Showing posts with label Stories. Show all posts
Showing posts with label Stories. Show all posts

Wednesday, August 4, 2010

Starcraft 2 Terran Campaign

I have been playing the Starcraft 2: Wings of Liberty campaign fairly regularly since release, and I am almost done with it. I think I only have another mission or two left to go. I have been enjoying the campaign quite a bit. In terms of gameplay, the campaign is quite varied with well-designed missions. On the other hand, the campaign's story has felt very slow and directionless. So while the individual missions are fun, the campaign as a whole feels somewhat lacking.

The best part about the missions is that all of them play very differently from each other for the most part. None of the missions have been traditional "destroy the enemy's base" style missions. Instead, every mission has very unique victory conditions, optional objectives, and required strategies. Blizzard really explored the limits of mission design for an RTS, even more so than they did in Frozen Throne. MIssions such as intercepting trains, escorting evacuating colonists, and so on make for exciting missions that can really take advantage of the game's variety of units and tactics. While the game does have its number of "hold out against waves of enemies for x minutes" missions, it does keep them fresh by giving the player various different conditions or advantages.

Unfortunately, there are a couple of problems with the mission design. Almost all of the missions involve rushing the player through various mission objectives. For example, one mission might force the player to reach certain objectives before a competing enemy does while another mission might force the player to deal with explicit time limits. While this design is generally a good thing, since it makes the game tense and exciting, it does get old after a while. Furthermore, most missions are primarily designed to show off and take advantage a new unit that has just been unlocked. Between these two factors, it often means that the player rarely gets to take the time to experiment with units that were received in previous missions. There are a few units that I have only seriously used in the mission I got them from. Other units that don't have an affiliated mission are even worse off.

My biggest complaint about the game though is the pacing of the story. Overall, 20% of the campaign is serious main story advancement while the remaining 80% consists of side missions that don't directly advance things. Despite the length of the campaign, it actually feels like there are a lot fewer major story developments than in previous Starcraft/Warcraft campaigns. It also means that the story plays out very slowly, with some expositions at the beginning and most of the major developments weighted towards the end. While I liked the numerous new characters that were introduced to flesh out the Starcraft world, it feels like only a handful of them received significant development or screen-time. Stetman should have at least gotten conversations like Swann did, and a few more characters could have appeared inside missions.

Some special mention needs to be made of the Zeratul missions. While it was definitely a good idea to give the player a chance to take a break from the Terrans to enjoy some time with the Protoss, that entire story arc consisted of vague prophecies, serious plot and character retcons, anti-climatic introductions to long-awaited villains, and attempts to redeem established villains using the subtly of a wrecking ball. In other words, it contained all of my least favorite things in one short story arc. Can't Blizzard write a story without retconning their past works these days?

For the upcoming Zerg and Protoss campaigns, I hope that Blizzard continues the good work as far as mission design goes, but tries to add a bit more of the central story to the missions as a whole.

Friday, February 13, 2009

Persona 4: Individual Social Links

Since I have already summed up most of my general feelings about the Persona 4 Social Link system, it is time to look at some of the individual Social Links in depth.

Culture Clubs: Much like in Persona 3, you get to choose one club to join for each of two categories, and these clubs have associated Social Links. The big difference here is that the choice in club actually matters. In Persona 3, whether you picked the Art Club, Music Club, or Photography Club, you were still going to end up in the same club as teammate Fuuka and Social Link character Keisuke, which certainly makes you wonder why they bothered to give you a choice at all. In Persona 4, though, choosing the Drama Club will open up a Social Link of the Sun Arcana with a girl named Yumi, and choosing to join the Band will open up a Link of the same Arcana with a different girl (I don't really know who she is, since I am still on my first playthrough). This means the choice in club may not have any significant gameplay difference (as far as I am aware), but it does change the subplots and scenes that you experience across the game, which adds to the game's replay value and makes the player's choices feel more important. This is certainly a nice improvement.

Sports Clubs: As with the culture clubs, the choice of which sport club you join is far more significant than it was in Persona 3. However, it implements that significance in a different way. Both club choices have an associated character, but regardless of which choice you make you will befriend both of them (since they are close friends with each other). Far from making the choice irrelevant, though, your choice in club has a major impact on the storyline associated with that Social Link. Thus, you meet two great characters either way, and there is still a significant difference based on the choice. Also, having larger groups of people hanging out with each other in Social Link scenes makes them more interesting and dynamic, which helps a bit. I actually like this implementation of the club choice better than the culture club variation.

The Fox: This is a truly bizarre and fun Social Link, that doesn't work quite like any other. For one, the fact that it is a Social Link with a surprisingly intelligent animal that can't talk is strange enough, but but even more strangely it doesn't even use the same system to determine its growth as other Social Links. Rather than build up affection with the Fox, you must solve people's problems with the game's quest system in order to unlock higher levels of this Social Link. What is more, the Fox actually goes with you into the game's dungeons and provides special healing services there (and building the Social Link gives you a discount on those services). The unique way you build the Fox up makes it stand out as a refreshing change compared to other Social Links, and its added usefulness makes me wish that more Social Links were given side benefits and a role in the game's dungeons.

Margaret: This woman is another strange Social Link like the Fox. She is the assistant to Igor, the strange figure that fuses demons and Personas for the heroes in pretty much every Shin Megami Tensei game, and thus doesn't even really exist outside of the mysterious Velvet Room that only the hero can visit. As such, raising her Social Link is based around bringing her unusual Personas (this makes it a lot like the Fox), and doesn't even cause time to pass. The fact that there was no Social Link with Elizabeth, Igor's assistant in Persona 3, always seemed a bit strange (particularly in FES, where you can go on dates with her), so this is a nice touch. This unusual Link also adds some much needed variety to the game, and helps add to the number of plot important characters who have Social Links (a nice trend in Persona 4 that needs to be carried even farther).

The Dojima Family: Both the hero's uncle and cousin are Social Links in this game, and they are easily two of my favorite Social Links in the entire game. The simple fact that the game's nameless hero actually has a family is nice enough in of itself, but just as important is the fact that these are the only Social Links other than the ally links that are with plot-important characters with a large number of voiced lines of dialogue. As such, the Social Link scenes don't have to bear the entire burden of developing these characters and portraying the hero's interactions with them, and they appear frequently even if you never build up their Social Links. This means that, even though their Social Link scenes are dominated by central problems (in fact, both Social Links share the same problem, just with two different sides), these problems don't create the same issues to anywhere near the same extent that they do in other Social Links. Other than the ally characters, these are the only two Social Link characters who react to the game's plot and have an impact upon the greater story of the game. The Social Link system would really benefit by making more Social Links resemble the ones with the Dojimas.

None of the other Social Links are really notable enough to be worth mentioning, so I may as well wrap this up. I still need to write more about ally Social Links, but that is going to be its own post, and I need to play a bit more of the game first. I may need to shake off the grip The World Ends With You has over me before that can happen, though...

Wednesday, February 11, 2009

Persona 4: Social Links

Persona 4's Social Link system is one of the elements that has changed the least since Persona 3. I have already discussed both Persona 3's version of Social Links and a few ideas on how to change that system, and unfortunately many of the issues I raised earlier are just as problematic, if not even worse, in Persona 4. As long as the Persona games still use the classic Shin Megami Tensei system of acquiring new "monsters" and fusing them to create ever stronger "monsters" (which is its own issue), then the gameplay benefits of building up Social Links will be perfect as-is, but the actual process of building up those Social Links is still significantly flawed.

The greatest problem of the Social Link system is still the lack of presence and development of the Social Link characters. Most of the Social Link characters are still just random people that are completely unrelated to the main story of the game, so you really only interact with them in the ten scenes that build up the Social Link. Many still don't show up at all other than the times in which you can hang out with them, and none of them react at all to the main plot of the game. At the very least, the game designers could have given these characters the same constant presence that many of the nameless recurring NPCs in the game have. After all, every last person walking around the game world (other than a few who only show up for quests) has their own personality, quirks, problems, and reactions to the events of the game. there is no reason the game designers couldn't have given the same kind of dialog that the nameless NPCs use to convey so much to the player, in addition to normal Social Link development. Even such a minor addition could have added a lot. As it stands, it often seems like the Social Link plots and the main story of the game are so separate they may as well not take place in the same setting or involve the same main character.

Another great problem is the nature of the Social Link subplots. In almost every case, these subplots involve some problem that the Social Link character is facing, and how this problem gets solved. Often, this problem takes the forefront to the detriment of actual development of the character or portraying a believable friendship with the main character. This is actually a pretty major problem from Persona 3, but it has become more apparent to me since I last discussed this issue. A good example of how bad this can get is seen with the Social Link character Yumi, a girl the main character can meet if he joins the Drama Club. The first few scenes in this Link, which focus on introducing Yumi's love of acting and straightforward, strong-willed personality, are quite fun, but shortly afterwards the entire thing gets hijacked by a plot involving Yumi's estranged father falling ill. Almost the rest of the Social Link subplot is a long chain of scenes at the hospital in which Yumi laments her bad luck in life. These scenes don't even really portray how the hero helps her through this (that is just left as a vague implication), instead, they simply focus upon various stages of how Yumi's problem develops, almost completely ignoring the main hero's presence (and thus the player's importance). Even the idea that this is supposed to be the drama club Social Link is ignored by this subplot, which makes most of the fun parts of the first few scenes involving Yumi completely meaningless, and really stretches the question of why you can only see scenes involving Yumi in the hospital on days when the drama club meets. I am certain that the writers for the game intended this to be a fairly emotional story, but in creating a story about how Yumi deals with her problems with her sick father they completely forgot to actually tell a story about a growing bond between Yumi and the main character, which is what it should have been. This kind of focus on a character's problems, rather than on the character itself and how that character interacts with the main character, is far too typical for Social Links.

