Friday, 12 January 2024
Genesis Sucks
Friday, 22 September 2023
Tuesday, 28 December 2021
Oh, So Final Fantasy VII is £70 now? Huh...
Saturday, 27 February 2021
Final Fantasy 7 Remake: The series?
Final Fantasy overload!
Tetsuya Nomura must be a trip to work with. At that base level, no matter where you look at the guy, there's no dying he has oodles of talent. He's the director of the much beloved Kingdom Hearts franchise afterall and has turned that into one of the longest running video game crossover events of all time. (No doubt contributing to the hefty Square Enix coffers in the process) But my god does he know how to drag things out. At this point I'm literally at a loss. Is this intentional? Is this some malady of genius? How in the heck did Final Fantasy 7 Remake get to be an episodic adventure with this many moving parts to it? You'd have thought that the Square guys would have learned their lesson when they gave him Final Fantasy Versus 13 and it took 10 years to make. (And then became XV) That's not 10 years for Nomura to make, mind you; no they had to pull him from the project because it took so long. I'm not entirely convinced that the episodic nature of Final Fantasy 7 Remake wasn't some desperate compromise to get this game out once Square management saw him naming his directing successor in his will.
I say this because at this point it it's far past speculation; Final Fantasy 7 is Tetsuya's new series of games in the same vein that Kingdom Hearts was. He's going to be telling this story for the next decade at least, and before you dare imply there's not enough content for that, oh don't you worry! At the recent Playstation Play event he made it clear how that is absolutely no problem for him and his 'adaptation' process. Final Fantasy 7 Remake will be celebrating the imminent death of it's exclusivity with a PS5 glowup that comes along with a brand new chapter called Final Fantasy VII: Intergrade. And yes, I mean 'Brand New' as in 'none of this story was in the original FF7, what are we doing, argh!' Yep, not content with simply straying from the script, Tetsuya is doing a Koishbe Rohan and just straight rewriting that. Heaven's Door or no. New chapter here, new character there; Aerith turns out to be moonlighting as Sephiroth and turns into a magical three-winged angel in the third act. Anything's on the table now!
So what could this new content possibly bring to warrant being attached to the storyline before a chapter 2? Well, Yuffie Kisharagi of course! That's right, the Wutai princess and everyone's favourite Materia thief is sneaking into the picture for a brand spanking new adventure in- Midgar? Is- is that allowed? Yuffie's been to Midgar before meeting the group? That seems slightly off to me, as though it's an example of a speed-running sequence break or something. I thought part of her development was in that she was inexperienced and hadn't visited the far off corners of the world yet; but to be fair I haven't played the original for years so I might be misremembering that. Either way, who cares; the final character has been added to truly bring the FF roster to full power and I'm so happy I can almost overlook how this spells disaster for anyone who wanted to see this remake finished before their grandchildren were born. Nomura's in this one for the long haul boys. (Yes, I know Cait Sif also isn't in the roster yet. But can I just say, screw Cait Sif. He's creepy, his whole deal is creepy and I couldn't care less if- wait I forgot about Cid. and Vincent. Dammit...)
Hmm? You're not yet sold that this is an indication of an impending barrage of FF 7 content, the likes of which cannot even be conceived of? In that case, allow me to introduce you to the other titles of the event. What about 'Final Fantasy 7: The First Solider'; The Battle Royale. Oh you did not misread me, dear viewer, I said Battle Royale. What's that? You thought the trend of endless Battle Royale games based on every intellectual property was dying? How foolish: it's only just begun! Now be forced to live in a world that takes place several decades before the beginning of FF7 and seems to be following the members of SOILDER- killing each other I guess? Not really sure how this is supposed to fit into the storyline, truth be told. Sort of sounds like a waste to even reveal the time setting. But that's nothing compared to their second game.
