Thursday, 7 April 2022
Chaos is here
Tuesday, 15 February 2022
Nioh's Elixir problem, and why it's my fault.
Monday, 7 February 2022
Nioh Review
Monday, 28 June 2021
Final Fantasy Origins: Stranger to Paradise
Chaos hates capitalism, and yet he participates in it. Ironic.
Climbing off of the success of previous E3 years, it seems Square Enix committed themselves to a notably low-stakes conference this year. That is to say, they showed off precious little of anything new apart from two games, both of which managed to disappoint in uniquely interesting ways. The start of the show kicked off with an indepth look at a lukewarm looking title that's deserving of it's own blog, but the end of the show ended with something so magical that I just couldn't let it wait any longer. I need to talk about it. So, what do you do, when you're Square Enix, and you've just managed to sweep up the world as they've fallen in love with your spate of Final Fantasy games recently? You hire outside teams to make more, of course! With FF7Remake being such a success that rumours tell of a potential PC release just around the corner and Final Fantasy XVI already knocking people off their feet with little more than a single reveal trailer and an old-school fantasy aesthetic, it only makes sense to commit even more for greater results, right? But if there's one thing we should all take away from the newly revealed Chaos-Simulator, 'Final Fantasy Origins: Stranger to Paradise', it's that you should be careful what you wish for.
However starved the fans may be for content, and however much they may beg for ever more adventures with spikey-haired teens in fantastical worlds, there'll always be a point where the trigger of 'what the hell is this nonsense' overrides their desires. Such was rung loud and clear during the reveal trailer for 'Final Fantasy Origins: Stranger to Paradise', thanks to... well it's whole thing. You see, Stranger to Paradise is set to kick off a whole slate of 'Final Fantasy Origins' titles, wherein modern engines and development principles are bought to the old school 8-bit FF games in order to tell stories set in those universes but around the key events, thus buffing out the lore of those games. For a game like Final Fantasy 1, a title with practically no story over than it being a quest to slay some guy called Chaos, such designers have an uphill battle. And judging from that aforementioned reveal trailer, it was a battle that they lost.
All but the most forgiving fan on the planet recoiled a little on the inside when they saw this trailer, and that didn't come from the quality of the gameplay, but for the contents of it's dialogue. For you see, if there's one thing the trailer footage manged to let everyone know deeply and intrinsically, it's that our protagonist Jack really doesn't like Chaos. (The FF1 antagonist) In fact, I'd say he even hates Chaos, considering how much he talks about him. "I'm here to kill Chaos" "Looks like Chaos has been waiting for us" "I only know one thing; I want to kill Chaos. Need to. It's not a hope or a dream. It's like a hunger. A thirst" "You sure Chaos is here?" "This is the shrine of Chaos, he's here" "Chaos" "We're here to kill Chaos" "I, am to become Chaos". All those was excepts from a 2 min 33 trailer, the name Chaos is said eight times. I invite you to watch the thing for yourself, but I'm telling you now that the only character trait we learn about our hero is how he wants to kill Chaos. I'm more than familiar with the melodrama of series' like this, I revel in it, but this seriously steps over the line into cringe territory, and the internet noticed right away.
Obviously this became a meme pretty much overnight, with people mocking the hilariously one-note trailer and it's depiction of the 'Warriors of Light'. Oh that's right, that odd-job assembly of what looks to be background characters from a low budget isekai; those are the protagonists. (Seems not just the dialogue was phoned in.) Bonus points go towards our leading man, Jack, who looks like a render of Eminem after he rolled out of bed in the morning. The man walks up to the castle of Chaos in nothing but a shirt and trousers, whilst his equally as forgettable friends a least had the common decency to wear armour. Of course, defenders have been quick to point out that this seems tied to the progression system, in that Jack will get more actual armour as he finds it during his adventure, but that doesn't excuse such a lacklustre base design. Maybe this is just coming from someone who's discovered Jojo's Bizarre Adventure, a series which has nothing but great unique designs for it's characters, but I really don't have time for these utterly uninspired designs anymore, it's boring. I can't care for it. It's muda. Muda muda.
