5 seconds - more than a lingering glance, IMO - and has the distinctive hairstyles of the fan fave Organization members. If I were to guess, this is the basis of Riku and Xion's involvement in Days, when they have a differing of views. I dunno, seems they had planned something out in advance and never got to show the scene until later. Maybe I'm grasping at straws? Nobody seems to point out and/or remember the picture in question, but that was one of the lingering questions that was never specified and to my knowledge has yet to be.
I had no problem with Days' plot. It was a very simple plot of friendship between three characters. Granted, it wasn't the Organization game everyone wanted, but it was a very decent effort, and one of the best games on the DS. To me, it plays like a middleground between KH and KHII, with simplified controls but with added features like slightly varied combos and a very customizable combat/inventory system. To many it was a disappointment that retcons many moments, such as shoe-horning in Xion's involvement to justify Roxas' actions, the pussification of Roxas and Axel, from rebellious badass of the former to an ice cream loving naive flowerchild too slow for his own good and then became the emo we now see him as, and the murderous, triple-crossing motherfrakker demoted to a whimpy do-gooder that sacrifices himself unecessarily.
While I wouldn't go so far as to agree with those statements, those're the common complaints I read when I drop in to lurk on forums. I enjoyed the game, from Roxas' simple beginnings (with his first week mysteriously ommitted from the game) as a naive child with a Key for a weapon, to learning the basics of the emotions he shouldn't have, to having feelings of joy, anger, and sadness at events involving his friends, just to lose it all from the very Organization he's involved in that he eventually culminates in his rebellious attack in search for answers.
I also enjoy the hints for BbS, particularly the takeover plot from two specific Organization members and their past history, to Ven's cameo appearance, to the feeling that Xion is gone but not forgotten.
Oh well, can't please everyone, especially an unsatisfied fanbase.
Kingdom Hearts: Birth by Sleep
The newest game in the series, to be released Stateside on September 7 for the PlayStation Portable, has been out in Japan since January, and this is the time when I have to stop getting involved with the fanbase that can spoil the newest revelations if you're not careful enough. As such, I haven't spoiled myself on too much, since you can't avoid everything when looking up information to translated guides on the Final Mix games, but the two things I was spoiled on I had actually guessed correctly (yay for me!), so it wasn't so much a spoiler as it was a confirmation of my awesome speculation. Otherwise, I'm completely in the dark as to what happens to all the new characters in the game, the nature of the Unversed (the new enemies, though an English interview with Nomura said they were manifestations of negative thought or to some such degree), and how it's major mysteries are answered.
Dubbed Episode 0 by Nomura, I hope people realize that he created the game with the ambition of a numbered title, and by Episode 0 I know he means it. It's the prequel that I've been waiting for, to answer questions and set up the future of the series while still hinting at new stuff. I love this series as it plays around with it's world, granting you access to new discoveries along the way, while still dangling that carrot of "what's this, a hint?" to keep you going.
As such, I didn't keep track much of the fanbase's reactions for BbS, since I don't wish to spoil myself, especially now more than ever. I want to experience the game's surprises as the creators intended me to (confirmations not withstanding), so I can't say much more on this except one thing:
Letter to fanbase:
I understand we didn't get the game as soon as we all wanted it, but chill out for a second. They've confirmed we're getting extras that the original game didn't have, such as a Critical mode, an extra Superboss, more Keyblades, more cutscenes, more extras, more everything. I'm not quite sure to what extent these extras cover, but it seems to me like we're getting a Final Mix-calibur issue as our only one. If this is the case, let's just wait out these eight extra months in peace and comfort that we're getting some substantial extras. A Critical Mode on par with FM+'s is worth it in my book. I'd've waited an extra year to get Final Mix + as our first edition of KHII, but that would've been my loss/wait.
Let's chill out and stop complaining about our late Summer release. Oh, and to clarify: September 7th is still technically Summer. You're going by what everyone else is, which is the "I'll be in school then so it's not Summer" mentality. Let's not argue about this anymore - it's a Summer release, albeit a late Summer, but still a Summer release. Summer.
Summer~!
Sincerely, An Annoyed Fan
Kingdom Hearts Recoded
Awrite, I'm just being a hype-eating fan on this one. For all we know, this could very well be Kingdom Hearts coded, the third/first Gaiden game that Japan got on cellphones in episodic format. Jiminy Cricket's new voice actor, Phil Snyder (successor to Jiminy's previous VA, the great Eddie Caroll), revealed that his first work as the famous cricket was "Kingdom Hearts Recoded", though he doesn't know much more than that, so we're all in the dark right now. I'm just going to assume this is a sort of English port. This is all seculation at this point, so I'm not going to add any fuel by claiming I'm right, cuz nobody knows at this point.