Okay, so bare with me while I try to wrap me head around this because I hardly get it myself. So it seems that Square are also releasing an IOS linear chapter-based turn-based version of FF7 that's animated in a style similar to, yet fundamentally different from, the original game. The big difference being that when the battles start it enters into a turn-based rendering of the remake's graphics rather than a voxel stage. Now, and here's the part I don't understand; apparently this remake is going to consist of the entire original storyline, which doesn't really make any sense because the Remake both isn't done yet and is stepping away from that storyline. It's also going to contain, apparently, Advent Children, Crisis Core, Before Crisis and Dirge of Cerberus. Now considering that Advent Children is a movie, Before Crisis is a 2004 mobile game, Crisis Core is a PSP game and Dirge of Cerberus is a third person shooter; I'm a little confused. Oh it's called 'Ever Crisis' by the way. Are they telling us that this a kinda faithful remaster of Final Fantasy VII heading our way along with remastered versions of every single piece of canonical FF7 content? Are they going to rebuild all of the content to run in an 'abridged' manner similar to how FF7's base game will appear in this pack? How will that work when Advent Children is a movie? Or is it just a compilation pack? There are so many questions to answer, but even in our current enlightened state I have to admit; this is kinda looking too good to be true. I say that to mean; a lot of these other FF7 game are hard to get our hands on now due to the constant evolution of hardware. Dirge and Crisis Core are made for consoles that aren't supported or made anymore and I have no clue how one would even go about getting a ROM for a 2004 mobile game working. Bringing them all together in whatever form it turns out to be is quite simply valuable. Incredibly valuable. I wonder how much Square will need to gouge potential buyers in order to justify this level of effort to themselves.And then there's the issue to bring up of this game apparently coming to IOS and Android. What's that all about? From the sounds of it, this is looking to be a rather meaty compilation collection; shouldn't it come to actual consoles and PC? I've heard people compare this to Final Fantasy XV's 'Pocket Edition', and that would make sense if that's how the base game is going to shape up; (and I suspect it is) but even that ended up going to PC in no time, so what's this suddenly mobile favouritism about? I'm simply asking because the amount of value on offer here stands to seriously skewer the mobile marketplace more than Square already does on the daily. That's a place for low effort shovel-ware, not lovingly crafted compilation pieces! Have mercy on the app stores, Tetsuya; think about the bottom line!
But you know what the worst thing is about this impending and unending wave of Final Fantasy VII? The part that really grinds my gears to mush? I'm here for it. Every single little bit of it, I'm down. I'll be honest; I love the world of Final Fantasy VII and always get left with that feeling of sadness whenever we have to leave a world of FF characters behind. Getting to see them all again, going on so many new adventures alongside old one's that shape up differently to how you remember: that's very special to me. Even as the Final Fantasy franchise moves on and XVI comes out, I'll always have more room in my heart for VII's endless journey and the plight of Cloud Strife. I know that absolutely makes me part of the problem, but darn it I can't help myself. You got me, Nomura. You got me.
Tuesday, 22 December 2020
SEPHIROTH
Friday, 20 November 2020
Character themes; Storytelling done interesting!
Tuesday, 9 June 2020
Subs or Dubs?
Here's a question for you, are you down for Subs or dubs? This is the sort of query that dons many a forum page for various international entertainment properties and it's definition whittles down to this; when viewing a foreign-speaking product do you prefer to read the subtitles and hear the original audio or listen to the dubbed audio in your native language. Now obviously this whole 'either or' question spawned first as a gate-keeping measure in the more vitriolic circles of the anime fandom community, but I feel that it has it's place in the world of gaming as well. Quite often when games come from Japan, for instance, it'll be with a choice between a Japanese audio track or an English one, and many look to one or the other as being the 'pure' experience whilst denigrating the other. (Traditionally subs are favoured) Thus I though it might be interesting to discuss my experience with this sort of phenomena.
Whilst not explicitly related, my first personal run-in with localisation discrepancies came when I first played Final Fantasy 7, which if you've read this blog you'll know that wasn't actually too long ago. In something of a glowing reflection of the classic, I fell in love with the adventure with no prior nostalgia goading me into doing so, and that was on the strength of the fantastic music, world and characters. Yes, finally I could understand what everyone raved about when they played this old gem, about time! I could finally join in when people swapped stories about their favourite moments between the heroes, Cloud, Barret, Tifa, Aeris and- wait... who's Aeris? Well, that's Aeris Gainsborough, the famous heroine of the story! But when I played the game I never met an Aeris, for me my memories were painted with Aerith. Even as the remake was being marketed earlier this year there were grumblings from people about how it was supposed to be 'Aeris' not 'Aerith', and that's how I learned that there was apparently a little muddle-up in the original English localisation.