Strangely, the low effort design and script cannot just be blamed on this game being some side project that Square hoofed to some no-name studio who couldn't care less. Stranger to Paradise is actually being actively developed by Team Ninja, no less, creators of the lauded Nioh souls-like games and some of the 3d Ninja Gaiden Games before that. And that boringly named protagonist Jack and his pathetically generic design, curtsey of Tetsuya Nomura. For those unfamiliar, that's the man who created Kingdom Hearts, worked on Final Fantasy XV for decidedly too long before he was kicked off the project, and now seems to be trying to stretch out his work on Final Fantasy 7 Remake to be work lasting for the rest of his life. He's also credited for designing Noctis Lucis Calem, protagonist of Final Fantasy XV, and though he's not exactly the most interestingly designed character in the franchise, Noctis is still leagues better than Jack here. What happened?Chaotic shifts in branding, it would seem, because as Mr Nomura has been kind enough to share in recent details, Stranger to Paradise was designed to be a completely stand alone title with no connection to Final Fantasy. Apparently he was trying to envision a Final Fantasy game with no ties to the licence whatsoever, where the gameplay would be action based and dungeon-clearing oriented. Somehow that led to him designing a lead face with as much character in it as a concrete wall, apparently, but that does sort of make sense at least for why we have a protagonist named Jack, in a series where heroes are typically called stuff like 'Cloud', 'Tidus' and- 'Clive'? (Okay, I guess Final Fantasy XVI and Stranger of Paradise are more similar then we thought. I see why Square Enix chose to bring them together now.)
'Chao's Garden' from Sega's Sonic Adventure is an entirely separate-from-the-main-story addendum to that title for which the franchise wouldn't suffer at all were it to be removed, and yet many found it to be a valuable and worthwhile minigame that they enjoyed coming back to, for whatever reason. Stranger to Paradise is a little more than a minigame, being sold as a full release, but coming out as a prequel side-story game in the middle of the marketing for XVI and the episodic release of FF7R, it's easy to squint ones eyes and put this title in the same shoes. So what if the game seems to not have the most amount of effort behind it's words or character design, it's not the focus of Final Fantasy attention and fans have other games to flock to, so perhaps a little bit of half-assed work is fine. At least, that's the perception I get from this, even if personally I look upon this and worry that if Sqaure are allowing this cringe quality to be associated with their brand, what on earth are they cooking up in XVI proper? At the very least Square managed to put out a demo for Stranger of Paradise on the day it was revealed, so even if the trailer hit the world as badly as it did, the gameplay (crafted by a studio known for their gameplay) would speak for itself. So I wonder how that turned out like?Chaos. In a word. The demo somehow hit the storefront in a completely corrupted state so that no one who downloaded it could even play the thing, something which took all of 24 hours to rectify for whatever reason. (How does that even happen?) And then some of the people who actually got to play the game found the thing be mediocre anyway, so this has been just a total failure of marketing all the way around at this point. (I don't have a PS5 so I can't judge for myself.) Now perhaps these are just kinks that Team Ninja fully except to iron out in the months to come, but I don't really think that's the case, do you? Stranger to Paradise is probably going to suck, and given the sheer volume of FF content flying our way of late we were bound to get one total failure in the mix. Or maybe this game will perform great regardless of it's content, propelled by sheer meme value; the world is so unpredictable nowadays I wouldn't rule anything out.
Monday, 9 March 2020
Huh? Microtransactions is evolving!!!
I've been all over the Microtransaction coverage train for a good long time now, and you want to know something? It's because I'm a cheapskate. I'm the kind of ass who doesn't want to pay out a penny more than I'm due to and I'll wring my pocket change to make it dance for me. As such I find the very existence of a practice that is designed to fleece my pockets absolutely abhorrent to the highest degree. Often time I find myself wondering if many of the modern triple A titles are even worthy of their £60 price tag, (Especially when they have the name 'Ubisoft' on the cover) but to then be asked to lay down even more cash for minuscule nothing content? Why, if I were a 19th century Victorian woman I would just faint at the prospect.
Therefore, it only makes sense that someone like me would be physiologically incompatible for a game like 'Dead or Alive 6'; and yet I've known about their shenanigans for a long while now. I may not be the best fighting game player in the world, in fact I wouldn't even go so far as to call myself decent, or even serviceable, but I respect the medium greatly. It's part of the reason why I ensure I have at least one fighting title in my roster of active games at all times, which naturally means that I keep an eye on what all these games have to offer to see what my next fighting game will be. In doing my research I've happened upon the Dead or Alive franchise, and then just happened to scroll down to the list of DLC. (That clears up my curiosity bug pretty darn fast.) For those who've never had the pleasure to make the pilgrimage themselves, allow me to save you a Steam trip: Dead or Alive 5 features £973.92 in downloadable content. (You can do the conversion rates for yourself.)
