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Telling Stories: You are responsible

Yes, I know, it's a horrible logo. I'm not always good at those.You all know that I absolutely hate the idea that roleplaying is some silly thing that has no consequences or stresses.  This would be because it’s absolutely not true, and it’s harmful to everyone trying to roleplay with you, but it has even further reach than that: it destroys the idea that you have some responsibilities to your fellow roleplayers.  And you do.  You have several responsibilities.  There are things that you should do when you are roleplaying that obligate you.

Obviously, you’re just trying to have fun.  But just like organized PvP or raiding or any other sort of regular activity, that does not mean the fun is without some level of responsibilities.  So let’s talk a little bit about what your responsibilities are simply as a roleplayer, even if you’re not running a whole lot of large-scale events or involving everyone you meet in storylines.  Just as a roleplayer interacting with other people, it’s reasonable to assume that you can be responsible about certain things.

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The Final Fantasy Project: Final Fantasy IV: The After Years, part 13

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

Artwork from a sketch by Yoshitaka Amano

It occurs to me at this point that I have been in the world of Final Fantasy IV for 28 columns now.  Seriously, this is number 28!  It started in August of last year!  How did anyone spend this much time working in this world of all the possible settings?

Well, in the case of The After Years, by recycling a whole lot of the first game.  But no time to whine about that, we’ve got a final dungeon to explore… soon.

Once you’ve finally had the very final dungeon opened up, you actually do get something else unlocked.  Remember all that Adamantite that we were stockpiling all through the game?  Turns out that can be used for something, specifically for some powerful equipment.  It’s taken us the entire rest of the game to get here, sure, but now we’re finally here and we can go get ourselves some valuable items by turning in seemingly irrelevant items that we had been hoarding through every single tale.  Meanwhile, all of the other treasures from the challenge dungeons have been summarily replaced.

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Demo Driver 8: Steam and Metal

For the rest of you, this piece exists.

Some of you will see this and instantly be “that’s my jam!” In that case, well, you’re welcome! Glad to help.

The nice part about top-down scrolling shooters like this is that even a short demo gives you a pretty good picture of what you’re going to be getting.  This is not a genre wherein there are big, hidden mysteries right around the corner.  I am flying a plane vertically, there are things to be shot, they will try to shoot me down, and so forth.  Dodge the stuff that hurts you and hurt the things that would otherwise kill you.

As a result, evaluating the game comes down chiefly to side elements and trying to pick out whether or not the game really delivers a novel enough experience to justify its price tag in the first place, something not helped by the fact that the game’s store page appears to have been handled by someone whose grasp of the English language is only slightly firmer than Kanye West’s grasp of social niceties.  Once you get past all of that, though, the game certainly seems to do its level best to deliver on its stated goals.  Whether you want those goals is another discussion.

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Telling Stories: I have sunk so low

Yes, I know, it's a horrible logo. I'm not always good at those.Your character did something very bad, and now she needs to pay the price.

Every character screws up sometimes.  I’ve talked extensively in the past about the fact that characters need to be able to make mistakes and fail at various point, and I stand by it; a character who never fails is a character who isn’t interesting to hear about or interact with.  You will fail.  Just like in real life, your characters will wind up making bad choices, backing the wrong horse, and trusting the wrong person.

Next, the part where she picks up the pieces.

A failure that doesn’t have impact on your character’s life is functionally nothing; you want every failure to have some long-term impact.  That means that every failure stings, and things don’t just go back to normal the next morning.  Sometimes they don’t ever go back to normal.  When something gets broken badly enough, it doesn’t get fixed, and sometimes the broken parts will just be lingering with a character for a good long while.

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Why fan translations make me leery

I'm not saying it's perfect, I'm saying it's the reality unless you wish to never play a game developed by people who don't speak English.

“Well, why did they change anyone’s name?”
Because you can fit names into four characters that you can’t fit into four letters, because that’s how different languages work.

Localization is really, really tricky.

I have played through games that have been localized poorly, don’t get me wrong.  The original translation for Final Fantasy Tactics appears to have been made by a group of people for whom neither English nor Japanese was a native language; the same character or place will be referred to by two different names within the same dialogue.  I played through all of Lunar: Silver Star Story despite the fact that it was laden with pop culture references that seemed dated ten minutes after launch.  And I’m willing to bet good money that some parts of Transistor got mistranslated from whatever divine language the Supergiant folks speak.

But there’s a lot more to localization than just running a quick Google Translate on all of the words and typing out the resulting dialogue.  Translation is hard enough on its own, but localization is both necessary to make sure you aren’t vomiting out incoherent word soup and a form of editing by necessity.  Because there’s no such thing as a perfect translation of anything from one language to another.  Hence why fan translations earn a bit of a raised eyebrow from me.

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