Okay, maybe 'Muddle-up' isn't the correct term, that makes it sound accidental, but essentially there was a time when the famous heroine's name was sanitised to Aeris in order to- I don't know, sound more palatable to the English tongue, I suppose? The consequence was there was this little discrepancy between what I experienced and what "OG fans" went through, and that's the sort of crevasse that can widen into a divide in the right environment. That's partially the reason why people get so antsy about the whole 'Subs vs Dubs' battle, because people want so desperately for others to undergo the same experience that they did as part of the sharing process, out of some unrealistic desire to have them feel what you felt. This balloons to being an almost delusional ask when talking about video games, because those experiences tend to be so open-ended and/or player dependant that there is no way you can replicate your experience for someone else as you might for a movie or TV show. But that's merely my theory behind why this exists, let me share a more relevant example of how this has effected me.
No too long back I decided that I wanted to finally get a game which would fully to live up to my Nintendo Switch's potential as my dedicated RPG-playing device. As such I ended up picking up the wonderful 'Xenoblade Chronicles 2' and thus embarked on a journey into a new JRPG. If there's one thing that I didn't expect from the game, however, it was that I would be so incensed by the Dub. Now let me be absolutely clear; I'm not the sort of person to get uppity about a dubbing job. Back in the day I watched Dragon Ball and Dragon Ball Z with dubs, I enjoyed what little of Cowboy Bepop that I watched with dubs, but this just sounded so unbelievably wrong. I think the best way to describe it would be that feeling you get from watching old Bruce Lee movies and hearing the English audio track layered on that fit neither the character nor even the lip flaps. Even when Bruce himself was dubbing, it just didn't work. That was my innate gut reaction to 'Xenoblade Chronicles 2', and it threatened to ruin my play experience.
I think my situation may have been exacerbated a bit by the fact that I could instantly identify a lot of the characters that I met from the moment dot, and so I already had an idea of who they might be from the moment the game started. Rex was your typical gender-swapped Disney princess, living his day-to-day and longing to go out and explore the wider world and discover that big wide something. Gramps was the mythical, implacable sage who's job it was to scold Rex's rash behaviour and essential just be the Sebastian to his Ariel. And Nia was the short-tempered (and heighted) little firecracker with a minor Napoleon-complex mixed in with the odd Tsundere stereotype. These were recognisable archetypes; which is why I find it so weird that the localisation team decided that the extent of their characterisation would lie in making half the cast Welsh.
Now to be clear I have nothing against the welsh people, their approach to naming things does upset me, but I'm sure the people are nice. But when I say that the English dubs of Xenoblade Chronicles are largely notable for being Welsh and nothing else, I mean it. The VO is just so passionless and unenthused that it really does astound me. There's one notable scene early on (Spoilers for the literal introductory chapters) where Rex first meets his ward Pyra in a dreamscape, and the English dubs interpretation to Rex finding out that he was just killed comes across with the same intensity as realising that you misspelled someone's name in that text you just sent. I'm being dead serious. In fact, that scene alone made me quit out the game and seriously contemplate whether I wanted to continue. (I remember commenting something along the lines of "This is F***ing dire!") Then, like a literal Deus Ex Machina, Nintendo sent their customary promotional email headed "Nani! Did you know there's a free Japanese VO pack for Xenoblade Chronicles 2?" (I'm not kidding, it was that out-of-the-blue, like in a freakin' movie.) To which my response to this hypothetical savoir was "No I did not, but arigato Nintendo-sama. Domo Arigato."
My story has a happy ending. I downloaded the VO pack and suddenly everyone sounded exactly as they should and Xenoblade Chronicles 2 ended up becoming one of my favourite Switch games. But I'd imagine I'm in the minority for that. What my story does highlight, however, is the existence of 'bad dubbing' which is one of the key reasons why fans often say to stick to subtitles first. It's one of the reasons why I cannot watch 'JoJo's Bizarre Adventure' with the English dub (Why is Dio's English VA trying to pull off a British accent without nailing the most basic of our pronunciation rules? It's just rude.) But not all dubbing is automatically bad, and some can even become downright iconic. I love Sean Schemmel's Goku and I cannot see that character's face with any other voice, even a Japanese one. And on some very rare occasions, both Dubs are great and I honestly can't pick between the two. The Final Fantasy 7 Remake, for example, features a great English and Japanese cast for the main characters. (I still get a little gooey remembering Tifa's Japanese VO)
I suppose what I'm trying to say is that the whole 'Subs vs Dubs' debate is kinda dumb, at the end of the day you should just gravitate towards good voice acting, whatever language it's in. I may understand precious little Japanese, but that doesn't mean I don't get goosebumps during the most intense moments of Yakuza 0, and that's just the power of a great performance, that level of mastery transcends language barriers. I do enjoy hearing some other languages in my games from time to time and do hope that sort of diversity doesn't get stamped out of the industry like Hollywood have done in theirs. Here's hoping for a HD remaster of Jade Empire with Chinese VOs! (I wrote that as a joke but actually that sounds pretty bad ass; I really want that now...)