Now the excuses are obvious, "Those are mostly just cosmetic outfits, you won't use those anyway." and "Your forgetting that the core game itself is free to play." Which is true. But putting that aside for a moment, is the ability to play a free-to-play version of a DOA game really worth nearly £1000 in downloadable content? Personally I would say no. If you're wondering where all that content comes from, the basic DOA package comes with only some game modes, a limited map selection, no story mode and four fighters to choose from; everything else costs money. That is fair up to a point, but I feel like the point was crossed quite a while before the first 100, but maybe that's just me; self proclaimed cheap-skate that I am. Whatever the fuss, we can all rest assured that Team Ninja learnt their lesson and that this wouldn't be repeated for their latest game, right?
Dead or Alive 6 launched with a similar 'free-to-play' model that tried to hook players with a sliver of the game before roping them in for the full thing because every game is a mobile game nowadays. however, you can rest easy with the fact that they didn't bombard fans with £973 worth of DLC in a desperate attempt to make a buck, no. Instead Team Ninja drowned fans with £1,633.63 worth of content, and this game hasn't even run it's full life cycle yet so there is bound to be more. (I'm not going to lie, I didn't expect it to be that high when I just checked. I am actually surprised.) So Team Ninja haven't learnt from their mistakes and continue to be a wart upon the arse of the AAA fighting-game industry. But they're probably use to the 'pariah' status by now considering how the main selling point of their games is basically just 'boob physics'. (Yes I know there's a decent fighting game under all that, I'm just being hyperbolic for effect.)
Now all of this is neither here nor there to the general public. This is just the cost of doing business with Team Ninja. (Or at least with the DOA branch of Team Ninja.) However, the other day Polygon decided to take a dive into the sludgepit that is this game's store and found themselves making a rather curious discovery about the way the team has recently started selling it's cosmetics. Having realised that the heavy price tag puts some people off, they instead decided to start selling outfits individually (On consoles that is, this was always the case of PC) and offering even steeper discounts on limited offer purchases. As such, players can now pay £1 in order to change their characters hair colour, each and every time that they want to. (Looks like 2K is finally starting to rub off on the industry.)
Now I know what you're thinking; "£1 for a change in hair colour? That's a great deal!" Personally, I don't know why anyone would want to change Marie Rose's hair; it's perfect as is. In fact, I don't know why anyone would want to buy any new outfits, the basic ones are fine and you can get mods for any others. In fact, I don't know what the point is of buying any new fighters, the basic rooster of 4 girls is completely serviceable. In fact, I don't know why anyone plays this game in the first place. They'd be just as well served sticking their heads into a cement mixer. Maybe someone can come along and explain to me in simple words the allure of a Microtransaction hellhole like this, before I lose every last ounce of hope in humanity.
Now I can see the defenders already, hard at work shilling for a corporate entity that isn't even paying them. "If you don't want the outfits, then don't buy them!" It's a sad state of affairs when this is the best that people can come with, people who genuinely seem oblivious to the fact that there was an age when fighting games allowed people to unlock new outfits, characters and skins. (What a concept!) Years and years of being treated like piggy banks has brained washed the core fan base to entirely forget what a 'gameplay loop' is and that is the reason why games like these will always keep doing what they do and never change, the fans don't want them to under the false delusion that if things became more consumer friendly they would be missing out on content. (I wish I was exaggerating that last point but that is exactly what some Fifa fans said in the wake of the 'gambling controversy')
Oh look at that, I just compared Fifa Ultimate Team and Dead or Alive 6. Does that mean I think they are as bad as each other? No, FUT is much more devious and direct with it's attempts to hook players into a cycle of spending, but that isn't through lack of trying I can assure you. If Team Ninja thought they could get away with a lootbox system in DOA they would add it in a heartbeat, anything to push that 'total DLC cost' number a little bit higher. I think it's safe to say that DOA sickens me, and not for the same reason that it sickens a lot of other decent-minded folk. It's the product of a creatively bankrupt mindset that I personally feel has no place in the industry, and yet it's a mindset we see being adopted more and more in the gaming world every day. What can I really say to wrap this up except; be careful what you spend your money on, folks.
Tuesday, 4 February 2020
Marvel Ultimate Alliance 3: at the VGAs
Wow, it has been a long time since I've had a chance to to talk about my appreciation of marvel and love for Ultimate Alliance. Just to catch everyone up, Marvel Ultimate Alliance was my go-to game back when I owned a PSP and it's one of those titles that I can boast about beating more than 10 times in my time with it. (When you're young you have precious little to do, okay. Don't you judge me!) Of course, nowadays I unfortunatly cannot relive any of that childhood glee due to a cadre of legal troubles that means all active storefronts are forbidden from selling the game. (Which really sucks.) Lucky for me then, that the folks over at Team Ninja came together to put together a brand new Marvel game just in time to reap the benefits of the omniscient MCU.