With all of that said, Persona 4 has indeed made a few significant improvements over Persona 3's version of the Social Link system. The two biggest are the addition of every Persona-using ally as a Social Link (which addresses a major problem I had with Persona 3), and the change to girls' Social Links so you don't automatically pursue a romantic relationship with every girl you know. The former change is probably worth its own post, so I'll get into it another day. The latter change is simply a much-appreciated improvement, since it means that you don't need to act like a two-timing skirt-chaser in order to build up every Social Link, and can feel more free to build up a girl's Social Link even if you don't want her to be the main character's girlfriend. Actually, considering some of the important secondary effects of building an ally's Social Link and the fact that many of the ally characters are girls, the latter change is practically essential to Persona 4. In addition to those two major changes, the added stronger link between Social Links and the hero's attributes, so raising Social Links both more frequently requires built up attributes and raising some Social Links will also improve certain attributes, also is a nice general improvement, and the pay you earn for Social Links involved with part-time jobs is another much-appreciated addition.

This is such a big part of the game that I still have quite a bit more to say, particularly about individual Social Links, but I should probably save it for another day. This post is getting long enough.

Saturday, January 31, 2009

Dragon Quest 4: Chapters

Dragon Quest IV's distinguishing characteristic is its chapter-based structure. The game is split into five chapters: the first four chapters introduce most of the major controllable characters, while the fifth chapter encompasses the majority of the story. While I am still only in the fourth chapter, I think that the chapter based structure is a great idea. The four early chapters do an excellent job of setting up the central conflict in a believable manner and making a large number of characters interesting.

Establishing the history and motivations of a large supporting cast is easily the most important outcome of Dragon Quest IV's Chapter structure. Compared to most Dragon Quest games, Dragon Quest IV has a lot of characters. I have been introduced to eight permanent characters so far, and there very well may be even more yet to be introduced. With a cast this large, it is very easy for characters to end up being underdeveloped or overshadowed by other characters. However, by giving various members of the cast their own introductory chapters, most of the characters of the game are put into the limelight as the central character in their own fairly involved adventures. These chapters introduce most of the cast as adventurers and heroes in their own right, before they are ever recruited by the main hero. These chapters introduce the various characters' motivations for becoming heroes, as well as what sets them on the path to becoming part of the main party of heroes. As a result, the entire cast of characters becomes very interesting.

The four introductory chapters are also put to good use as a means of foreshadowing the central conflict of the game. While each of the first four chapters has its own self-contained story, most of them directly tie into the larger chain of events going on behind the scenes. Furthermore, each of the chapters has so far set up different facets of the plot and added various mysteries to the game. So by the time the main hero enters the action, a lot of set-up has already been done. The four chapters also flesh put a significant fraction of the game world, much of which the player will need to travel through again later on in the game.

A particular advantage of the four chapters of Dragon Quest IV is that all of them give the player different gameplay experiences. While some of the chapters are more focused on a single character, others give the player multiple characters to use. While some of the chapters are dominated by powerful physical fighters, others primarily have magic-oriented characters. The kinds of dungeons and situations the various characters come across vary wildly as well. Even the enemies that appear are pretty different. No two chapters are exactly alike, so in some way it feels like several different RPGs rolled into one. This variety keeps things plenty interesting as the player goes from one to another.

There is another game that takes advantage of the introductory chapter concept: Seiken Densetu 3. In that game, all six possible characters have their own unique starting chapter, usually consisting of a sequence of story events leading up to a short dungeon. Like in Dragon Quest IV, these prologues do an excellent job of introducing major characters and establishing their motivations for becoming heroes, as well as introducing various villains and the major countries of the game. However, I think the set-up in Seiken Densetsu 3 is not as good as in Dragon Quest IV because the player only has to play through the chosen main character's prologue, and only gets a cutscene summary of the other character's prologues. This does have the effect of marginalizing the plots of the two supporting characters, which is a trend seen elsewhere in the game.

Thinking about it, one can argue that the split-scenario section of Final Fantasy VI is more or less the same thing as Dragon Quest IV's Chapters. The scenarios too are something that occurs relatively early in the game as a means of temporarily putting the spotlight on individual characters. The scenarios in FFVI are even the time where several major characters are first introduced as well.

Personally, I love having individual chapters in an RPG. This is another device I would like to see revisited in the future.

Tuesday, January 13, 2009

Lost Odyssey: Mortals and Immortals

After clearing Grandia last week, the game that I have been playing the most of has been Lost Odyssey for the XBox 360. Honestly, it feels more like a Final Fantasy game than Final Fantasy XII does, so I have been enjoying it quite a bit. The main premise of the game is that the main character, like several other major characters, is an immortal who has lived unchanging for one thousand years. However, while Lost Odyssey has plenty of game mechanics in place to help tell the story of immortal characters traversing the ages and a strong base concept, it doesn't seem to really take advantage of what it has in place.

Lost Odyssey splits all party members into two groups: immortals and mortals, and uses different mechanics to determine what skills and abilities they have. Mortals are pretty straight-forward: they gain new spell levels, skills, and passive abilities as part of leveling up. For example, Cooke gains White Magic spells and abilities to augment her healing magic as she levels up. On the other hand, Immortals acquire Skills through two methods: learning a skill that a Mortal knows by fighting alongside that Mortal, and permanently learning a Skill from an equipped accessory. Furthermore, Immortals acquire more Skill Slots (and thus the ability to equip more learned Skills) by using items called Slot Seeds. As a result, Immortals tend to be much more flexible than Mortals, with greater access to passive abilities and complex combinations of abilities. Between the Immortals' added versatility and potential power over Mortal characters and the strong story emphasis on them, the Immortal characters tend to stand out as main characters over the Mortals. In many ways, the game system seems perfectly suited to telling a multi-generational story, where you have a fixed number of Immortal characters in the party at all times, and a large cast of Mortal characters who enter and leave the party as the story progresses and the years flow by. Unfortunately, that is not what the game designers opted to do.

Instead of telling a story that crosses the ages, Lost Odyssey has so far played out like a fairly ordinary RPG. Despite the fact that Kaim Argonar and the other Immortals have a thousand years of history behind them, most of the major plot points seem to have taken place within the last thirty or so years of the game. At the same time, most of the major character development for the Immortals took place in the unseen past. Most of this backstory is conveyed to the player through the "Thousand Years of Dreams", a collection of short stories written in the first person that can be viewed whenever the party rests at an inn. However, almost all of the dreams that I have viewed are stories more focused on various people Kaim has met across his journeys, instead of on Kaim's own character development. So, Lost Odyssey has so far felt like a game with a typical RPG plot and limited character development for the central characters. I am hoping this will change as the game goes.

I think a multigenerational story would have worked much better. That way, the player could watch the character development of the Immortals first hand, as opposed to learning about it after the fact. The game's story as a whole would have stood out much more as well. The real shame is that the game system seems so perfectly suited for such a story that it feels like wasted potential.

Friday, January 9, 2009

Grandia: Story

After more than a month or so, I finally finished the original Grandia early this week. It is a game that has a few issue and shows its age, but it is a game that certainly has some great moments. Sadly, most of the moments took place in the first half of the game. While the first half of Grandia was brimming with a unique charm, the second half of the game ended up reducing the plot into a recycled cliche. In many ways, Grandia would have been better off if the developers had tossed out the Gaia plot in favor of focusing the story more strongly on Justin as an adventurer and explorer.

In the first disc of the game, the plot is centered on a very simple concept: Justin's long and difficult journey to discover the truth of the mythical civilization of Angelou and the enigmatic Icarians who were depicted in its art; a journey that is inseparable from Justin's own growth and coming of age. From the outset of the game, the plot sets up these elements: in the very beginning, Justin is just a bratty and energetic kid who dreams of becoming a famous adventurer like his father and grandfather and is fascinated by the myths of the ancient Angelou civilization. When he stumbles upon a device left behind by Angelou in an old ruin that gives him a clue to the existence of the Angelounian city of Alent, he sets out on his journey. The structure of the game from there on does a lot to emphasize the "journey": the first disk is defined by a number of points in the story where Justin makes a crossing into a new land, leaving the old places he has visited behind forever. The most remarkable of these is where Justin and company climb the End of the World, a massive wall dividing a continent no one before had ever successfully crossed on foot.

In the first half of the game, most of the fun comes from this journey and the sense of being the first one to see these things and meet these strange tribes of people. For me, one of the most memorable events in the game is when Justin and Feena (Justin's love interest) are roped into agreeing to be the couple of honor for a festival, only to discover that they just agreed to be sacrificed to a dragon. Justin's dauntless personality drives the spirit of the game early on, since while he is constantly getting the party into trouble with his reckless abandon, he also spurs the other characters on to accomplish things they never felt possible before.