Monday, 3 February 2020
Another Final Fantasy 7 Trailer? You guys are too much!
"But you literally wrote about a FF7 trailer a couple weeks back." Yeah, I know but I don't care. I'm in a real bad mood right now and I need something to geek out over, and this cool new trailer for a video game which I don't know when i'll get my hands on (as I don't own a PlayStation) is literally the only thing I have going for me right now. Besides, in my last blog on this subject I did make a few factual errors as well as a specific prediction that this trailer seems to have proven wrong, so I'm honor bound to dive into this and correct my folly. Before I do, however, I will mention that, due to how deep this trailer goes, I'll likely be touching on events throughout the entire game (Because this Remake will only consist of the first 20 or so hours of the original product) so take that into account if you hate spoilers. Then again, maybe I'll be completely wrong with my coverage as this trailer has proved that the team aren't afraid of changing elements of the story to suit a better narrative. (Which is something I'm literally ecstatic for.)
Firstly, this new trailer kicks off with kid Cloud and kid Tifa in their 'hometown' discussing Cloud's imminent departure. This is the moment just before Cloud makes that classic 'promise' which Tifa attempts to twist his arm about all those years later and this entire scene is, at least in the original, a flashback moment that happens whilst Cloud is staying in the Gainsborough household. The narrative tool of flashbacks isn't something I ever expected the team to walk back on, so I'm not surprised to see them used here. In the original they helped seed the relationship between Tifa and Cloud but, much more importantly, they laid the groundworks for Cloud and his idolization of Sephiroth. Which is a key element of their initial dueling dynamic and works as a great starting point for Cloud on his journey to saving Midgar (Also, did I write 'Midgard' in my last blog? I feel like I did.)
This leads into a scene that I honestly didn't expect, of Cloud and the team confronted by Sephiroth in front of, what looks like, a vat containing Genova. Now, I could be misremembering the original game, but I don't remember this scene playing out with the entire crew like it is, which would imply that this is a new addition. Of course, there is the scene where Tifa and Cloud confront Sephiroth, but that was supposed to be a flashback and I don't remember that happening until Act 2. (Again, it's been a good number of years since I played through the original.) I do like this change, however, as it introduces the main rival early on and reinforces the dramatic tension between the two of them. It also makes for "A touching reunion."
I positively loved the next few scenes, as we see a brief cut through all of the hugely memorable supporting cast from this game such as Scarlett (perfectly in character with her henchman foot-stool) and Don Corneo, the creep who infamously tries to pimp off your party. Who are little more than children. (Huh, Final Fantasy 7 is a lot darker than I originally thought.) The thing which I loved most of all, however, was the fact that we got to see the scene in the Honeybee Inn where Cloud is forcibly crossdressed! I was almost positive that they were going to cut that out or tone it down, but instead they have hammed it up to such I degree that I feel like the Yakuza developers have to be taking their hats off to these guys. It makes me hopeful that the team know precisely how important the weird and humorous elements of the original are in order to outset the comparatively po-faced main narrative. These guys get it!
Next comes a little bit of a correction. I previously stated that we had heard the voices of all the main cast that would be appearing in the game as Cait Sif, Vincent, Yuffie (my fav), and Red XIII didn't show up in the Midgar. Obviously I was completely mistaken as Red XIII obviously shows up in Midgar (can't believe I forgot that) and we do technically meet Cait Sif, if you're picking up what I'm putting down. Also, I totally forget that Cid is one of the main cast, probably because I never used him in my party. (The guy's a mechanic, why would that make him a good fighter?) Anyways, we get to hear Red and, just like I expected, he sounds exactly like he should. Everyone in this title just sounds perfect and that is astounding considering the source material was entirely written. (Yes, I know Advent Children exists, but I've never seen it so I don't care.) Especially that one moment wherein we hear Aerith teasing Cloud; I felt like I actually remembered hearing that dialogue years ago before realizing that I only ever heard it in my mind. Truly on point voice work so far. (I do wonder how they'll make Vincent not sound like a pretentious arse, though.)
