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DmC and the crossroad

Still kind of a cocky asshole, though.

Simultaneously a terrible, bland, generic protagonist and a protagonist of surprising depth and clarity.

DmC: Devil May Cry is a game trying to be two things at once.  If I thought it was intentional, it’d be brilliant.

It’s a game that wants to criticize the young male power fantasy and the utter silly emptiness of it while at the same time reveling in the trappings.  It wants to be an action film, it wants to be a drama of a war between demonic forces.  It wants to create a strong and self-sufficient female lead while at the same time making her a damsel in distress for the protagonist to rescue.  It wants maturity and then revels in exploitation, it wants depth and shallowness at once, it wants to be taken seriously and yet has a solid minute of characters yelling obscenities at one another louder and louder.

To say that it’s kind of all over the place even without touching upon the gameplay elements would be understating the matter.  And if there’s a game that more perfectly encapsulates the state of gaming and gamer culture at the moment, I certainly can’t think of it.

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Protected: Why don’t we finish?

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Telling Stories: Get wasted

Yes, I know, it's a horrible logo. I'm not always good at those.Show me a game setting without drugs of some kind, and I will show you a setting that is either intended for young children or one that has not been adequately developed.

Pretty much every setting has alcohol, and The Secret World by definition has all of the usual real-world chemical cocktails.  Final Fantasy XIV has somnus, milkroot, and presumably moko grass (it does turn into hemp, after all).  WildStar features beer and cigars as more or less background elements.  World of Warcraft has bloodthistle, and blood elves in general.  City of Heroes had superadine on top of real-world drugs.  That’s just scratching the surface.

Odd though it might seem, drugs are pretty important in roleplaying, even if you’re not playing a character who actively has a problem.  The cultural impact and overall implications have a major impact on your character no matter what, and you can use them to add a fair bit of nuance to your portrayals.  So with the understanding that you as a player should probably not be taking illegal drugs, let’s talk a bit about using drugs in RP.

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Challenge Accepted: When good trouble goes bad

Here's a hint, it's going to hit the player in a second.

The first time you see these, you understand their attack patterns. The other way around, it would kind of be for crap.

If you’ve played Megaman 2, you know about the disappearing block segments.  It starts as a simple jumping puzzle and gets more dangerous as time goes by – blocks fade in, then fade out after a second or two, forcing the player to jump from one vanishing block to the next, a masterpiece of careful timing and understanding the patterns.  But the game didn’t stop there.  Several of your “weapons” allowed you to make platforms which moved in unique ways.  The result was that even though the segment was tricky, if you had too much trouble with it, you could bypass it.  You’d have less energy on those tools if you needed them again and had to choose the right tools carefully, but there were other options.

By contrast, when the blocks reappeared in a couple of the more recent games in the Megaman X series, you didn’t have access to those extra abilities.  As a result, the challenge became much harder and – really – a lot less fun.  You either did it perfectly or you had no alternative.  In Megaman 4, meanwhile, the platforming elements in many stages were so easy to bypass you could basically ignore them altogether.  They took a good core challenge and wound up making it not nearly as much fun any longer.

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The Final Fantasy Project: Final Fantasy IV, part 5

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

Artwork from a sketch by Yoshitaka Amano

Things are cascading toward what would appear to be the endgame awfully fast in Final Fantasy IV, although the chances of it actually being the endgame are about nil.  For one thing, I’d be really surprised if one of these games ended with characters in the late teens or early twenties in terms of level.  Also I’ve still got more elemental fiends to face, I’m sure, and there are a lot of plot elements still unexplained.  Plus, you know, I checked.

But we’re still swinging right along in our goal to get an airship, rescue Rosa, kill Golbez, and then… do something?  I don’t know if Cecil actually has a plan for the endgame here.  Once Yang is kitted out again with some equipment retrieved from the Fat Chocobo and a few more things bought in Baron (you can unlock those stores now), it’s time to move forward!  By which I mean it’s time to totally ignore stated objectives and head back toward Mist, because there’s stuff there, even though it makes no sense whatsoever.

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