Sadly, the entire mood of the game changes drastically early in the second disk. Instead, the plot begins to revolve around the ancient monster Gaia, a creature that was only vaguely hinted at in two or three scenes in the first disk. Now then, Gaia does fulfill a role: it serves as an explanation for why the Angelou civilization was destroyed and is the big bad evil thing that the heroes have to kill to get the ending credits to roll. Unfortunately, that is all that Gaia ever really is, and it ends up dragging the rest of the game down with it. Apparently, the developers thought that they needed a powerful, world-destroying evil in order to have an appropriate final boss. So, they spent most of the second disk building up Gaia as a threat by showing off towns that have been destroyed by Gaia turning everything into stone.

However, the emphasis on Gaia and the plot-lines surrounding it comes at the expense of the spirit of the game itself. There are no more grand journeys into unknown lands in the second disk: the entire thing takes place in a single area that all of the locals are pretty familiar with. Character development suffers as a whole, since the usually talkative and interesting Feena falls into a quiet, depressed mood for most of the latter half of the game, and Justin himself goes from being the driving force behind the party to being someone who needs other people to constantly be telling him where to go and what to do. The point where it becomes absolutely clear that the plot of the game has become twisted is when a certain character asks Justin why he is going to Angelou. The player has three choices: "I don't know", "To find answers about the secrets of Angelou", and "To save the world"; "To save the world" is the only correct choice. When Justin and his friends finally reach the lost Angelounian city of Alent, what should have been the grand culmination of Justin's entire journey is nothing more than a brief stop-over where the heroes don't learn anything they didn't already know.

I don't think that a "save the world from destruction" plot necessarily adds anything to a game. Grandia would have been a lot better off if had focused on a the more personal story of Justin and his journey to uncover the secrets of Angelou and become a legendary adventurer.

Friday, January 2, 2009

Armored Core For Answer: Missions and Story

After some dedicated playing (and probably an excessive amount of time spent rebuilding my NEXT into new configurations), I completed my first playthrough of Armored Core For Answer earlier today. Actually, I am already a significant distance into my second playthrough already. It is surprisingly fun to play through old missions using a new NEXT configuration and different strategies, but the real fun of the second playthrough is to be found in the game's large number of missions and branching story. After all, I completed only around half of the missions available in the game and saw only the first of three different endings. This game has a fair amount of replay value.

One thing I really do like about the game is that it actually has found a good structure that combines a classic and flexible formula in which you choose your next mission from a list with a story that progresses forward and branches out. In this system, you choose from a number of missions for each of the chapters of the game, unlocking more missions as you complete earlier ones. After completing a certain number of missions, the remaining missions become unavailable, and you must choose between a small number of particularly difficult and plot-important missions as the final mission for the chapter. Completing that mission ends the chapter, progresses the timeline, and begins the next chapter. As far as I can tell, what chapter-end missions become available is determined by your starting affiliation and what missions you completed in the chapter, and which chapter-end mission you choose determines what plot branches you fall into. All told, this seems like a great system for telling a story in a structure designed to let the player have a significant choice regarding what missions he plays.

The problem with Armored Core For Answer is that it has a lot of trouble actually using missions and the chapter structure to actually tell an interesting story. As I mentioned in my last post, this game could really use a glossary of terms and organizations, and after completing the game I think it could probably use a better glossary of characters, too. To be perfectly honest, I really had no clue who I was fighting in the final battles of the game, and even less of an idea of why they were attacking the place that I was defending. I know that some organization called ORCA came out of nowhere and attacked the "Cradles" that are important in the game's story, but it is never clear why they are doing what they are doing. I know that ORCA is endangering the lives of countless people, and I know that the League that controls the Cradles seems vaguely sinister, but beyond that I don't understand the conflict at all (after I already beat the game!). It makes it hard to relate to a story and make a meaningful choice between different sides and branching plot paths if the reasons for the games central conflict, as well as the goals and personalities of the most important characters, are totally opaque to the player.

I suppose the main problem is that the game is entirely built around missions, and yet the game designers really didn't put a lot of work into telling a story in the missions themselves. About all the plot you get from the missions themselves are a few lines of dialogue, but thee game doesn't provide you enough context to make these bits of dialogue coherent. One of the best places for developing a story would be in the mission briefings, but those are a total wash. I mean, the penultimate battle of my first playthrough was against a pair of powerful NEXTs being piloted by top officers of ORCA (I think), but all the mission briefing did was tell me about the location of the mission, and didn't even mention that I would be fighting NEXTs, let alone who was piloting them. In the battle itself, the different characters participating said some things that should have been interesting, but since I had neither any idea who the enemy pilots were or what they were trying to achieve, everything they said was essentially incoherent and meaningless babble. Ultimately, the plot of the game is entirely told through the short pieces of narration that occur between every chapter, but those are so short, distant, and lacking in detail that they don't really convey the real depth of the story at all.

The most frustrating part of all of this is that I know that someone created a fairly sophisticated and entertaining story for this game. It has a detailed, unique setting and a number of characters with personality and goals, and all of this changes across a number of significant events. However, the game doesn't make a serious attempt to actually tell that story, so the player is left with a bare-bones summary of the plot and a few brief but fleeting glimpses into the story's true depth.

As one final complaint, I will say that the ending I got on my first playthrough is probably not the ending I would have chosen, and the path I may be leading towards on my second playthrough is not what I would expect given what I have chosen so far. As a whole, there is a pretty huge gap between the nature of most missions and the plot consequences of choosing between those missions, which means that it is very difficult for the player to choose his own fate unless he already understands the game and its plot very well. I would consider this to be a severe mistake on the game designers' part.

Monday, November 24, 2008

Grandia: Conversations in Town

Every year in the month or so leading up to Christmas, I end up pulling a game that I haven't played in years out of the depths of my collection. This year, I decided to restart the Playstation version of Grandia (a game I have mentioned on this blog before) and finally sit down and beat it. It didn't take me long to be reminded how long it takes to talk to everyone in a town in this game. Since a town can have two or three dozen characters, and each character has anywhere from one to five things they say, it can easily take an hour or more to properly talk to everyone in a town. In the first ten hours of the game, I spent significantly more time talking to people than exploring dungeons or fighting monsters. Yet, I don't regret doing so in the least, since the NPC conversations in Grandia are almost always entertaining.

Unlike in many RPGs, where NPCs just give a few lines of generic back-ground information to the player when talked to, talking to NPCs in Grandia is used to help flesh out and develop the main characters. Instead of just quietly listening to the NPCs, the main characters of Grandia talk to the NPCs, ask them questions, and make jokes to each other. If an NPC mentions a future dungeon, Justin (Grandia's energetic main hero) will respond and talk about how excited he is at the prospect of going there. Seeing the characters' reactions to this kind of information really helps flesh out their motivations, interests, histories, and random personality quirks, without dumping all of this information on the player as part of the story. Since the main characters talk to each other too, it helps develop what the relationships between the main characters are like as well.

The NPC conversations in Grandia also do an unusual good job of revealing how famous the main characters are in the community and what their reputation is. The NPCs always address the main characters directly, often by name (if they know it), and often talk about what they know or think about the characters' actions. For example, when the party first arrives in a town, most of the locals point out that the main characters look like they are not locals, and the main characters are usually full of questions about the town. However, after some events and dungeons, the locals have become more familiar with the main characters and their exploits. They become more familiar with the main characters and start praising them for their heroic actions. Since the main characters are generally treated with the levels of respect and recognition that they deserve in these conversations, there is something very genuine about them that makes the world of the game more engaging. It also helps reinforce to the player that his actions have had an effect on the game's world.

Finally, the conversations in Grandia are entertaining because they are usually hilarious. Like in many Game Arts games, the characters in Grandia run the gamut from cooky to eccentric to downright insane. The witty, light-hearted nature of Grandia is one of the reasons I enjoy it so much.

Tuesday, November 11, 2008

Drama and Boss Battles

Boss battles serve a lot of functions in videogames. They are a means of providing a gameplay experience that can't be found elsewhere in the game. They can serve as checkpoints to ensure that they player has built up his characters' stats or developed his own skills to the necessary degree in order to tackle future challenges. However, perhaps the most important function of a boss fight is to serve as the dramatic climax to a section of gameplay. A boss fight that is too short, easy, long, or boring can destroy the dramatic build up and leave the player disappointed with the game experience.

First off, a major boss fight shouldn't die too easily. If the player ends up killing a boss in only a few attacks, the entire boss fight will feel anticlimactic. One recent example that comes to mind is the final battle against Kefka in Final Fantasy VI. When my brother finally made it to Kefka's final form, Kefka began to dramatically charge up a powerful attack, only to die before executing it even once. That victory felt too hollow, and I was pretty disappointed by it. I am not saying that every boss in a game needs to be nail-bitingly hard, but they shouldn't be too short. At the very least, a boss should last long enough to show off its abilities and make the player feel like he has to work to defeat it. If Kefka had possessed the same stats as normal but had two or three times the number of hit-points, it probably would have been a much more exciting boss fight.