Then we get to see gameplay and hear the battle music and I'm surprised to say that I'm actually less thrilled about this part of the trailer. It's not that the gameplay looks bad at all, in fact it all looks exceptionally fun and I'm just eager to get my hands on it, but as a huge fan I'm more interested in seeing my favourite scenes reimagined. It was pretty cool to see the Moogle summon (which I used way past it's effectiveness threshold in my initial playthrough) but I was more curious about the Leviathan summon. Correct me if I'm wrong (which I'm not, I just looked up a picture to compare) but that looks like the exact same model that was used for The Hydraean in Final Fantasy 15, which paints a cool connective thread between the series. Even if the stories and worlds are completely distinct from one another, the creatures look the same. (Does that mean this game's Bahamut is going to look even a slimmer as cool as Final Fantasy 15's? Guess we'll have to wait and see.)
Surprisingly, this trailer actually goes so far as to cover all the events in Midgar, even showing a brief glance of the team's escape from the city as a whole sector is destroyed. So basically they've just shown you what is going to be the end of the first game in their trailer, I know that a lot of people have played the original but there will be entirely new audience coming to this game, so perhaps they should play their cards a little closer to their chests in the future. What, are they going to show us the entirety of One-Winged Angel during the trailer for the third game? (I'm assuming these games are going to be trilogy.) Or maybe this is hinting that this game will actually extend slightly past the events of Midgar and into the next few areas. But honestly the crumbling of Midgar is such an amazing cliffhanger that I can't imagine the team screwing that up with some needless extra scenes.
The only that is still worth mentioning is the fact that the battle music is a lot more versatile than even I thought, and I love that tune. It makes for a solid 'swashbuckling adventure' theme that I feel like won't get too grating in prolonged bouts. Oh, and there's an odd moment of the team fighting Genova which I'm almost certain never happened in the original. I mean, I think they have a run-in before meeting Red, but I don't remember a full-blown fight. Finally, I would like to offer my predictions of one major change that I suspect is coming our way. Fans of Final Fantasy 7 will know what I mean when I say that I, whilst watching this trailer and seeing all my Midgar friends bought to life again, was struck with both love and heartache. I adore the chance to meet everyone again, but also lament because I know where that relationship is going to go. Or rather, how it will go for one character in particular. (No, not Cait Sif. I hope that little furry bastard stays dead this time.) That scene is the cloud hanging over everyone and it must have struck the developers minds at some point. Now, it would be nigh-on sacrilege for them to mess with it, to offer a way out, the entire emotional crux of the story rests on it, but I'm starting to think that they may throw a little twist in there. I have no 'inside evidence' to support this assumption, merely my gut, but I feel they could be prepping us for a curve ball with all these subtle changes.
What do I mean? Well 'The Twist', as I'll call it to avoid spoiling a game that's literally as old as I am, is very dependant on one thing; the player becoming invested in the characters. Now Japanese RPGs in particular are absolutely great at this, and Final Fantasy literally created the archetype that most of those games follow, but that doesn't mean it'll hit everyone the same way. What I'm trying to say is, wouldn't it be more impactful if 'The Twist' were to occur on whatever character that the player feels most attached to in order to be more effective? The original game even has a moment, just before 'The Twist', where you are given a choice that could influence such a moment. I have no idea how that might play out, and it would probably be stupid if the scene in question doesn't go the way we all expect, but I think it's suitable food for thought.
Well that's enough playing vague, I think, time to wrap up. All I really have to say to conclude this blog is "For the love of god, Square, please bring this to PC!" I cannot get over how excited I am for this title and every day I exist without knowing if this will come to a platform I can work with is actively killing me. It's like how Atlus have been playing coy about whether or not 'Persona 5' will ever come to PC, but have hinted that 'Persona 6' may make it. I don't care about 'Persona 6', it's 5 which made me fall in love with it's weird advertising, quirky characters and impeccable music. I have no doubt that future 'Final Fantasy's will shirk the outdated premise of 'exclucivity', but this is the one that I need in my bloodstream for no other reason than I want to know what it feels like to be excited again. Please, Square, give as something to look forward to, 2020's been exceptionally crappy so far.