I hope that it'll be bundled with BbS somehow, but this is me being wishful.
In real news, Nomura claimed they're working on three games (he claims he worded it as working on two games, none of them KHIII, but we seriously think he's just covering his backside on this one), with one being aimed particularly for the NA audience, and I'm getting the feeling this is it.
Plotwise, I actually know the basics and roughly how it relates to BbS, but not in the specifics. If we are getting coded, I'd appreciate it since that means they're not holding all the stuff in Japan. Not much I can say on this one.
But who knows? The other thing you can't avoid is this Kingdom Hearts Reconnect, which is what I assume is the secret ending of BbS, but I'm not probing too much into the matter. So while I'm not too sure what this Reconnect is, I do know many think it's a new game. There hasn't been any new games officially announced, so what the hey. I'll be caught up the week of September 7th, so then I'll be an informed person.
All in all, I don't think the series has too many retcons, though I can certainly see how one can see it as such. I'm of the train of thought that since it deliberately leaves events vague, it gives the series the time it wants to fully unveil its secrets, what we see as plotholes in the moment, and their future connections. I believe the series is good at giving us a hint at an event or character, then elaborating when the time comes, leaving behind a bit more mystery to figure out before a future title brings it up. It keeps us all speculating, giving us more talk at the watercooler, just as Nomura intended.
Right now, I can't think of a decent example of a blatant retcon. Were I arguing with someone, I guess they'd bring up Xion, since she's the most accessible candidate for the retcon many claim Days is. I don't get that impression. Without her, it becomes difficult for me to assume that Roxas went almost a full year of Organization life. Yes, it was established that Axel was his only friend during that time, but the retcon would probably apply to how the series manages to cover for characters that didn't appear in a previous title. While I can certainly see this as a viable option, I don't hold that too much against them, especially if they make the scenarios and backstories work, which the series has done an excellent job of. I have no problems with any character, and while I wish a few were in the spotlight more like Jiminy and Pluto have gotten recently, a little more like Days' simple scenes of Sea-Salt ice cream at the Twilight Town clock tower would do well to give simple characterization to the bit players. The three kids that Roxas hung out with in Twilight Town during KHII's opening, while as confusing as it was, the chemistry between the four was enough to fall into it's elaborate tutorial and get to like the gang, which made it even more sad when it turned out the way it did.
Again, I think there's a fine line between retcon and clever elaboration. It just depends on what you choose to digest. Being critical of every little thing is par for the course for a fanbase, but then they start falling into unpleasable fanbase territory. At that point it becomes a chore for me to read for opinions when the majority of them are all about negativity and how they could've done it better. I thought a fanbase should enjoy the positives along with the negatives. While I know I'm being a bit black and white, it gets tiring seeing what the Internet does to people's enthusiasm, whittling it down to a fine pitchfork of negative energy that they use to mob optimists of their hope, creating a generation of jaded, wanna-be critics that suck the life out of.. well, life.
A little optimism is nice, guys!
I apologize again for the wordiness and block of text. I can't figure out how to space this with pictures to make it less of a chore, but then it screws up the order of this thing. Oh wells, I'll get back to drawing abstract things. Disneyland did a great job of inspiration (so does people-watching!).
Woo for E3 next week!!!
:D
Saturday, May 29, 2010
Memorial Weekend '10
Haven't been for almost two years!!! I know, ridiculous! Hopefully I can get inspiration while at the Parks and actually get into drawing again. It's been a massive art-block for the past year and a half.
Wish me luck!
Thursday, May 13, 2010
Pay Thy Hip Bard
And there's an anagram in Pay Thy Hip Bard (to me)!
:D
Saturday, May 1, 2010
Thought on Avatar
Remember a decade back when you saw Episode I and was completely blown away? It was kinda like that. Great experience, so much fun.
Nothing more to say, really. Wasn't a bad film at all, wished I could've seen it in IMAX-3D. Seriously considering that eventual extra-filled BD release.
Thursday, April 8, 2010
FFXIII
Warning: wordiness ahead.
Let's begin with the game that's sucked the majority of my time within this past month:

Lemme say this right now: I love this game. This is by no means a horrible game, as much of the Internet would like you to believe. Then again, the Interwebz happen to specialize in the vocal minority and draws the attention of rabid fanbases.
Being a Final Fantasy, this installment is quite obviously different yet familiar as per the series' tradition of mixing up the gameplay on every main installment. Being different, however, has caused this one to be the target of much scrutiny more-so than the previous recordholders of VIII and XII. But all in due time: I'll start off with the premise.