Conversely, a boss fight should not be too long. If the player is stuck fighting a boss for half an hour or more, he may end up forgetting about all of the build up and anticipation and end up bored or frustrated. A good example of this is the battle against Anubis in Zone of the Enders: The Second Runner. When fighting Anubis, the player alternates between long periods of dodging and waiting and very brief opportunities to attack Anubis. While this is not necessarily bad in of itself, Anubis has an incredible amount of health; more than enough to absorb a few dozen attack combos. What this means is that the player has to repeat the same maneuvers again and again and again over the course of a really long period of time, which is simply boring. The fight would have been much more exciting if Anubis had half of his current health or less, balanced by an increased power level.

Striking a careful balance in terms of a battle's length and difficulty is a difficult process, However, there are ways to maintain a boss battle's dramatic tension, or even to build tension, within the boss battle itself. If a boss is constantly changing attack patterns and evolving its strategy as the fight progresses, the player will remain engaged and excited. This can be further enhanced by having dialogue and short plot-sequences intermixed with the boss battle. A great example of these devices in action is the final showdown with Ganondorf at the end of The Legend of Zelda: The Wind Waker. As the fight progresses, Ganondorf slowly figures out Link's fighting style and starts blocking attacks that worked earlier in the fight, forcing the player to come up with new strategies of his own. The battle pretty comes in three phases, starting with Zelda giving Link some assistance using the Light Arrow, then a phase where Zelda is knocked out cold and Link has to fight on his own, and finally moving on to a phase where Link a Zelda have devised a strategy of bouncing Light Arrows off of Link's Mirror Shield. In a sense, the boss battle has a story in of itself that progresses as the battle progresses. By making a boss battle into an evolving story, the scene remains dramatic, even if the battle itself is fairly lengthy.

In the end, I think it is safer to lean on the side of a longer boss battle, but to spice up boss battles with evolving elements and some degree of internal story. That way, one can avoid the problem of a boss battle being anticlimactic or boring.

Monday, November 3, 2008

Persona 3 FES: The Story of The Answer

I completed The Answer yesterday, and thus I have finally seen the entire story of Persona 3 FES. It has taken me a surprising amount of time to reach this point, especially considering that Persona 4 is slated to be released in just over a month from now, but it has been well worth it. Persona 3's story has been fun the entire way.

Other than the opening section that introduces Metis and the threat of the Abyss of Time and the final section, the plot of The Answer is built around looking into the various characters' pasts using the doors found at the end of every section of the dungeon. Because of this, even though The Answer is an epilogue to the main game it ends up putting a lot of focus on stories that occurred before those characters became important to the events of the game. As a result, these windows let you see previously hidden parts of the story and unknown character motivations. Many of these, such as the revelation that Junpei's father was an alcoholic and the effect it had upon Junpei, cast a new light on events from the main game, and they all add to the incredible depth and complexity of the Persona 3 cast. However, as much as they add depth to the characters, these scenes don't really do a lot to progress the story of The Answer itself.

One of the most important ideas of The Answer is that the characters are unable to move forward with their lives because they have lingering doubts and regrets concerning the death of the main hero at the end of the main game. In essence, the Answer is a story about grief, the loss of loved ones, and how to deal with that kind of pain. This theme is very powerful in the most important moments of The Answer, and it is brilliantly merged into the game with the constant pursuit of the main hero's shadow throughout the Abyss of Time, but it simply does not play into any of the "scenes of the past" other than Aigis's. As a result, the main theme doesn't show up in the only real plot sequences you see for the majority of the 30 hours or so of gameplay you need to progress through in The Answer. This is really the only significant complain I have about the game's story, and I think the rest is pretty impressive. Well, it gets a bit preachy towards the end, I would have liked to see more elaboration on and reaction to the revelation that Personas are just tamed Shadows (which was similarly understated in the Old Documents of the main game), and the ending is a bit weak compared to the ending of the main game (which was a hard act to follow indeed), but those are minor complaints at best.

One thing that deserves particular praise is the way the complete disintegration of the party and subsequent battle between former allies was handled. This kind of sequence can very easily feel forced or illogical, but here it is surprisingly believable and realistic, given all the complexities of the various characters. The schism in the team is portrayed equally as both a tragic mistake that the characters recognize as such, and a necessity born from the different perspectives the characters cannot reconcile, and is certainly the high point in The Answer's story. Also, the battles against your teammates are a lot of fun and fairly challenging, which helps.

Another thing I really liked was Metis. Beyond being a valuable new ally in the game, she was simply a likable character who played an essential role in the story.


Since this is probably going to be my last post concerning Persona 3 itself, I might as well say that I really liked exploring the Abyss of Time more than Tartarus, mostly because it was less monotonous than Tartarus was. Unlike the blocks of Tartarus that remained uniform throughout, the different sections of the Abyss of Time changed from time to time as you passed through them. Perhaps more importantly, the actual music playing in the background changed from time to time, so you aren't stuck with a single background track for the entire game, like in Tartarus. This helps make the game feel less repetitive, which is a much needed improvement. It probably doesn't go far enough (both dungeons are far too thoroughly built upon a limited number of possible corridors and rooms), but it does help.

Friday, October 17, 2008

Sin and Punishment

I finally got around to downloading Sin and Punishment onto my Wii's Virtual Console yesterday. I have been curious about this game for a while now, but I don't think I was really prepared for what I was getting into. Certainly, I was not expecting the game to be so short. I downloaded the game yesterday and played through it for an hour or so, and restarted this morning (because I wanted another chance to make sense of the story) only to find that my original stopping point was more than halfway through the game, and I beat the game on my second session of playing it today. Normally I do not really mind short games, but in this case it seemed incredibly unsatisfying.

I suppose a large part of reason I dislike the length of this game is because it really limits what would otherwise be a really interesting story. Sin and Punishment's story is pretty complicated, involving an evil military force, an enigmatic "savior" with twisted schemes, rampaging monsters, a growing romance between the two main characters, and the monstrous power of the "blood of Achi" that links all of these together. However, this entire complex story is thrown at the player in a game that only takes two hours or so to beat, and suffers for it. The game doesn't even really have any kind of proper exposition, and the plot starts with the complete destruction of the rebel group the heroes are part of at the hands of the "Volunteer Army", a force that is hunting down a monster leading another group of monsters (a monster that seems to be a former lover of the Army's leader before she transformed into a dog thing), before the heroes decide to go steal a military transport for some unexplained reason. Also, the entire first stage of the game seems to be a dream sequence. The game progresses at such a rapid pace that the leader of the Army was explaining that he received his power from Achi before I even realized that this "Achi" person was the girl who was following the main characters around the whole time (I was around a third of the way through the game at this point). The ending of the game might be even more truncated than the beginning, since it feels like it suddenly transitions directly from a normal stage (which is pretty much just running through some fields) directly into the epic final battle (against some kind of evil Earth?), leaving a lot of the plot completely unresolved. There is simply too much going on in too short of a game. In addition, the game isn't really helped any by the often-incomprehensible dialog (I think this may just be poor sound quality on the voice-acting) and lack of English subtitles (seriously, every game with voice-acted cut-scenes needs subtitles).

Complaints about the story and length aside, this game is pretty good. It combines a classic rail-shooter with a free-moving character to a surprising degree of success. As the stage scrolls automatically, you can run from side to side or jump while freely targeting anything on the screen. The controls are a bit unintuitive (I had to switch from the default controls to an alternative just to keep myself from jumping when I meant to step right), and far too often the movement of both the character and the targeting cursor seems sluggish, but for the most part it works well, and a lot of my problems probably stem from the fact that the controls were designed with the N64 controller in mind, not the Wii Classic Controller. One thing that is certainly a problem, though, is the lock-on firing mode. In that mode, it can sometimes be pretty hard to actually lock onto a target, and once you do the slightest touch of the control stick will break the lock, pretty much defeating the point of having a lock-on mode (and what is more, some sources say that the lock-on mode does less damage than the free-shooting mode). Also, it would have been nice to have some visual indication of whether or not an enemy is in range of the sword attack.

Still, controls aside, I am amazed at how well the game designers at Treasure were able to use the basic system to provide so many different game experiences. The most common and basic type of area is the classic rail-shooter, where you are either running forward or standing still while there are a lot of enemies to shoot in front of you (in this case, running back and forth is used to dodge attacks and obstacles). In some cases, such as parts of the training mode or the "rescue Achi" boss battle, the game practically becomes a "rail-platformer", in which you have to quickly move to dodge pillars and jump to climb walls and clear chasms. At other times, all of the enemies move into the same 2D plane that the hero is running around in, and the game begins to feel more like a conventional 2D game (other than the cursor and the fact that enemies appear in the background and foreground). I do think that the game is at its best while the player is moving forward automatically as a rail-shooter, rather than as a 2D game, though, and I really question the decision to make the entire last level in the 2D style.

Overall, I would say that Sin and Punishment is a game that needed to have slightly more refined controls and quite a bit more length to help flesh out the story and give more time to expand on the different possibilities the game had to offer. I would have loved to play through a full level as "Monster Saki"...