Thursday, 12 December 2019
The illusion of video games cities
We talk about about 'environments' here in this blog, and it is for good reason. The world that the player inhabits is one of the most important aspects of creating an immersive and believable gameplay experience and a well realized world can be absolutely unforgettable. Great gameplay and storytelling are only two thirds of the equation, afterall; without a world to care about it can be hard to dedicate yourself to the narrative, requiring your gameplay to be undeniably top notch to ultimately save your product. (Darn it, 'Destiny', you've got me there!) However, there is one particular aspect of world-building (That would be the physical act of world-building rather than the story telling aspect) that proves difficult even for the most skilled developers, and that is the creation of cities.
It's no wonder why, either. The commonly recognized hierarchy of settlements labels the requirements of a large city as; housing between '300,000 and 1,000,000 citizens', and there isn't a game engine on earth that can render that many NPC's complete with AI packages. (Although that same hierarchy technically means that NYC is a 'Metropolis', so don't take it as gospel.) Even using the common tricks of game development it can be incredibly difficult to create a world space that appropriately simulates the magnitude of a city in a believable way. That being said, urban settings are just too tempting for storytellers to completely write them off, so these teams find clever ways to bring their worlds to life. Consequently, I look upon the act of digital city building as an artform worthy a quick look through in this collation list.
One of, if not the, best example of video game cities in the modern age is 'Los Santos' from 'Grand Theft Auto V' and 'San Andreas'. Based on the instantly recognizable LA skyline, 'Los Santos' is a loving recreation of 'The City of Angels' complete from 'Venice beach' all the way up 'Hollywood Boulevard'. Due to the sheer level of skill and love that Rockstar put into erecting this digital masterpiece, Someone could familiarize themselves with these streets enough to give a rough tour of the actual city. Emphasis on 'rough' however, as even in 'GTA V' the city of Los Santos is only about 1/3 of the size of the actual city. (They got all the landmarks in, but cut down on the number of postcodes.) Either way, this is still an incredibly impressive achievement from Rockstar and one can only imagine how they managed to pull off such a colossal city all the way back in 2011. In fact, the only place that seems set to beat it in terms of scale is Cyberpunk 2077's own version of LA, Night City. (More on that later.) On seventh generation consoles, GTA V features a 'cone of vision' based rendering system that generates cars and pedestrians in whatever way you're focused in order to create the illusion of there being more NPCs than there actually are. Of course, there is a safety buffer to this feature to ensure that you don't accidentally ram into a freshly spawned truck, but this was a clever way of fleshing out the far away world objects without slowing down the frame rate. On Eighth Generation consoles, however, Rockstar manage to coax out enough power to stick with a standard rendering distance set-up; assembling that mammoth-of-a-city one neighbourhood at a time.
In Bethesda's RPGs there are quite a few large settlements for player's to explore, however it's only in 'The Elder Scrolls' where we see them attempt to create a fully functional and manned city. Therefore, by putting 'Skyrim' in our sights, we can get a look at the unique way that they handle 'cities'. Using this criteria, I settled on Whiterun as my ideal case-study for Skyrim cities due to it's central location and familiarity with practically every player. (Even though it is actually the third largest city in the game.) Looking at Whiterun, we see something quite peculiar, namely how the 'city' itself only consists of about 30 residents despite being the 'travelling hub' of Skyrim. This comes from the way that Bethesda's game engine renders each and every NPC with such complex stats and AI packages that it simply isn't feasible to create a city consisting of thousands. (Giving the medieval setting, a settlement of thousands would constitute a 'city'.) Despite this glaring misstep, however, we still consider Whiterun a prosperous settlement due to the way that Bethesda bought that place to life. Firstly, the city itself is scaled so that the small number of residents is enough to make the place feel crowded (something that Bethesda dropped the ball with when they made Oblivion); Secondly, their daily routines often have the people meeting up in the same spot, (The central market, the Bannered Mare. etc.) creating more illusionary crowding; and Thirdly, every citizen is realized with their own personality and story. This goes a step beyond the lifeless 'NPC's of other games because it offers so much more narrative value out of every individual. In this way, a city of 30 can balloon in your mind into a functioning city because you believe in every single inhabitant there.
