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Challenge Accepted: Breaking out of the challenge box

Which is part of the problem, actually, since I don't feel like stopping in the middle of a hellmouth-based excurison to find out how ancient Latin syntax worked.

The game is substantially helped by its fair assortment of hellmouths in need of closing despite everything.

Playing The Secret World was in many ways both satisfying and infuriating.  On the one hand, here’s an MMO that genuinely wanted its players to be engaged with puzzles beyond simply clicking on the right answer from a short and obvious list.  That’s kind of awesome.  On the other hand, the actual puzzles it had were highly reliant upon you scanning through fake websites, assembling clues very vaguely hidden in context, and then producing a synthesized answer.  Or, as was far more often the case, looking up the solution online and skipping that whole tedious and unenjoyable aspect.

Still, there’s something to be said for the fact that the game did earnestly try to provide a challenge for its players that stretched beyond the norm.  It was trying to challenge players beyond the usual sides of gameplay (which ties into that bit I outlined near the start of this feature) or simple common-knowledge trivia, asking players to flex a different skillset.  They’re challenges that rely partly on things you’re not usually asked to do and partly upon the fact that you’re taught there’s a certain way video games play.

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The Final Fantasy Project: Final Fantasy IV -Interlude-, part 1

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

Artwork from a sketch by Yoshitaka Amano

So let’s tell the story of why I didn’t play the Final Fantasy IV remake on the DS, and the convoluted story that is the sequel to the original.  Because by my own rules, it could be argued that the remake is closer to being the default for Final Fantasy IV now, especially as that’s what’s up on Steam at the moment.

See, when Final Fantasy IV was being remade, the developers had a clever idea.  If the players wanted more story, why not give it to them?  Why not have a companion piece produced showing what happened after the events of the main story, showing the next generation of characters many years down the road?

Final Fantasy IV: The After Years started life on mobile phones, then as a series of downloadable installments.  On the PSP, the whole thing was packaged into a single game, which essentially took the remake version that was released for the Gameboy Advance (i.e. minus the improvements in the DS release) and added a new feature.  Which brings us to today’s piece, a bonus piece of content between Final Fantasy IV and Final Fantasy IV: The After Years, bridging our way to a sequel that I’m pretty sure no one needed.

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Demo Driver 8: Hard Reset

Yes, that's for you.  You know who you are.

Robot rocked.

Let’s start this real simple-like: Hard Reset is what Serious Sam wanted to be.

I wasn’t too fond of Serious Sam, partly because my love of old-school FPS games is strongly tempered by the fact that I do not have a love of old-school FPS games.  I acknowledge them, sure, and I had fun with Doom and Marathon back in the day, but that love faded fast and can now be found only in a handful of things here and there.  But also because it was, well, kind of boring.

By contrast, Hard Reset‘s demo makes it very clear that it understands why these games worked and what parts were vital.  It is by no means flawless, and it has things that others have pointed out as being kind of odd hiccups in the whole “relentlessly old-school FPS” layout, but it is clearly hitting the notes it wants to.  Heck, I was enjoying it quite a bit, and I’m not even the target audience.

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The Final Fantasy Project: Final Fantasy IV, part 12

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

Artwork from a sketch by Yoshitaka Amano

The game doesn’t really tell you where your destination will be for the final confrontation, but it seems pretty obvious from the sheer sparsity of options about where to go on the moon’s surface.  A quick trip to the Crystal Palace allows the party to walk into the back and access the space beneath the moon’s surface, complete with the power of the crystals guiding everyone or whatever.  One suspects that the game was getting a bit bloated by this point.

The Lunar Subterrane is big and sprawling, but not quite so much as the last boss rush in Final Fantasy III; you can actually exit, for one thing, which right away makes the experience very different and gives you more reliable control over the encounters you’re facing.  More to the point, you can save before the final boss rather than simply praying for rain.  It’s not the apex of the sprawling final dungeons that would become a regular series thing later in the franchise, but this one is big and meant to be tackled in stages.

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Hard Project: Robotech

You knew what I was all about when you signed up.  Right?

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.

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