The Final Fantasy Project: Final Fantasy IV -Interlude-, part 2

Artwork from a sketch by Yoshitaka Amano
I had really wanted to get through the whole of -Interlude- in one part, but alas, it’s just a little bit too long. You’d think there’s be a more solid sense of progression as a result, but instead it’s kind of scattershot and all over the place, starting you in the middle of leveling with an odd assortment of gear and no super-clear picture about how long you’ll be here. It’s an odd duck, is my point.
Last time, we left off with Rydia acting as if she is far too drunk to be near crystals and loaded onto the Falcon, which is weird enough in and of itself but still leaves the question of why monsters in the Sealed Cave were acting up in the first place. Also, apparently Edge is doing something, although it really hasn’t tied into the game in a significant fashion yet either. I really hope these plot threads start coming together soon, there’s not a whole lot of interlude left.
Sorry, not a whole lot of -Interlude-. That title formatting looks really ugly. Did anyone point that out?
The Final Fantasy Project: Final Fantasy IV -Interlude-, part 1

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.
Just because you’re wet doesn’t mean it’s raining

I don’t expect a grand, stirring tale, but I expect one that isn’t an incoherent, stupid, shrieking mess and features characters I actually like to see on screen.
I’m not fond of excuses when it comes to critical thought. You hear a lot of them thrown around consistently, usually that a given film wasn’t supposed to be winning awards, so why are you critiquing it? Because apparently it’s impossible to both be a good action film and not insultingly stupid, never mind that Pacific Rim showed us exactly what Transformers could have been with a better script instead of the blaring obnoxious films that we’ve seen for years now. Just because a film is meant to be entertaining action doesn’t mean it also has to be bracingly stupid.
We need to tear down the idea that critical thought and questions somehow need to step out of certain discussions. It is possible for something to both be a straight action piece meant to show off cool hardware and explosions while also being a likable piece on its own merits. You do not get to defend blockbuster titles on the premise that they’re meant to just be action extravaganzas, as it’s possible to have both. But that’s the least of the defenses that I want to skewer and be rid of.
Demo Driver 8: Hard Reset

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.
Ah, marriage! That binding of kindred spirits, that most loving of all acts, that quick and easy way to cause plenty of drama. And not just via the usual routes of drama where in-character romance throws all sorts of wrinkles at you; that is actually secondary to this particular flavor of dramatic potential.