The premise of the story is fighting fate, which is the namesake of the ominous piece of boss music that accompanies the acting antagonist. Go ahead, give it a listen: http://www.youtube.com/watch?v=BTm6Rt-1SXY Like most installments before it, it follows the exploits of the usual rag-tag group of protagonists as they try going about defying their fate. In fact, it's the lack of a concrete villain that many have issue with the plot. I don't mind as much, since I'm willing to let each installment try something new, and change is what the thirteenth installment excells at.
First and foremost, XIII is ruled by its story. The story follows the archetypical heroes that anyone who's dipped into the JRPG scene will recognize. However, being the first seventh gen Final Fantasy, the presentation is typical Squeenix HD - pain-stakingly breathtaking and a spectacle to behold on a proper HD screen. Using their fantastic artistic skills, the characters are brought to life more-so than any previous installment, with some truly frightening character models. XIII focuses on a smaller group of characters, and that works for the story's benefit. The time spent on each character is evident in their fluid and subtle motions. The voice acting 'quality' from X is no longer an issue, with XIII adopting XII's excellent voicework. Each character was voiced authentically and I never had an issue on the casting choices. I also felt that the Aussie flair to the Pulsian members of the cast was a nice touch.
The playable cast had very defined roles in character and personality and I enjoyed the character-building interactions in the first 20 hours. This is otherwise known as the spoon-fed, linear portion of the title it's so infamous for. The trade-off is a story whose pacing is as quick as the battles that surround it. Granted, in the grand scheme of things, the story's very light in the sense of actually affecting anything as in previous titles. It constantly branches off like a serial as the characters seperate and group up with one another due to their differing motives, forcing you into a restricted and pre-set party for the plot-heavy portion of the first 9 Chapters. Still, I stand by the fun way those initial 20 hours are presented. Sure, the battle system's revealed at a snail's pace - the game feels like teaching you through repetition. Lots and lots of repetition, and this is what will most likely turn off most newcomers or those who do not possess a good 40+ hours to complete the main game, let alone the massively-rewarding-for-completists the end-game present. In my case, however, the interactions between each character and the history of the stage the world presents us with were worth the majority of the plot-centric first half.
I'm sure the dialogue shall be criticized for being a bit too literal at times, since most JRPGs inevitably remain with the remnants of it's Japanese translation showing through a bit at times. Then again, I'm used to such dialogue and it doesn't grate on me nearly as much as it does others. It's not as fancy-shmancy as XII's excellent translation (the dialects were spot-on according to Ivalice's inhabitants' homelands, as well as the Old English terms thrown about for good measure) in terms of voiceovers, but the menus sure make up for it.
These are some of the most - if not the - most gorgeous menus I've ever navigated through. They're clean and precise, with every description, icon, title, and data displayed with pristine crispness; very handy in a menu-driven series. I imagine the localization team had a blast naming every Paradigm, with colorful titles ranging from Bully to Tireless Charge. This also covers the majority of the backstory, mythos, and general history of XIII's universe, which is revealed mostly through the Data Log that automatically adds all relevant information when the story divulges it. It's not necessary to the point that the game's unplayable, but it's necessary for simply understanding the deeper meanings behind the actions and motivations of the cast. So, perhaps it is necessary? Otherwise, you'll need use your perceptive minds to pick apart the numerous cutscenes that throw around terms that aren't initially clarified for hours.
You're thrown into a new world, as in every other installment of Final Fantasy or a new series in general, and it's akin to the first time you step into the Star Wars films. You stand alone with these terms of Jedi, The Force, Tatooine, Ewoks, Chewie, and Lightsabers. Sure, your brain can deconstruct some terms (Lightsaber = sword of light), though you're left to understand the rest when it's presented. Or not, and if that's the case, you can delve right into the Expanded Universe if you're feeling brave. Same thing with XIII; it's setting up the Fabula Nova Crystallis universe with it's talks of l'Cie and fal'Cie. I think of it as the first act, setting up the stage of a grand tale. We don't yet know how Versus or Agito and further un-named titles in the sub-series relate to XIII proper, but we should all just enjoy the ride for the time being.
Call it bad storytelling. I'll just let it go in out the other ear as I've heard all this before, and I frankly don't care. I love how the title approached itself: a fantastic spectacle to all, but most likely a grand set-up for an entire universe.
That said, a Final Fantasy has another aspect aside from the story that is equally if not more important: the gameplay.
