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Nier and the art of pulled punches

It is kind of washed out, but that's hardly the point here.

There are more colors. But their relevance bleeds away.

You don’t save the world at the end of Nier.  The main character is trying to, certainly – or, more accurately, he’s trying to save his daughter and saving the world is a fortunate byproduct.  But by the end of the game and the subsequent replays, it’s clear that you aren’t saving the world.  You aren’t saving your daughter.  You aren’t even saving yourself.  All you’ve succeeded in doing is…

Well, that’s something best hidden behind the cut.  Because there are going to be spoilers here, so fairly warned be ye.  Even though the odds are you won’t get to play this game.

Nier is the last game developed by Cavia, better known to people who would bother knowing about it as the same studio behind Drakengard and Drakengard 2.  As you could also probably guess from that pedigree, it is completely messed up and manages to put forth a post-apocalyptic world that’s actually worse than the world in the throes of the apocalypse.  It’s arguably not even post-anything; what you witness through the game is the death throes of the world of humanity, the last shuddering gasps before extinction and failure.

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The Final Fantasy Project: Final Fantasy III, part 8

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

Artwork from a sketch by Yoshitaka Amano

You’d think that this series would involve more submarines.  Exploring the underwater world seems like a natural extension, yet only here and in Final Fantasy VII do you get to slip beneath the waves reliably.  Otherwise, the water is an effective barrier to everything you want to do.  Ah, well.

You’d also think that having access to a submarine wouldn’t really open up more exploration options, since you can sort of fly right now.  Au contraire, dear readers.  Unlike most games in the series, airships in Final Fantasy III can’t pass through the majority of mountain ranges, which means that you can’t simply soar everywhere.  There are places that are completely inaccessible unless you have a ship that can fly past some low-lying foothills… or a ship that can go under those same mountain ranges.  Hmm.  I wonder what sort of ship might be able to do that?  Oh, right, a submersible airship able to explore strange new lands.  Away we go!

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Telling Stories: Keeping the faith

Yes, I know, it's a horrible logo. I'm not always good at those.

Whatever you believe in your day-to-day life, religion can have a substantial impact when roleplaying.  It has some real meat to it, as a topic.  There are a lot of ways that you can portray a religious character, a lot of options offered by the game when it comes to how religion is handled, a whole lot of different permutations available.  It’s also a thorny issue to discuss, since discussing religion as a category tends to overlap with religions in the real world, and that’s an uncomfortable series of land mines no matter what you believe.

That also is part of why religion is such a powerful force in roleplaying, though.  Religion is tied in with your identity, a combination of things that you’ve been told and things that you believe that are tied intimately with your personal identity.  Your religion in real life (or aversion to same) informs part of your identity.  What your characters believe is just as important to them.

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The Final Fantasy Project: Final Fantasy III, part 7

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

Artwork from a sketch by Yoshitaka Amano

I shudder to think at what would happen if the Light Warriors were to put in an application for an airship loan at this point in the game.  They’d be laughed out of the office.  Our first airship got blown up, we used our second one for about three minutes before getting it chained up by some jerk who may have broken one of the foundations of the planet, and then once we get that back we get it shot down in minutes.  The skies here are just evil.

Leaving aside the fact that we can’t keep a flying ship in the air, of course, there is the minor fact that the Light Warriors are trapped somewhere strange after having their ship shot out from underneath them.  As we were in a vehicle at the time, everyone is perfectly fine but the ship is destroyed, leaving us kind of up the creek.  Boy, I sure hope this doesn’t mean we’re about to all be forced into changing classes for a big gimmick section!

(That is exactly what we’re going to have to do.)

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Demo Driver 8: Castlevania: Lords of Shadow (#98)

I like Joe Mad.  If you don't, I apologize for implying that was a selling point.

And you find yourself thinking “I could be playing a game that’s just as dude-centric but with Joe Mad designs,” so that’s not a ringing endorsement.

The Castlevania franchise has been in an odd place as years have gone by.  It has produced a lot of classic games over the years, lots of stuff well worth playing, and it’s one of the few franchises to pull of a wholesale genre switch successfully.  It’s been good, by and large.  Sure, not every game has been a thunderous success, but there’s a sense of continuity just the same.  And there’s a conscious effort by the people in charge not to just turn Castlevania into a franchise of the same thing every few years – see also the mention of a wholesale genre switch above.

At the same time, one wonders how many stories you’ve really got about shaggy dudes going off to fight Dracula in a big old castle over and over.

I commend Castlevania: Lords of Shadow for what it’s trying to do, totally.  I commend it for being a reboot, I commend it for once again trying to reinvent the series in terms of gameplay, and I can’t say that it’s doing a bad job, exactly.  But I can say that it’s a game which would have been better served had it come out three years earlier or so, and I can’t say it sports a particularly good demo.  Even if it does feature Sir Patrick Stewart.

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