Looking back towards the late 90's, we have another incredibly iconic metropolitan locale in Final Fantasy 7's Midgar. At the time of release, January 1997, this was an incredible vision for everyone to behold especially given that it was the first time that Square had used the processing power of a disk-based system on their much-beloved RPG franchise. As such, we saw 3D models on a 3D world bought to life in the image of an industrial cyberpunk revolution of blinking lights and heavy, chocking exhaust fumes. Midgar was the dystopian, mechanical monolith slapped right in the centre of a narrative which I have described as: the best possible video game adaptation of 'Fern Gully'. With this one location proving to be so important to the overall themes (or rather, the themes of the first third of the game) it was imperative that the team nailed their attempts at realizing it. However, 3D polygonal tech was still new to the Square team (Final Fantasy 6 was still entirely 'sprite-based') and so they had to figure out a way of creating a city despite lacking the technical power to do so. This they pulled off with a collection of clever techniques that would make any aspiring film maker proud. The backgrounds, for one, would be largely rendered stills that were mostly either top-down shots to establish the packed-in nature of the city streets, or brief sweeping vista shots over the majesty of it all, nailing the presentation of the big and the small. The story, too, directed players through a variety of new locations that differed enough visually to establish a sense of different districts and having travelled a great distance between them. And finally that iconic retro-mechanical music that flowed out of every district did wonders to subconsciously bring players to the right mindspace to believe in a city called Midgar.
Seeing as how we've already mentioned CDPR, we should take a look at their first attempt at bringing a huge city to life in 'The Witcher 3: Wild Hunt's: Novigrad. This was a city that was built to be the centrepiece of the second act of this game as it would be the ideal strategic point between the two warring factions and thus a veritable hotbed of interesting activities. The player would find themselves mostly visiting tiny villages in their time throughout the game, and so Novigrad is designed to be quite the system shock once you finally get there and find that the city absolutely spans the eastern waterfront as far as the eye can see. With all the power that CDPR managed to drum up to bring this particular city to life, it's no wonder that it should prove to be one of the biggest spectacles of the age. Unfortunately, Novigrad seemed to work better from afar than it did from the inside. For some reason, Novigrad never did feel particularly 'alive' in the same sense that GTA cities do, possible because of CDPR's over-reliance on uninteractible NPC's to feel up the empty space between objectives. Sure that works well enough in Los Santos, but that is because players are forever constantly aware that they can just knock out anyone on the street that they don't like and interact with the in-built crime system. In The Witcher, should you go nuts and start offing civilians, not only are you acting in a non lore-friendly way, but the game doesn't quite know how to handle it and just sends endless guards after you until you die or get bored. Novigrad serves as an example of how video game cities can be visually impressive whilst feeling ultimately empty, teaching an important lesson on balance between content and spectacle.
Heading back to Bethesda and their other popular RPG franchise, Fallout, we have a modest selection of post-apocalyptic home steads to choose from. Unfortunately, most of Bethesda's Fallout games seem to focus on 'settlements' rather than post-apocalyptic 'societies', but there are a couple of exceptions I picked out. Fallout 4's Fenway Park (or 'Diamond City') is one such locale, but I dislike Fallout 4 so I instead want to look at 3's Rivet City. This is a settlement fashioned out of a pre-war washed up air carrier that has been irradiated to hell and cut in half, so the perfect place to call home, right? Spend any amount of time in the Capital Wasteland and you'll hear about 'Rivet City' as this well defended city of traders, which is likely enough to grab any explorer's interest. Of course, this being a Bethesda game built on a much earlier framework than Skyrim, the reality isn't quite as grand as the story, but that Bethesda formula goes into making it all work. Once again, Rivet City is a 'city' of about 30-40 residents with the majority of that number going towards the security staff, but Bethesda manage to brag that off with style. This time, the centerpiece of the town is a busy market, selling the illusion of this being a major drop-off point for travellers on the road and giving you a chance to believe in the fact that most people don't stick around. Rivet City really shines with it's layout, however, which is intentionally winding and confusing to create the atmosphere of a large living space with countless decks, rooms and shops. Once again, Bethesda have a habit of making a mountain out of a molehill. (In a good way.)