XIII is basically divided into two aspects to abide with its yarn: the cutscenes, peppered along pathways, the majority being linear affairs (If that bothers you, then so be it - it worked for X and it works for XIII's focus-driven plot.) and the battle system. There's almost no minigames or any other distractions to be seen, for better or for worse. I don't mind the lack of minigames, particularly due to the series' prior track record on the subject. (Seriously, whoever invented Blitzball as that.. hybrid of awful numbercrunching is prolly laughing their butt off at my utter frustration and lack of understanding of that water polo/soccer mess.) Though without these little time sinks, the game feels like it's missing a magical aspect of a Final Fantasy title. It's not without a distraction, however: I do appreciate the Missions in the end-game, much like XII's Hunts. It's arguably the meat of the game, the proof that you've mastered the battle system, and by extention, the title itself. Seriously, the game has some absolute monstrosities that try your patience with millions of HP (that's right - 1,000,000+ hit points), but it seems many are quick to judge the game before they even try it, to the point that some reviewers didn't even complete the game proper due to the drastic approach the title takes.
Let's focus on the battle system for a bit. XIII features an expansion of X-2's fast-paced Active Time Battle (ATB) system. It's still menu-driven like the previous twelve titles, but the hybrid of real-time and turn-based combat is shrinking, though if you don't like Final Fantasy's input by this point, this prolly won't change your mind. It still wouldn't prevent me from recommending it to those who are Final Fantasy fans, which should try out the title regardless. Don't wuss out due to bad talk online - man up and play the game yourself.
I say this knowing full-well I'll prolly never play XI and XIV, but I have my reasons.
/rant: initiated/
This goes especially if XIV asks for a monthly subscription like its spiritual predecessor - no thanks, I like to play for my games up front. Call me old-fashioned like that, but I miss the days when games were released to you, you know, in a COMPLETE form, not this bullocks of releasing a buggy game to consumers then lazily releasing a patch with speed in accordance to the bitchiness of consumers. Isn't that what the debugging process is for? You couldn't get away with this a decade ago - we'd simply not buy the game in hopes that, to quote Yahtzee, they'd be trampled by the company Brontosaurus. I understand the concept of downloadable content (DLC), but only when it's logically justified. Paying for DLC that unlocks content on the disk?? That's sheer extortion, you lazy gits! DLC should be expansions worth including that couldn't be before, not another way to wring money from us! I was stupid/insane enough to buy each DLC for Crystal Chronicles: My Life As A King and My Life As A Darklord simply because that would unlock all the content, regardless of how superfluous it was. I supported WiiWare and Squeenix for keeping up with the Crystal Chronicle series, but it seems nobody else is. But that's a discussion for another time...
/rant: terminated/
I also don't care too much for MMORPGs, being the mindless button-mashing time-sinks that they are. I just never found them worth my time. Played XI waaay back in '05-ish, didn't like the idea of a community-driven Final Fantasy. I still prefer single-player games to multiplayer simply for my enjoyment. Yes, fun can be amplified with friends, but only with the right games. Crystal Chronicles and Tactics Advance are the only two exceptions to this rule in Final Fantasy for me. I'm not against the idea of an MMO, I just wish there was more substance to it for a single player like myself. I'd dabble into the multiplayer scene simply because that's how an MMO ticks, but it's also a Final Fantasy - I should have the option of venturing on this epic quest by my lonesome to prove my stalwart manliness and courageousness. Or at least that feeling you get before you realize you're in way over your head, but I digress... Another time...!
The system, called Command Synergy Battle (CSB) in-game, still uses the Active Time Battle meter seen since V and does away with MP. Instead, actions are worth anywhere from 1-5 points on the ATB meter, with more powerful attacks costing more. HP is also restored after contfrontations, ridding the need for curing after a battle and leaving health-restoring items like Potions to strictly in-battle useage. A big difference that the CSB embraces is that it allows you to control only the lead party member, focusing on the party at large rather than individuals. Luckily, the AI for your party members is pretty outstanding for the most part. The growth system focuses on the Crystarium Grid (think HD Sphere Grid from X), which uses Crystogen Points (CP) gained in fixed amounts from foes. Experience is utilized solely for equipment and accessory upgrades, which seems convoluted at first glance that most won't bother with the system until they either mess with it or look up how it operates. I got through the entire game without messing with my items and only "optimizing" characters depending on my situation.
Each character's actions is ruled by what Role each assumes, called Paradigms. There are six Roles that each character will eventually be allowed to assume, though they specialize in the three initially matched to their personality. These are Commando (Attacker), Ravager (Blaster), Sentinel (Defender), Synergist (Enhancer), Saboteur (Jammer), and Medic (Healer). Commandos are main damage-dealers, Ravagers specialize in magic-damage that builds up the Chain Gauge (more on that below), Sentinels divert all attacks towards them while they use their high defense and HP to survive, Synergists buff your party up, Saboteurs debuff enemies, and Medics keep the party in fighting shape. Paradigms are pre-set combinations (up to six) of these roles that can be switched on the fly during any battle, again like X-2's ATB.
