Hard Project: Robotech

So maybe it’s mostly because I haven’t done a column on enormous robots in a while, what’s the difference?
Harmony Gold, at this point, is a spite house that happens to be incorporated. And pretty much all of its spite is directed toward the license that it’s sitting on for the original Macross, which ties into its pet property of Robotech, which is used for nothing. Because wow, that thing is a mess.
The short (and glossing/inaccurate) version is that back in the 80s, Harmony Gold had gotten its hands on some anime that it wanted to syndicate. Unfortunately, syndication rules required 65 episodes to exist before a series could be distributed, and the three series in question (Macross, Genesis Climber MOSPEADA, and Super Dimension Cavalry Southern Cross) didn’t individually hit that mark. So Carl Macek’s job was to sit down and stitch these three separate shows with different characters, premises, and setting into a single continuity. The result was Robotech, which subsequently had more material produced, making it a distinct entity from any of its predecessors.
As fascinating as that whole nonsense is to talk about – and it really is, right down to lots of polarized reactions that never approach the subject of whether or not the new series is any good – that’s not what I’m here to discuss. Because while Harmony Gold is busy not actually making more Robotech material, a video game seems like an easy way to extend the license. Yet at the same time, making one is really hard to do.
Demo Driver 8: MXGP – The Official Motocross Videogame

Between the helmets and the posture, I can’t help but get the sense that the riders of these bikes are sort of confused by what’s happening. “Heavens, this bike is now airborne! I have made a grave error, whatever shall I do?”
You know, I’ve gotten several demos where I’ve had nearly the same complaints about different games, but this is the third vaguely-European hyper-simulationist sports title I’ve played now. The first was early in this feature, when I took on RACE 07 and found it lacking in pretty much everything I would want in a racing game. The second was Don Bradman Cricket 14, which may very well have had everything I want in a cricket game, I don’t know. It runs slightly afoul of the fact that I don’t really want a cricket game at all, but still.
And here we are again with MXGP – The Official Motocross Videogame, which seems to be much like RACE 07 except that now I’m playing a man on a little bike instead of a man in a car. I guess that the whole simulation of sports thing is a fairly big field for developers there, since this is now officially a trend. If you’re expecting to have a game in which you have fine control over your bike, the movement thereof, and your rider, well, here you go.
Challenge Accepted: The puzzle roadblock

Looked at in a broad enough sense, every game is a puzzle game, and the differences just come down to how it’s puzzling you.
I recently found myself playing through Half-Life 2 again for reasons that are not clear to me. But that’s not the important point right now; what’s more important is that I was struck, not for the first time, at how tedious stretches of the game could get. The tense, brutal firefights were great, but then suddenly I’m in Ravenholm and dealing with millions of small enemies nipping at my heels without any ammo to be found. Or I have to piece together another physics-based puzzle. Or I’m doing anything related to the game’s vehicles. Or the goddamn antlions and sand.
None of these are segments that are unfamiliar at this point. I know how to get through all of them with a minimum of fuss. But they wind up feeling tedious for various reasons, and every time I hit another one of these roadblocks I rolled my eyes in irritation. Which seems an apropos condition, because in some games, the puzzles evolve naturally from the existing gameplay, but in others they’re just a way of padding out the game until you get to the next good part.
The Final Fantasy Project: Final Fantasy IV, part 11

Artwork from a sketch by Yoshitaka Amano
The Lunar Whale is clearly the spiritual equal to the Invincible from Final Fantasy III; there’s an onboard Fat Chocobo, a free inn, all of that fun stuff. But more importantly, it’s our ticket to the moon! We’re on the moon! Yay!
What were we going to do on the moon again? I mean, I know Golbez wanted to get to the moon, but do we know why he wanted to get to the moon or what he planned on doing once he arrived on the moon?
Leaving aside that I’m pretty sure an angry fight broke out on the Lunar Whale as someone asked that question, there’s a store up here that sells Elixirs and Ethers, and there’s a big crystalline palace just sitting there that seems like the place to visit. So we find a place to park the Whale, get out, and head into a castle just outside of it. With only the slightest bit of concern, at that. I mean… I remember what happened the last time I entered a cave near an otherwise isolated tower of crystal. It wasn’t necessarily a fun ride. Stupid Cloud of Darkness.
Raymond Chandler had a rule which is appropriately called