Friday, October 3, 2008

Megaman Starforce 2: BrotherBands Part 2 (Gameplay)

As I mentioned at the end of my last post, the mechanics behind the BrotherBand system make it so the player's own experience of the game matches with the basic theme of the Megaman Starforce games that having friends makes a person stronger. You just need to register a friend's copy of the game as a Brother over either a wireless link or a Wi-Fi connection, and you get some great benefits. The basic concept is simple, but it works elegantly. However, a lot of the details of this system differ between the two Starforce games, and many specific aspects of the system work better than others, so for the sake of having something interesting to write about I am going to examine some aspects of the system one by one.

The "On Air" System: This feature was only included in Megaman Starforce 1. It allowed a group of people who shared a BrotherBand to connect their games to each other wirelessly or over Wi-Fi so they were connected constantly during gameplay. In addition to allowing quick access to multiplayer battles, card trading, and the game's email system, this allowed special benefits such as free access to a Brother's Best Combo attack and improved power of chips that were equipped at the same time, making the single-player mode a lot easier. All of these benefits were very interesting, but the problem was that it could be very hard to coordinate, since it required two people or more to be playing through the single-player mode at the same time. Even organizing that with just my twin brother who I see all the time could get bothersome, and I imagine it was simply too cumbersome to bother with for many people, so I can see why this aspect was not implemented in Starforce 2.

Brother Cards: As I may have mentioned in an earlier post, one feature of the BrotherBand system is that you can access a Brother's Favorite Cards using a "Brother Card" that is created for each BrotherBand you form. In Starforce 2, these cards also allow you to transform. These cards are a bit unreliable, since the Favorite Card you get is chosen randomly, but they work well to make BrotherBands distinct from each other and important to battle.

Sharing Transformations: In both games, having a BrotherBand with a player using a different version of the game lets you use that version's unique transformation modes. Overall, this is a great benefit. I am pretty sure I already covered the rest of this system's details earlier, so I will move on.

Game Character Brothers: One of the notable improvements of Megaman Starforce 2's BrotherBand system over the original is the way it separates the "Game" BrotherBands from the "Real" BrotherBands. In both games, characters in the game can form a BrotherBand with the main character which gives very similar benefits to a BrotherBand formed with another player. In the first game, though, these Game BrotherBands took up the same limited number of slots that are also used for Real BrotherBands, which lead to some unnecessary problems and dilemmas. In Starforce 2, the four Game Brothers have dedicated slots, which leaves six slots completely free for Real Brothers, so there is no longer a need to choose between them. At the same time, though, they changed it so that Game Brothers no longer give the player Brother Cards, which I believe was a mistake. I can understand that they probably did not want Game Brothers to match or surpass Real Brothers, and wanted to prevent the player from utilizing an excessive quantity of Brother Cards (which may imbalance the Tribe On system), but there were probably better options that did not reduce Game Brothers to be merely sources of Link Power and nothing else.

Abilities and Link Power: This is another place where Starforce 2 brought nothing but improvement. In the original Starforce, special abilities that were mainstays of the Megaman Battle Network series, such as "Super Armor" (which prevents Megaman from flinching when hit) and "FloatShoes" (which negates harmful panels), were tied directly to the Game Brothers, so that they were in constant effect so long as the associated BrotherBand was still in effect. This was certainly interesting and appropriate, but there was no real trade-off being made other than the problematic dilemma of choosing between Real BrotherBands and Game BrotherBands. Megaman Starforce 2 replaced all of this with the Link Power system, in which every BrotherBand has an associated Link Power value that increases as the game progresses. This value is used as the maximum capacity for equipping Abilities that are acquired throughout the game. It preserves all of the important thematic elements of the original system, in which you gain power through bonds with friends, and also extends that to Real BrotherBands and adds a degree of customizability and need to make trade-offs, which makes the game that much more interesting.

Auto-Brothers: This is one of the additions made in Starforce 2 that I am not impressed with. Put simply, Starforce 2 lets you form a BrotherBand with an entity called an "Auto-Brother" that you name at the start of the game and is associated with the other version of the game that is loaded on the cartridge (so if you choose Saurian at the beginning of the game, your Auto-Brother is Zerker). This is an outgrowth of Capcom's change to putting multiple "versions" on the same cartridge, and allows a group of players to use the Tribe King form using only two copies of the game (or Double-Tribe using only one copy), so this system has a few very good benefits, but it suffers greatly because the Auto-Brothers themselves are incredibly generic characters that practically break the continuity of the game when they briefly enter into the plot. In my opinion, it would have worked a lot better if they simply gave the cross-version role to one or two of the Game Brothers.

Wednesday, October 1, 2008

Megaman Starforce 2: BrotherBands Part 1 (Story)

I believe games should have strong central themes that gets integrated into their mechanics, and the two Megaman Starforce games are examples that only reinforce this belief. These are games that are built around the ideas of loneliness, friendship, and the struggle between the human need to be accepted and the all too real ease with which people can hurt each other and push each other away, and these powerful themes find a perfect reflection in the BrotherBand system. This system, which exists as both an element of the game's setting and an extremely important game mechanic, works as a bond that lets friends give each other additional power. People who haven't formed any BrotherBands are isolated, miserable, and often helpless against the evils of the world, while people who have many BrotherBands are happy and strong, and this applies equally well to the player as it does to any of the game characters. It may seem a bit simplistic and overly exaggerated at times, but it works amazingly well to create an endearing story.

One of the most important roles Brotherbands have in the game story is the impact their existence within the setting has on the way characters act and think. Everyone in the world of Megaman Starforce is absolutely obsessed with the idea of BrotherBands. It seems like every character talks about nothing but the BrotherBands they have formed, BrotherBands they want to form, their difficulties in forming Brotherbands, etc. As a result, the subject of the importance of friendship is brought up almost constantly throughout the course of the game. The player has no choice but to think about the topic almost every time he plays the game. The idea that friendships are important is made clear to the player from the very beginning.

The constant discussion of BrotherBands is taken to new levels in Starforce 2, where the addition of "Link Power", a numerical rating of the strength of a person's BrotherBands (which you can see displayed for every character in the game), adds whole new levels to the obsession. Among many other things, in that world someone can apparently get discounts on bus fares, VIP treatment at hotels, and preferred seating at theaters simply by having a lot of close friends. Because Link Power, a numerical value for the "power of friendship", is portrayed as providing the various material goods that many people associate with "being happy", the game is pretty putting forward the idea that friendship is the thing that gives people the things that make them happy. This is only expressed more strongly when Link Power is put forward as being more important than money in various parts of the game (such as the snow resort chapter in which a man who tries to get everything he wants with money is the villain trying to force a man with very high Link Power out of business). And of course, the player has a Link Power score as well, and building this value up is necessary for a lot of the fun things in the game.

With a world built upon BrotherBands and Link Power, it is no surprise that the villains of the Starforce games embrace the idea of loneliness. The villains of the original game, the FM-ians, are alien entities that take over the bodies of those who are consumed by loneliness. Every boss battle in the original Megaman Starforce is a battle against someone who has essentially been eaten away by their own suffering and turned into a monster against their own will. Thus, the FM-ians (and their monstrous weapon Andromeda) are essentially metaphors for the destructive effects of loneliness, as well as the terrible mix of emotions that both lead to that feeling and result from it, such as fear, despair, anger, jealousy, and paranoia. Megaman Starforce 2 continues the trend by including a villain (appropriately named Solo) who has rejected the world and hates even the idea of friendship, though I have not yet reached the end of the game so it is hard to say any more about him. In every case, loneliness is portrayed as the worst possible state a person can be in, something that eats away at the soul and leads nothing but hatred for the world, and worse still is the situation for those who reject what friendship is offered to them.

Surpassing all of these elements, though, is the basic story of the main hero, Geo Stellar, in his growth from being a lonely kid who has no friends to help him get through the misery of the loss of his father to becoming a hero who helps others and has many close friends to rely on. Having the main hero start out without any friends at all was one of the great decisions made by the game designers, and even greater still was the way they link progressing through the main plot to Geo's slow acquisition of BrotherBands (and strengthening those bonds further in Starforce 2, which is the reason the addition of Link Power to the BrotherBand system in Starforce 2 was so good). Still, the greatest aspect of Geo's story is that it isn't simple, straight path from "lonely" to "happy"; it is filled with ups and downs in which his attempts to open up and find new friends hurt him almost as much as they help. It portrays the act of forging meaningful bonds with other people as a terrible struggle (both directly and metaphorically), but one that must be fought and has great rewards awaiting at the end. This message, that it is important to open up and understand others despite very real difficulties, is the heart of the Starforce series.

It seems that I might have wandered a little bit away from the whole "story and mechanics are integrated" idea that I started with, but that assertion is still true. Just as Geo's story is built upon the idea that it is essential to have friends, the game mechanics are built around the idea that the player should have friends, and that having friends makes the player stronger. However, this post is probably long enough already, so I will focus on that aspect a bit more next time.

