Hard Project: Firefly

Find a ship, find a crew, make no money, fail, get an online petition going, make a movie, fail again, stare at the wall…
The announcement of Firefly Online way back in the day seemed like a marriage of the most obvious IP in the world to the most obvious game type. A series that’s all about heading out into the great unknown for various purposes married to a genre that loves to send you off and wandering. So when the game was released, it… well, we never got there, actually. It’s been started and stopped so many times that it resembles nothing so much as the engine room of the eponymous ship class.
Weirder still, the franchise has never had any sort of game made, not even the most basic adaptation. That’s odd, to say the least. Maybe not entirely odd given the fact that we’re talking about a franchise only in the strictest sense of the term, but you’d think the number of passionate fans would align to make at least some sort of game come out of this. And yet it’s never happened. The closest we’ve gotten are the many started and cancelled incarnations of an online game based in the universe. Why?
The Final Fantasy Project: Final Fantasy II, part 2

Artwork from a sketch by Yoshitaka Amano
One of the biggest things I noted about Final Fantasy is that its open world is really an illusion. You’re carefully sectioned off into very limited exploration, with the game always forcing you into the right parts simply through a dearth of alternatives. You can see this as a failing, but you can also see it as a notable advantage. It’s possible to be a bit unsure of where to go next, but you can always fall back on exploring for a while with the knowledge that you’ll stumble on your objective eventually, simply because there’s nowhere else new to go.
Final Fantasy II is a bit worse about that. The world is more open, and you have more chances to go off the rails. Which means that you get more opportunities to exercise your freedom, but it also means that you find yourself more likely to be unsure of where to go next in a game that doesn’t even provide you with helpful pointers like levels. And the second major quest in the game kind of leads in that direction, because your destination is sort of hidden way the heck and gone.
Demo Driver 8: Pyroblazer (#284)

Your guess is as good as mine right now.
Sometimes you get a very clear picture of a game from a demo because the demo is well-constructed, offers you enough of the game to know what it’s on about, and leaves you wanting more. Honestly, most of the demos I’ve reviewed here have accomplished that goal rather nicely. I’ve no desire whatsoever to play RACE 07, but I have a reasonably clear picture of what the game is from the demo and feel as if everything it wanted to accomplish was laid out clearly.
Sometimes, though, the demo – and possibly the entire game – is a confused mess that gives you such a top-level overview that you’re not sure what in the world is going on, let alone how the game is supposed to tie into anything or be relevant. And that, I’m sorry to say, is what I was left with after my brief time in the Pyroblazer demo. The whole thing comes across as a big blending of various elements without further explanation, and by the time I was done I was just plain tired.
The Final Fantasy Project: Final Fantasy II, part 1

Artwork from a sketch by Yoshitaka Amano
Final Fantasy II is not nearly as well-known as its predecessor. Which is not surprising, considering that it took fifteen years to reach US shores and is also horribly broken. We’re talking about a table that comes with a leg on fire levels of broken here. It’s the origin of large parts of the franchise, but it wound up being kind of forgettable in the overall progression.
But you can’t blame all of that on the game itself. The lack of a US localization is mostly Square’s fault as a company, since the folks in charger were certain that the first game in the series wouldn’t sell and didn’t bother to localize Final Fantasy I until three years after it was released in Japan. It did sell quite well, naturally, at which point a hasty localization project began for FFII… which fell apart when someone had the bright idea of just translating the then-contemporary Final Fantasy IV. And quite frankly, translating all of the text in the game was a pretty big chore anyway.