Now, full disclosure, I haven't actually got the chance to play MUA. In stark contrast to my younger years, I have a lot less free time on my hands and all of that is typically getting split between newer games. (Okay, I just realized how that argument holds literally no water given that my two main games right now are Stellaris and 'Dragon Age: Origins', but I stand by my entirely false words.) I have, however, had the chance to take a look at some of the new things that MUA has done to appeal to modern marvel audiences and that's worth some investigating of it's own. I find it interesting to judge all of the changes in direction, policy and approach; for it paints a picture of the direction of the gaming industry as a unit.
Firstly you must understand, the last Ultimate Alliance Game (number 2) launched all the way back in 2009. Back then there were a few more Marvel games floating around, but they were more aimed at the 'comic/game nerd' culture intersection, because the MCU hadn't even really begun yet. (Yeah, Iron Man had come out but no one really believed that little 'post-credits' scene would actually lead to anything, let alone the Hollywood crushing force that it did.) It made sense then, for the MUA team at the time, who were made of three different studios, to focus the game towards events more familiar to fans at the time. Whilst the first game had done it's own independent story which bordered on the fun, fantastical and epic and did it just fine, Activision wanted more of a sure-fire success story for their next game so they focused the storyline on the most talked-about comic series of that time; Civil War. (Not to be confused with the movie, those two stories did end up at roughly the same place but they took largely different trajectories.)
The result was... slightly better than the Civil War movie. (But that is barely saying anything at all.) The basic premise had to be largely altered in order to avoid anything that would be too controversial, (The comics events were kicked off by a Supervillian going nuclear next to a kindergarten. That wouldn't have translated too well with the video games ratings board.) and the slant of "Choose your side" was implemented in order to force some 'replayability' into the game because that was the 'in thing' in the late 2000's. (Which is dumb when you think about how the entire premise of a super hero game wherein you form your own team is literally dripping with replay-value anyway, why mess that up?) It should be no surprise then, that MUA 2 didn't really live up to her name sake and the franchise would be dropped like a rock.
Now in terms of 'monetisation' the Marvel Ultimate Alliance brand was surprisingly ahead of the curve. (Although I'm torn wherever or not I mean that in a bad way or a terrible way.) Both games were built around the premise of providing players with a stable full of their favourite heroes (and villains in the sequel) in order to allow players to mix and choose at their leisure to create their dream team. (Spiderman, Deadpool and Wolverine for me, with an extra slot for whomever I felt like completely carrying that day.) However, they both took advantage of platform and store exclusives that would lock off certain heroes behind the player's ability to jump through inane, sometimes costly, hoops. MUA 2 even featured some DLC heroes, back before small-scale DLC was all over the place. (They were true trail-blazers...)
As evidenced by the VGA trailer for MUA that we saw back in December, that is one aspect of MUAs development that hasn't changed. 'Marvel Ultimate Alliance: The Black Order' has begun a series worth of 'DLC characters' that appear to be trying to tap into the same culture of the latest 'Smash Bros' DLC train. "Every character completely revolutionizes the game!" Although in Smash's case that is a little true as that game is online; MUA, on the otherhand, is trying to sell character packs for twice what they're honestly worth. (Guess once you get into bed with Nintendo that premium pricing addiction just starts to rub off on you.)
Team Ninja also shifted their approach when it came to writing MUA, which makes a lot of sense considering how, for the past 5 years, the Marvel Comic universe has been sporadic at best. Kevin Fiege and his movie franchise is the one true god of the Marvel cannon right now, and that's why it made sense for the team to pivot their story to match the movies and bring fans into contention with Thanos. And I think it was effective, to a degree. I mentioned at the time how I was more excited about fighting Thanos in MUA than signing up to Square Enix's confusing Avengers game which still hasn't been properly revealed, and a lot of pundits seemed to agree. (It's just a shame that the Black Order wasn't a better title.)
I'm not sure how I feel about the direction that Activision have pointed the Marvel Ultimate Alliance franchise, but I understand why they did it. The easiest way to make your game feel alive, without making an always-online title that requires constant supervision and updates, is to sprinkle feed the community with content bites every now and then. It is a bit more concerning that Geoff Keighley decided to dedicate one the VGA ad slots to assisting that cycle instead of giving it to one of the hundreds of titles that haven't got a look-in at any trade show yet. ('Oddworld: Soulstorm' anyone?) But I suppose the guy has to keep the lights on somehow. Here's to hoping for something more tangible out of Activision's DLC team in the near future. (Maybe then I'll actully go ahead and turn the game on.)