Saturday, August 9, 2008

Persona 3 FES: Endings 1 (bad endings can be good too)

One of the most important moments in Persona 3 FES is when Ryoji gives the player the choice to either kill him or spare him on New Year's Eve. The choice to spare Ryoji, and thus fight against the undefeatable goddess Nyx, is clearly presented as the correct choice because the player's allies unanimously decide to go that route, but it is within the player's power to go against that decision and choose to kill Ryoji, which means the heroes lose their memory and live peacefully until Nyx destroys the world. It is a classic choice between the easy road that leads to a bad, "the world is destroyed" ending, and the hard road that leads to the good, "the heroes save the world" ending, but Persona 3 puts a new spin on this choice that makes it far more interesting than usual.

The typical set-up for a "bad" ending brought about by a conversation choice is that the ending is short and pretty much inconsequential. One of the first games I ever saw with such an ending was an old SNES game called EVO: Search for Eden, where you were given several such conversation choices (the choice to join forces with the Tyrannosauruses or Birds in the middle chapters), and in every case choosing the "bad" choice just gave you a short "this is how you die" sequence before kicking you back to the map screen. Another one I can recall from that era is the Breath of Fire 2 "let the gate remain sealed" ending, which mostly just leads to an ominous image of an army of demons, and little else. In both of those examples, and a few more that I can recall off of the top of my head, such as in Suikoden 2 and Suikoden 5, the "bad" ending doesn't even give you a proper roll of the credits, just a brief bit of narration and a few images. For the most part, these endings exist solely to say "you made the wrong choice", often by showing the world ending or something like that, and very little else. The "kill Ryoji" ending in Persona 3, though, is very different.

One factor that makes the Persona 3 "bad" ending so unique is that it is a full ending in of itself. The actual ending is fairly lengthy, featuring a large amount of conversation between the most important characters, and while it is nowhere near the length of the game's true ending, it is still fairly complex and is not an unreasonably-sized ending at all. Further, it features a full credit-roll, almost the exact same credit-roll seen in the true ending, including the fantastic ending song. In addition, you can save "game cycle" data with this ending just as if you had beaten the final boss and brought the game to full completion. In fact, I have seen lengthy games end with shorter and less-satisfying " true endings than this game's "bad" ending. However, these facts alone are not what makes the "kill Ryoji" ending so interesting to me.

What truly sets Persona 3's "bad" ending apart is that it does not rely on any cheap gimmicks to get its point across. It would have been easy to just show that killing Ryoji was a bad choice because it leads to the end of the world, since all the game designers had to do in that case was show Nyx destroying the world, but that would just be a predictable, boring ending that would do little but say "if you want to save the world, make the other choice". Instead, the actual "kill Ryoji" ending doesn't even bring up the end of the world of Nyx at all, but rather focuses on the themes that actually matter to the choice. After all, the heroes are not making the choice between saving the world or letting it end, they are making the choice between losing their memories so they can live peacefully until the end and keeping their memories so they can fight a battle that is supposed to be hopeless. As such, an ending that features Nyx destroying the world would go against the spirit of that choice, because it would be saying that the reason killing Ryoji is bad would be because the heroes would be running away from a battle to save the world, and implying that going the other way would lead to a victory over Nyx. However, by ignoring the entire "end of the world" angle in the "kill Ryoji" ending, the game puts the emphasis on something far more important to the themes of the game: the fact that giving up their memories for the sake of peace is too terrible a price for the heroes to pay in of itself.

As I tried to describe in my last post, the core cast of likable characters who grow tremendously and form a strong bond with each other is one of Persona 3's great successes, and the "kill Ryoji" ending works incredibly well because of that success. The ending portrays the members of SEES at a time several months after losing their memory, in which all of their growth and all of their friendships have been lost. Rather than looking up to their upperclassman as mentor figures and friends, Yukari and Junpei hardly even know Akihiko and Mitsuru and regard them distantly without any of the familiarity that would have become common by the time you make the choice. The characters have forgotten Aigis entirely, and she is doomed to just watch on from a distance, completely forlorn. Mitsuru has forgotten the way her father died and the reason for his death. Everything the characters gained from their many months of struggle and sacrifice is gone, and instead they are making hollow statements that echo the words of Takaya, the misguided and possibly insane man who is one of the game's major villains. The entire effect feels incredibly tragic, as if the hero undid everything that SEES managed to accomplish and destroyed everything the members of SEES believed in with a single act of betrayal. This ending truly works well to show exactly why the choice to kill Ryoji is a terrible one, and as such manages to surpass almost every "bad" ending I have ever seen.

One more thing I want to mention about this ending is the way it parallels the true ending of the game so well, but that will have to wait until I actually get a chance to write a bit more about the true ending. However, I will say that that because of both that parallel and the nature of the "kill Ryoji" ending as I have discussed above, this is the one of the few "bad" endings (and the only such ending that occurs before the end of the game) I have ever seen that really adds to the experience of watching the true ending. This is one of those endings that should really be watched by anyone who plays the game.

Friday, August 1, 2008

Kingdom Hearts II: Disney Adaptations

At least eighty percent of the plot of a Kingdom Hearts game comes from the Disney source material that was adapted in order to make the various worlds that Sora & co. visit on their road to finding their friends. So, it is vitally important that the adaptation from classic Disney movie to videogame stage is pulled off well. Unfortunately, I don't think the transformation went anywhere near as smoothly in Kingdom Hearts II as it did in the original Kingdom Hearts. Whereas Kingdom Hearts I creatively adapted the stories of the movies to better fit the gameplay and over-arching story of the game, Kingdom Hearts II usually resorted to simply re-treading the original plots of the movies (with the often glaring inclusion of Sora). As a result, I found the worlds of Kingdom Hearts II to be significantly lacking in comparison to those of the original game.

The biggest problem with a slavish retelling of the original movie's plot is that it is impossible to capture the feel of a movie within the confines of a video game. Movies and video-games are very different mediums with very different needs and different tools at their disposal. In particular, unless a developer painstakingly recreates every last detail from a movie scene in video-game cutscene form, that scene will have less impact in the game than it did in the original movie. Since it is virtually impossible to do this without resorting to expensive FMVs (or replaying clips from the original movie), trying to recreate the original emotional impact of a movie (particularly classic Disney movies loaded with nostalgia for a lot of players) is a hopeless endeavor. This problem is made worse by a particular quirk of the videogame medium: players generally don't like watching cutscenes without gameplay interspersed to break it up. Because of these factors, game developers cannot entertain players by simply bombarding them with cut-scene versions of familiar movie scenes.

Sadly, Kingdom Hearts II often did resort to just this approach. The most egregious offender is KH II's Atlantica stage, which at one point retells more than 70% of the movie's plot in thirty minutes of cut-scene broken up only by a quick chance to save and a three minute interactive cut-scene event. While not as bad, many of the other KH II worlds similarly tried to compress the plots of entire movies into hour and a half long stages (Mulan and Pirates of the Caribbean are notable examples). However, they also tried to tell most of the main plots of these movies, and relied heavily on cut-scenes in order to do so. The result is a lot of relatively short stages that feel like the cliff-notes versions of the classic movies and are too light on exploration and serious action.

In comparison, the first Kingdom Hearts generally focused on a smaller part of each individual movie, and built a semi-original plot line around that one aspect. For example, the Wonderland stage of Kingdom Hearts is built entirely around a scene from the movie where Alice is held on trial by the Queen of Hearts. Saving Alice from the wrongful allegations becomes the plot for Sora and company during their stay in Wonderland. While places from the movie become areas in the game, the game focuses on making the player feel like he is exploring Wonderland himself, instead of forcing the player to watch Alice explore Wonderland as she did in the movie. Furthermore, Kingdom Hearts introduced a change to the plot to make it fit in with the overarching plot of the game: the Queen accused Alice of trying to steal the Queen's heart (the Heartless were the real culprits, of course). A similar amount of change can be seen in the original Atlantica stage, which cut out the entire "Ariel falls in love with a human" plot to focus on Ariel's relationship with her father (once again bringing in the main game plot in a convincing manner). In these ways, the stage lets the player experience the magic of the movie in an interactive fashion, and makes the movie world feel like an integrated part of the larger Kingdom Hearts world. It also kept the action firmly focused on the players actions and the game's main characters, as it should be.

The Kingdom Hearts II stage that succeeds the best at feeling like a really fun stage is Timeless River. Since Timeless River was based on old six minute cartoon shorts, there really was no plot to speak of to base the stage on. Instead, the stage was all about playing up the mood of those old-school cartoons. Timeless River successfully transmitted that wacky and frantic mood and allowed for a lot of fun gameplay at the same time.

I should at this point mention that many of my favorite Disney adaptations from the first Kingdom Hearts did not involve Disney specific worlds at all. One of the best was introducing The Beast, the Princesses, and Maleficent into Hollow Bastion, a world designed for the game specific plot. The appearances of these characters did not rely on the plot of their original movies whatsoever; yet, their roles in the game were nonetheless interesting, and helped make Hollow Bastion an incredible stage. Another great choice from Kingdom Hearts was transforming a section from Fantasia into a boss-fight in the final dungeon. Chernobog had no plot, but the monster and its awe-inspiring music was one of the most unforgettable aspects of descent into the final dungeon.

Significant adaptation is required in order to translate a movie into a videogame. This is doubly true for large cross-over games like Kingdom Hearts. I think the original Kingdom Hearts was much more successful than its sequel at making the Disney worlds interesting by focusing on creatively adapting smaller, easier to manage pieces of the movies into something that functioned as a game first and foremost.

