Demo Driver 8: Don Bradman Cricket 14 (#126)

Cricket, the last great mystery of our age.
Ladies and gentlemen, when I rolled this game, I knew I was in for a treat right from the beginning.
I do not know much of anything about cricket. I know that it is a game that is enjoyed in the UK and several points directly related, but if asked at gunpoint to name three distinct positions in cricket I would be reduced to vague guessing and prayer. I know absolutely nothing about the rules of the game. And if that weren’t enough reason to be smiling about this game, there’s the simple fact that it also requires a controller, thereby suggesting a level of precision and expectations for play that I had no way of living up to.
So why did I know I was in for a treat? Because either I would be in for an unexpected blast or I’d be reduced to playing a Very Serious Sports Game as something between Grand Theft Auto and NBA Jam due to total unfamiliarity. I can’t say it’ll provide a good evaluation of the game compared to other cricket titles, but you know, I was going to have a lot of fun on the ride there.
The Final Fantasy Project: Final Fantasy IV, part 4

Artwork from a sketch by Yoshitaka Amano
The last time around for this column, things really picked up in Final Fantasy IV. Betrayals, loss, sabotage, and other unpleasant events! It was nifty. For the audience, anyway. For Cecil, it’s kind of a pile of crap, as he’s lost literally everything yet again and now has no idea where in the hell he is. If you told him he had died and gone to hell, it would be pretty believable.
What little good news Cecil has at the moment (i.e. the fact that he’s not dead) is quickly undone once you realize where you are. Remember the very beginning of the game, when Cecil was returning from a successful campaign to steal the crystal from Mysidia? Yep. Here we are, back again. It’s not mentioned at any point if the people in Mysidia tend to hold grudges, but given that plenty of people will cast status spells on you and otherwise ruin poor solitary Cecil’s day, I’m going to go ahead and say that they do.
Hard Project: Front Mission

Oh, they did all right. I don’t trip over my own feet all that often.
I like Front Mission a lot. Except I don’t, not really; I like the tiny amount of it that I’ve played a lot, which amounts to two officially localized games, two other games handled as a fan translation project, and a whole lot of carefully researched side materials. It’s possible that there’s something within the other chunk of the games and supplementary materials that would change my entire viewpoint, I don’t know, but you’d think that there would be more than a fragment of the 11-game-strong series over here.
The entire franchise appears to be consigned to die the death of a small yappy dog now, and while I’m sad about that, I can kind of understand it. Sure, the people in charge had ideas about where to take the franchise next, and that’s a good thing. But the overall scope of the thing is a hard project to take on, and after the by-all-accounts-execrable Front Mission Evolved, perhaps the challenge was just too great for too little reward.
Demo Driver 8: Tomb Raider: Underworld (#148)

Nyan nyan nyan etc.
I have said in the past that prior to the reboot, I’ve never had much interest in tombs or the raiding thereof. I’m aware that a lot of people do like the franchise and it has things to recommend it; I’m also aware that it tends to be buggy and filled with somewhat dodgy play control, coupled with a lead character that’s long jumped back and forth between cheesecake titillation and being a remarkably confident and self-assured lady in charge. It was, as a whole, something I could live without.
Tomb Raider: Underworld is sort of the immediate precursor to the reboot, so in some ways it’s kind of similar and in others it’s completely different. It’s an interesting peak at what was the apex of the original design progression (even if it was itself part of a rebooted series), as well as a look at why the franchise needed to be rebooted again a few scant years later. As an actual game… well, that’s another story.
Once you get the idea in your head that characters should be flawed, you don’t immediately know how to go about making that a thing. So you wind up with characters who have cabinet flaws, and over time you solve those flaws, and then suddenly your character isn’t flawed any longer. You’re right back to boring old square one, but you can’t not address the cabinet flaw, right? The whole reason it’s there just cries out to be addressed and rectified!