Lionhead's Fable is a series that long sought to bring a distinctive English flair to the fantasy RPG genre, to arguable success. Hence the name of the region, Albion, which is an old poetic name for the British isles that is not so commonly used today. Inevitably, this meant that the team would try their hand at parodying the industrial revolution at some point, and they did exactly that in Fable 3, as the small town of Bowerstone blew up into a light steam-punky cityscape kingdom. This is the player's home for the majority of the game and the location to which they will return repeatedly throughout the course of events surrounding the campaign, so it was in best interest of the Dev team to have the Bowerstone region feel large and real for players play around in. Once again, the key to bringing Bowerstone to life was interaction. As the game engine wasn't powerful enough to render an entire city, (instead they allowed players to visit specific chunks of the city through separate play areas) Lionhead ensured that the player could mess around with ever individual citizen using the franchises patented 'touch system'. (It's not as creepy as that sounds, but is sure is as awkward) Unfortunately, the citizens themselves as mostly just wooden cutout stereotypes, but every little bit helps when it comes to believing in a world. As another added touch, the performance of the player in the main narrative has a knock-on effect to how many folk survive the final conflict, meaning that the world actually reflects upon your consequences, which always helps the immersive-ness a bit.
Let's go back to the 90's for this next entry, as Capcom decided to up the stakes from their last Resident Evil game and elevate their zombie outbreak from a sprawling mansion to the entirety of Raccoon City. This is one of those locations that is practically video game royalty, and for very good reason as it housed one of the greatest horror/action games of all time and managed to make people feel like they were living through a city-wide zombie outbreak despite the game only having the power to render 7 zombies on screen at once. (You need those precious 450 polygons for Leon and Claire, afterall.) This time Capcom made great use of perspective in order to highlight the claustrophobia of a city that they lacked the processing power to render. That meant a lot of high angled shots of alleyways and separated screens. (allowing one area to be loaded at a time.) Of course, once the 2019 remake came along there was no need for any of that subterfuge and we finally got a chance to see Raccoon City rendered in all of it's glory.
Okay, I already did a Bethesda Fallout game, but what about an Obsidian one? Objectively the best Fallout game to date, 'Fallout: New Vegas' featured a memorable post-apocalyptic society in their depiction of the titular 'New Vegas'. This was a city that stood as the crown jewel across the wasteland as it was one of the only major cities to be mostly unharmed by the missiles that ravaged the surrounding landscape. (Or at least, The Strip survived intact. Everything else was still a little banged up.) What resulted was a revival of the hedonistic materialism that everyone loved about the old Las Vegas, only ramped up to eleven with armed robot guards patrolling the whole place. Obsidian managed to make this city feel large through a mixture of Bethesda's techniques and Rockstar's. They stuck a bevy of named NPC's around the area but spruced up the space inbetween with filler folk; helping to make 'the Strip' feel like a heavily frequented location. They also made sure to take advantage of that Vegas glitz and glamour to plaster gaudy lights and advertisements all over the city, imbuing that overwhelming sense of metropolitan capitalism. All this makes New Vegas easily my favourite place in a Fallout game to visit and one of the best examples of creating a believable town.
Finally, as I promised, we come to CDPR's second attempt to create a huge cityscape, Cyberpunk 2077's Nightcity. This is a Cyber-futuristic-dystopian recreation of Los Angeles from the aftermath of just about every terrible event that a single society can undergo. We're talking wars, recessions and at least one nuclear detonation, but through it all the City survived and thrived. (depending on your definition of 'thriving'.) Of course, Cyberpunk 2077 isn't technically out yet so it's impossible for me to determine what specific techniques the team have used to realize this city, but judging from the demo alone we've seen a vast array of thematic distinctions, impressive graphical flairs and independent variety in civilian walk cycles. It seems that the name-of-the-game for CD Projekt word is diversity and, if the demo footage is any indication, they've pulled that particular task off with flying colours.
City building is one of most complex, and rewarding, task that one could ask of developers, and it is one that is particularly revealing as to the specific talents of your team. I love analyzing all the little tips and tricks that developers utilize, seeing what works and what doesn't, just as much as I enjoy believing in these digital spaces. As we steadily trudge into the next generation I can hardly imagine what sort of ingenuity this new breed of hardware will inspire out of developers and how well it'll all translate.