Persona 3 FES: The Growth of SEES

In a lot of my writing over the last month I have been pretty critical of Persona 3's storytelling, so I have decided I am just going to write a lot about how the game managed to redeem those failings and turn the whole thing around into a pretty good story.

The single factor that covers up most of the weaknesses in the game's story and makes the story truly enjoyable is the strong central cast of characters: the members of SEES. These characters, the main characters who fight alongside the main hero and struggle through many victories and tragedies alongside him, are likable, interesting, believable, and complicated characters who grow and change greatly across the course of the game. In many ways, I consider the core cast of Persona 3 to be one of the best groups of characters I have ever seen in a videogame.

Two of the SEES characters, Yukari and Junpei, and particularly important to the game experience. These two characters are introduced at the start of the game, and they are the very first characters to join the hero in battle (in fact, you need to climb the entire first block of Tartarus with only their help). They are also the hero's classmates and dorm-mates who sit right next to him in class and struggle right alongside him through all of the troubles of his double life. Just like the hero, they start the game as ordinary students who have just joined SEES and have no real experience with the Shadows or the Dark Hour, and in the end they stand by the hero in the final battles, risking their lives alongside his. In many ways, they are the most believable characters in the game, and the events that help them change and grow are the most memorable and endearing scenes in the entire story. Because of all of these factors, these two characters mitigate the impact of one of the game's greatest flaws.

As I wrote at length about before, I don't consider the main hero of Persona 3 to be a very good character, but in many ways the strong presences of Yukari and Junpei throughout the game helps make up for that weakness. Yukari and Junpei are alongside the hero through the entire game, but unlike the static and silent hero, they speak up and have their own stories, and as a result they often supplant what should be the hero's role in the game. When a hero needs to say something but the silent protagonist remains silent, often it is Yukari or Junpei who will step forward and respond in his place. One place in which this is done very well is in the case of Ryoji. The bond between the hero and Ryoji is what is essential to the game's story, but all of the interactions between the hero and Ryoji are brought about because Junpei befriends Ryoji immediately. Junpei's automatic friendship with Ryoji is not all that important in of itself, but it works to make up for the limitations of the hero's silence. In another example, a minor plot element important to the game, the initial fear and hesitation the members of SEES feel regarding their Evokers, is explored entirely through Yukari, and it is left vague whether the hero struggles with that at all. Beyond all of that, Yukari's grief over her father's death and struggle to understand why he died works well to fill in for the game's lack of development regarding the hero's dead parents, and Junpei's involved and touching romance with Chidori helps add a lot to a game where the hero's own romance subplots are detached and often flawed. The strong similarity between the hero and those two characters, and the strength of their stories, works well to make a strong story out of a game with a weak main hero.

However, Yukari and Junpei are not the only interesting characters in the game; just about everyone in SEES is a great character. Akihiko and Shinjiro's old friendship, marked with tragedy and disagreement, and way Shinjiro's death moves Akihiko to become a much greater person, works incredibly well. While it develops a bit too rapidly all at once near the end of the game, the story of how Aigis, a robot built only to destroy Shadows, tries to find a place for herself in the world as a living being is surprisingly moving, particularly due to the Aeon Social Link, and is probably one of the best versions of that kind of story that I have seen in quite a while. I can say similar things about almost every member of SEES, really. Even minor subplots, like Junpei's struggle to overcome his jealousy of the hero and disappointment with his own limitations or the way Ken is embarrassed about and tries to hide the simple fact that he really is still just an elementary school kid who misses his mother and likes superhero stories, make the game characters feel genuine and help the player empathize with them.

As a whole, the members of SEES go through a classic "heroic journey", where they start as normal people and after many trials end up changing their world for the better. At the same time, they go from being a group of people who hardly know each other and often don't get along into a group of people who have formed an unbreakable friendship and are willing to face certain death in order to hold on to that bond. The grow up from just being a group of people trying to serve their own interests and become a band of people who are willing to abandon an easy road to happiness in order to build a better future. It is a very common kind of story, but this game proves the general rule that as long as you put a lot of effort into making a story good, it doesn't matter how common it is. Also, in this game where the main hero is left undefined, having the entire central group of characters undergo the heroic journey helps a lot in implying that the hero himself has changed and undergone such a journey, even though the game system does not support such a journey very well in of itself.

Friday, July 18, 2008

Persona 3 FES: Conversation and the Hero's Identity

A few days ago, I finally managed to complete the main section of Persona 3 FES, "The Journey". I have been playing this game quite a long time, and the final part of the game was fantastic, so I am quite happy. Now that the game is complete, though, I may as well write a bit about a topic I have been meaning to address since I first started the blog: the story role of Persona 3's main hero.

It is quite clear that Persona 3's game designers wanted to let the player control the identity and personality of the main hero as much as possible. Other than the few voiced lines the hero speaks when summoning Personas in battle, he is a classic "silent protagonist", and every line he speaks in the story (when he even speaks at all) is presented as a conversation choice for the player. The player can choose to have the hero be kind, rude, quiet, or anything else. In theory, this should let the player give the hero whatever personality he wants, but in practice this does not work out very well at all. Important factors in this are the vagueness and completeness problems that are almost pathologically inherent to the conversation choice system. Half the time, it is just hard to figure out how characters will react to a particular choice, and the other half of the time the given choices never really seem to cover how you really want the hero to respond. Beyond this, though, there are two problems that are particularly glaring in Persona 3: advantageous conversation choices and a lack of any permanence for the player's choices.

In Social Links in particular, it is simply to the player's advantage to just say whatever the person he is talking to wants him to say. In almost every conversation choice presented to the player during a Social Link event, there is a single "correct" choice, and selecting that choice will (quite visibly) help build up the affinity between the hero and the Social Link character, making it easier to build up the Social Link to the next level. Since there it is to the player's advantage to build up these levels as quickly as possible, it means that in all of the conversation choices presented in Social Links (the lion's share of all conversation choices), the player is strongly encouraged to say what is advantageous for him to say (usually what the Social Link character wants to hear), rather than what the player wants to say or thinks should be said. This sabotages any possibility of characterizing the main hero in a coherent manner, since the hero is encouraged to act like a carefree goof-off when talking to carefree goof-offs and act like a driven workaholic when talking to driven workaholics. At times, it can feel like the game is encouraging the player to make the hero act like an insincere brown-noser, which is hardly the kind of character I want to play in a game like this.

The other major problem is that, other than Social Link level and affinity between characters, the game doesn't seem to actually make a record of what choices the hero has made. Almost any dialog choice made by the player will only affect a few sentences' worth of game dialog, before the conversation possibilities converge again. Whether you do something to make someone happy or do something to make that person angry, five lines later the dialog will continue the same way regardless. In the longer term, even if you do nothing but be rude, spiteful, and insulting, the characters in the game will never start acting accordingly, and will just act like the hero is a generic nice guy. The game simply does not give the player any feedback for giving the hero a consistent personality, and as such there is really no reward for doing so. No matter what the player does, the hero will be just as generic and undefined at the end of the game as he was in the beginning as far as the story and characters are concerned.

With all of that criticism said, I should be a bit fair by saying that the impermanent, undefined, and necessarily inconsistent personality of the main hero does actually fit with some of his limited characterization and the mechanics of the Persona system. Unlike the other characters, who have a consistent personality and a single Persona, the hero has an ever-changing identity to match his ever-changing array of Personas. Personas are supposed to be a reflection of a person's identity, and the hero has over a hundred and seventy of them, more than a hundred contradicting reflections of his "true self". The game even supports this idea by giving you a bonus to Social Link growth if you have a Persona of the same Arcana as the Social Link you are trying to build up, and thus have an "identity" that is compatible with the Social Link character. I actually have to applaud the way the game designers managed to make story and game mechanics compliment each other in such a way, but I think that the failings of the current system are too great to be outweighed by such a small benefit.

The main hero may be portrayed as having nearly infinite flexibility in characterization, but that just means he ultimately is never developed as a character at all. At no point can the player really do anything to turn the main hero into someone they can identify with or empathize with. For example, you can have him say to other characters that he has a reason to fight, but you are never allowed to establish a particular reason for him to fight as a fact within the game. I can make the decision that the hero is fighting to end the Dark Hour for Yukari's sake in my own head, but I can not have the hero act on that decision in any way, even though the question of "what are you fighting for?" is central to the themes of the game. It may simply be a limitation of the conversation choice mechanic itself, but ultimately, the player only gets to decide what the hero says, but not what the hero is thinking or what the hero believes, so any characterization made by the player is shallow and short-lived.

Finally, I should at least briefly mention that the one system the game actually does provide for characterizing the hero, his Academics, Courage, and Charm attributes, is fatally flawed in its own right, for similar reasons to those I described above. To illustrate this, in my last playthrough I played a hero who started with maxed out Academics, so the hero aced every test at the top of his class without ever needing to study once, but still needed to go to Summer School because Mitsuru was worried about his grades falling behind because of too much time spent as part of SEES. There are so many inconsistencies and flaws with that I can't even begin to get into it all, but the main problem is that what the hero does, what the hero is capable of, and what the other characters think of the hero are all disconnected from each other.

