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The Final Fantasy Project: Final Fantasy IV, part 10

I don't expect it to last, but it'll be nice while it does.

Artwork from a sketch by Yoshitaka Amano

After a brief stop at the Dwarven Castle to drop things off with the fattest possible chocobo, it’s time to head to the Feymarch!  To do that, I’m sure we’ll have to penetrate a cunning illusion that hides this mystical land, surely secreted away from mortal voyagers, kept behind a veil of – oh, we just fly due west for a couple of minutes and then land on an island.

I suppose this at least answers the question of how Rydia got underground to save the party before, although how she crossed all of that lava is a different question.  Maybe she’s a really good jumper.

The Passage of the Eidolons looks a lot like the Sylph Cave but with its colors swapped; to its credit, that actually feels very different and ominous.  Lots of hard-hitting enemies in here, but that’s to be expected, since we’re not supposed to actually be here until later in the game.  (Probably.  Sidequests, you know how they go.)  At least we no longer have to deal with Malboros and constant Sleep effects, although the Confusion that can be tossed around is pretty annoying.

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Hard Project: Hellboy

I mean, he seems like a pretty cool guy.  Plus, he was in Pacific Rim.  That counts for a lot, here.

Actually Ron Perlman.

I have given up on explaining certain franchises to people without them sounding really weird.  This doesn’t bother me, exactly, but it’s in the back of my mind, so these days I think I wind up actively looking for stuff that sounds either impossible to parse, bizarre, or just plain stupid when described in the abstract.  Like Hellboy, which is about a friendly demon who punches secret Nazis and folklore horror figures in the face with the key to ending the world.

Okay, all right, the 90s were a different time for all of us, especially when it comes to comics.  And despite his decade of origin and those scant details, the eponymous Hellboy is not a snarling antihero, having a demeanor closer to Detective Lenny Briscoe of Law & Order – wearied, a bit gruff, but mostly concerned with doing the right thing and helping people.  Yet for all the fun of the very concept, for some reason the dude’s only got two games, both of which were horrible.  Why’d that happen?

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Demo Driver 8: DreadOut

Seriously, why did you ever go here.

Places to run away from really fast, part one of like a million.

I’ve long had massive reservations regarding the whole concept behind Steam’s Greenlight service, but another one popped into my head as I played this game.  I’ve seen plenty of games flooded with negative user reviews over trivial technical issues or the usual impotent gamer publisher rage (Ubisoft, EA, Activision, pick your villain of the week), but pretty much any greenlighted game is filled with positive reviews.  Because of course it is, because there’s a built-in pile of players who wanted to play the game and now they can.  Regardless of whether it’s very good or not.

DreadOut is not actively a bad game from the demo, at least, but neither is it a tremendously good one.  It’s got visual character for miles, and it’s the sort of thing that draws you in quickly, but actually playing the game falls victim to all of the tired tropes of survival horror without adding anything of interest besides.  Or to put it a bit more bluntly, it’s the sort of game that’s only going to appeal to fans who will buy almost anything that has a horror tag attached to it.

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Telling Stories: Short stories with tragic endings

Yes, I know, it's a horrible logo. I'm not always good at those.Not every sad story is a tragedy.  You have to do a little more legwork than that.

A character who loses the man she loves is a sad story.  A character who loses the man she loves because when it came down to it she simply could not be honest with him, not without giving up a part of herself that mattered more than him?  That’s tragic.  A man who became everything he ever hated because he was too afraid of being controlled by others to let his guard down.  A pair of people who once were lovers, still love one another, but find themselves on opposite sides of a war because the strong ideals that once drew them together now push them apart.

Tragedies aren’t just sad events.  And tragedies are not the only way to create drama, and they’re not the only sort of dramatic characters worth considering.  So let’s talk about what tragedies are not, about what tragedies are, and about how to make the most of them in play.

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