Now the heart of the CSB: the Chain Gauge. Each combatant has a gauge reading 100% with a hidden percentage at the gauge's max. While Ravagers excell at filling the gauge up quickly, it empties just as quickly, requiring Commandos to keep the gauge from depleting quicker than you can build it at the cost of slowly building the meter. When the Chain Gauge hits the second percentage (say, 150.0%), the opponent becomes Staggered, which makes them susceptible to interrupted attacks and being Launched into the air which makes them vulnerable to further attack and constant air-time. It's possible to juggle an enemy in the air indefinitely, raising chain gauge climbs towards the max Chain percentage of 999.9%, at which case you start dealing massive amounts of damage.
This meter is the entire core of the battle system, since even normal enemies carry dozens, if not hundreds of thousands of HP, and Staggering enemies is quite often the key to dispatching enemies quickly and efficiently. In fact, every battle is ranked on a five-star system, with a target time. The quicker the battle, the better the score. It's this juggling of all-out asault and chain-building that XIII shows one of the most engaging and fast-paced battle systems of the entire series, let alone RPGs in general.
The battles are so fast-paced that they grant you an Auto-Battle option that generates attacks based on your situation, proving that considerable care was taken into the AI. The focus, again, is more on the party at large than micromanaging abilities, with Paradigm Shifts being the key to victory. To me, it becomes a sort of puzzle game - the first time you encounter an enemy, you Libra (Scan) a foe to discover their weaknesses, select the correct Paradigms to attack the situation, and juggle your current Paradigms to see if you possess the correct roles for the situation. If not, don't fret: battles can be paused and with a simple selection of Retry, the game sets you outside the fight to rearrange your Paradigms, equipment, or even level up further on the Crystarium to gain the edge. This encourages experimentation instead of an all-out Game Over and resuming from a prior Save point, though they obviously still exist. The battles are so fast-paced that the wrong combination of Paradigms can spell defeat within seconds; alternatively, the correct Paradigms can result in a Battle Result screen in half a minute.
The addition of the Auto-Battle option becomes an invaluable one, though one can argue it takes the majority of the control out of the player's hands in favor of the spectacle. Allow me to fangasm at the glory that is Final Fantasy XIII. The production values of XIII is beyond what most gamers can hope for. After all, this is a Squeenix game, the kings of full-motion video sequences. These are probably the best cutscenes this side of Metal Gear that I've ever seen. The graphics are outstanding and the soundtrack ranks as one of the best ones this generation. Here's the introductory cutscene to demonstrate: http://g4tv.com/videos/44647/Final-Fantasy-XIII-First-15/?quality=hd
Last but definitely not least - the music is also a worthy addition to Final Fantasy's lofty standards. The lack of Uematsu is not an issue, as the title has enough J-Pop, epic orchestrations, character motifs and my favorite battle theme in the series. Bought the imported soundtrack for Squeenix's deal of $40. Give it a listen here: http://www.youtube.com/user/SilvaGunner#grid/user/4E4FCFF11A7B3993 Good stuff, I say.
All in all, it's not a BAD game, and it's certainly not the worst experience you can imagine. While it may not be the best Final Fantasy in my eyes, it's definitely not on the bottom of my list, especially when ranking the main series. It's a refreshing experience of light and sound, of twitch gameplay and quick planning, of trial and error gameplay, and generally a more accessible game for it, being a western-inspired JRPG take of a streamlined role-playing game.
In short, if you're a Final Fantasy fan go play it. And only liking VII doesn't count, you close-minded fanboys. If you're a fan of a series, you don't just like a single installment of a series. It implies you've played more and found merits in other titles, regardless of how much you liked or hated them. If you're new to the series, this is as good a place to start, but you should keep in mind this is very different from the previous installments. This is Final Fantasy in name and spirit, but you'll have to look deep to see the connections. You can do much worse in choosing an RPG for your PS3.
Also, I have nothing against the 360, except that they cut major corners. If you're a fan of Final Fantasy, you may have gotten a PS3 for this title like I did, but if you have no other choice, then go ahead and buy it. But by all means, if you DO have a choice get the PS3 version. It's a single disk and has the game as was originally intended.
And yes, I do love Vanille, aka FFXIII's Kooky Spice, though Sazh is the best character.