Wednesday, July 2, 2008

Persona 3 FES: Tartarus the Plot Desert

Persona 3's Tartarus is a very well executed version of the randomized dungeon concept, but it has not quite escaped one of the biggest flaws of that archetype: the lack of plot. Persona 3 is very good at giving the player interesting short-term goals and a sense of making progress into the tower, but it doesn't do quite enough to make that progress a part of the game's story. At times, it seems like the characters themselves do not have a real reason for climbing Tartarus, and that the only reason to go into the tower is to fulfill Elizabeth's requests. Often, it just seems unsatisfying to reach the top of a block, only to have nothing happen.

Just about the only story-related things to be found in Tartarus are the Old Documents, the items found at the top of each block. However, instead of being deep insights into the truth behind the game, they are only small snippets a sentence or two long, and more often than not they are a statement of the writer's confusion rather than anything helpful. Talking to random people in town tends to give better information than the Old Documents, and major plot events reveal far more. What is more, what little information those documents do provide is never even acknowledged by the characters. The Old Documents are among the most time-consuming pieces of information to acquire, yet they might as well not exist as far as the plot is concerned.

In addition, there is not a lot of character interaction in Tartarus itself. Other than the few times where you must go to Tartarus for plot reasons, there really isn't even much in the way of dialog. Sure, characters have all the things they say in battle and when responding to commands, but other than that, the only dialog you see are Fuuka's status reports as you climb the tower, but those are not very much. Most of the time, all Fuuka talks about is whether she can she can locate the next target floor or not, and a lot of that dialog repeats itself over and over again as you climb the hundreds of floors. When you confront one of the powerful bosses near the top of each block, all Fuuka says is that it is a really strong lone Shadow, and nothing else occurs. Even reaching the false top of Tartarus, all you get is Fuuka wondering "is this the top?" with a single sentence, and not much else.

The problem with all of this is that the entire structure of Tartarus, with its segmented blocks and barricades that only vanish as the main plot progresses, is very well suited to having significant plot scenes occur within it. Places like the permanent teleporter rooms, boss battle rooms, and the barricades that separate blocks would all be great places for unusual events to occur. Maybe a boss Shadow would do something unusual, or talk to the character briefly, or attack just as the characters find some clue about the true nature of Tartarus. Maybe the characters could find a room that was originally part of the lab beneath the school that spawned Tartarus ten years prior, and get a glimpse of the events that unfolded there at that time, or maybe find the remains of one of the other Anti-Shadow weapons like Aigis. Maybe reaching certain places would cause Pharos to appear and speak with the hero briefly. No matter what they might be, having even small events like that scattered throughout the tower would go a long way to make trips into Tartarus feel like a more significant part of the game's story.

With all of that said, I can understand some reasons why the game developers chose not to do so. After all, progress through Tartarus occurs somewhat independently of progress through the main game, so events would be almost impossible to synchronize. Further, the characters available to you for any given trip to Tartarus can vary greatly from day to day, and characters getting sick or tired affects that even more, so it would be impossible to create events that depend on the presence of a particular character. However, these problems are not insurmountable. In fact, the entire Social Link system shares the synchronization problem and was still implemented well enough. That problem can be overcome for Tartarus with the same solution that helped the Social link system: keeping the different plots isolated from each other. Have the events in Tartarus depend to a reasonable extent on the events of the main plot (based on the barricades), but don't have events in the main plot depend on what happens in Tartarus. In such a case, Tartarus events and the character interactions inside would dictate how much the characters actually know about what is going on, and discussions of "where do we stand?" and "what do we do next?" would mostly take place there. Balancing all of that might require a lot of planning, but it is possible.

The other problem for putting events in Tartarus, the unreliability of characters, is not that unusual of a game design challenge, so it is actually less of a concern. There are at least two characters who are always present in Tartarus trips (the hero and Fuuka), so there will always be some kind of reliable basis for character interaction and events. Beyond that, it is a simple matter of changing scenes slightly to reflect who is available, something that occurs in a large number of games and often makes such games a bit more interesting. Having a few more scenes that might change depending on who is present would add a bit more variety to the game.

As it stands, it seems like a glaring contradiction in the game that the character's stated reason for entering Tartarus, a desire to learn more about the Dark Hour and find a way to stop the Shadows and end the threat of Apathy Syndrome, is the one thing that does not happen at all in Tartarus. Far too often, it just feels like exploring Tartarus isn't important.

Monday, June 30, 2008

Persona 3 FES: The Great Plot Twist

I have been taking a break from the game for a little bit longer than I intended, but I am already getting back into Persona 3 FES. I am really glad that this break from the game wasn't as permanent as the break I took in the middle of my first Persona 3 playthrough. Anyways, I want to write a bit about the major plot twist that occurred right before I took my break. Major plot spoilers for the game follow.

For most of the early stages of the game, the characters are given a clear goal: defeat the Twelve Shadows that appear during a Full Moon. The characters believed that, by defeating those twelve enemies, they would end the Dark Hour (the source of all of the problems facing their world) and bring their battle to an end. As such, the battle against the last of the Twelve Shadows, Hanged Man, would have been their final battle. Many events in the game point towards this battle as being the final one. For one thing, in the month before the battle against Hanged Man it became possible to actually reach the top of Tartarus, which has been one of my most important goals in the entire game. In the the last few weeks before the battle, the characters spent a lot of time talking about the upcoming final battle and their hopes for the peace that would come afterward. Even more importantly, the number of giant Shadows that serve as bosses was explicitly limited to just twelve, and the only other enemy, Strega, makes their last stand right before the battle against Haged Man, so after Hanged Man was defeated it seemed like there should be nothing left to fight. With Tartarus fully explored and no more bosses, it seemed difficult to imagine how the plot could continue.

Yet, even though a number of signs pointed towards the defeat of Hanged Man as the end of the game, it could not be ignored that there were countless indicators saying otherwise. From the beginning of the game, it was made clear that the player would spend a whole year in that world, but the battle against Hanged Man was nowhere near the end of that period of time. At the same time, there were all kinds of game elements that made it clear it was not the end yet. As just a small example, there were countless Personas left to create, there were many of Elizabeths requests left unfinished, and many characters had not yet undergone a transformation of their Personas. In fact, some of Elizabeth's few outstanding quests specifically mention areas of Tartarus that supposedly do not exist. Alongside all of this, there were a number of plot elements left unresolved, such as the true nature of the mysterious boy Pharos, the nature of the "end of the world" that Pharos speaks of, and the reason behind Aegis's desire to stay by the hero's side. With all of these factors, it is fairly clear to anyone playing the game that the defeat of Hanged Man would not be the true end, even if the aftermath of its defeat would be a complete mystery. This combination of the character's certainty of the end, the player's doubt, and the uncertainty of what will happen makes the build up to the plot twist quite exciting, and is a great success.

The final phase of the lead-in to the plot twist is one of the best parts of the whole thing. Right after Hanged Man is defeated the characters move straight into getting ready for their celebration, but signs that their goal was not really achieved appear immediately. Even though the Dark Hour was supposed to end after Hanged Man's defeat, it did not end immediately after the battle, and even though the characters do not take much notice of this fact, it may stick in the player's mind. After that, time passes in the same manner it always does, but the hero wakes up in the morning to discover that Pharos, the mysterious phantom boy and Death Social Link who has only appeared during the Dark Hour, is in his room during the daytime and speaks ominously of finally having his memory fully restored. At this point, a lot of really odd events throughout the game suddenly clicked into place for me, and Pharos' true (dangerous) nature suddenly became a lot more clear. After that, time continues on (again just as if it were a normal day of gameplay), and the characters all gather for the celebration, with two characters mysteriously absent. At the end of the celebration, though, the game cuts to the usual "broken clock" image that heralds in the Dark Hour, and a series of events occur in which Ikutsuki, a man long thought to be an ally, suddenly reveals a sinister hidden agenda, betrays everyone, and reveals that the heroes might have unwittingly doomed the world rather than save it. This betrayal is hardly hinted at (in fact, it is only really hinted at by the fact that Ikutsuki's connection to the the dark Hour problem and his ability to move freely during the Dark Hour were left unexplained, as well as the fact that he seemed unusually eager in researching the Shadows and pushing people to join the fight against the 12 Shadows), but the very fact that the player is expecting some kind of drastic plot twist at this point helps the betrayal feel more like a interesting development and an awesome moment than it might otherwise have seemed to be. Finally, Ikutsuki reveals the name of the ultimate Shadow, Death, and his intention to bring about the end of the world using Death's power, making any remaining doubt about my earlier guesses regarding Pharos to vanish from my mind.

I still have not gone very far past that point, but I am really curious as to how the game will go from here. This plot twist not only extends the length of the game, but it transforms the nature of the story entirely. So far, the game has mostly been a story about the heroes following orders given to them by Kirijo and Ikustuki as they slowly defeated the "Monsters of the Month" one by one. Now, the characters have no clear goals, no one more knowledgeable than them to guide them, and no clear "Monster of the Month" to fight. The structure of the game itself has not changed, but the plot can not remain as it has, which means that this next part of the game may have an even more complex and interesting plot than the first part.