Massive
Tales of Effects
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| February 10th, 2012 |
02/10- 12:00PM EST
As the long wait for Tales of
Graces F gets ever shorter, I
wonder, has the release of Tales of
Xillia in Japan hurt people's
interest? I hope not. Having played the
Japanese version, I can assure everyone it
is absolutely worthy of your attention. That
being said I'll understand if more people
pick up that other big RPG of March.
Anyway, On to the letters!
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Mr. 18-Wheeler.
We meet again. I'll do my best to
supply you with ample content. Shall
we?
Sure is a lot of Chrono Cross talk
lately. I'll agree the soundtrack is
superb, but as a game it's profoundly
flawed. The game exists more than
anything else for the purpose of getting a
bizarre, outlandish story across. It
does that quite well, but the actual parts
where I was playing the game didn't mesh too
well with me. They felt at best
perfunctory, unnecessary for what was
happening. Arranging all the moves
outside battle was time-consuming and
annoying, while combat itself felt like
busywork even more than in most other
RPGs. Actually a lot more considering
how few rewards battles provided, which
definitely decreased my desire to experience
them. Looks and sounds great, throws
out ideas not seen elsewhere, but felt like
it should have been a non-interactive form
of media instead of a game.
Wheels
Wow,
harsh! Honestly though, that was
my experience the first time I
played it. The second time
around things seem to click a
lot more. I just found combat to
be very interesting. There's the
challenge of modifying the field
element, knowing when to use
elements and when to save the
charge, using elements like
diminish and magnify etc. I
wouldn't say its perfect at all,
there's certainly a lot it
doesn't do well. However I think
overall it's a really fun game,
that could probably use a nice
remake to fix things up a bit.
Maybe you just didn't have
enough of the silly characters
in your party?
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I know you never owned a Dreamcast, but I
hooked mine up for awhile recently and
experienced things. Things like Seventh Cross
Evolution, in which you get the
thrill of clubbing randomly spawning enemies
to death over and over in the hopes of
drawing pictures on a 10X10 grid to create
new body parts for yourself. Sounds
weird, and is. Also dispenses all of
its plot literally at the eleventh hour,
turning a game that had no dialogue
whatsoever into a fairly common sci-fi trope
of an apocalypse riddled Earth trying to
revive. Oops, spoiled it. Nobody
commented on my review so it's clear no one
here ever played the thing, anyway.
Then there's Armada. I'll just
say that hearing alien ships let out a
Wookie roar when they're struck by my ship
is something George Lucas must have been too
busy to notice. I'm not kidding, it's
a Wookie roar, which invalidates the Alien
tagline that no one can hear you in
space. As for the game, Sigma Star
Saga is a better blending of the
RPG with the space shooter, and that game is
profoundly flawed so I'm being kind.
Wheels
I
actually did get a Dreamcast,
and still have it though I'm
trying to sell it. I just got it
late once it hit clearance, and
never really liked the thing. I
was still bitter from the Saturn
days, and more importantly none
of the franchises that made me
love the Saturn to begin with
even showed up on the system.
Anyway sounds like I missed out
on some, shall we say,
"interesting" games? I was
interested in the idea of a
space shooter/RPG mix, are
either of them actually worth
playing?
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Then we come to Shenmue. I'll have
much more to say about those two games in
the future. Right now, I'd like to
offer the observation that a series founded
on its attention to realism and detail did
something a little off when forklifts
driving all over a dockyard don't have the
slightest effect upon the walking habits of
cats.
Wheels
What
was that? I'm sorry, memories of
trying to play the very boring
Shenmue put me
to sleep...
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Wait, I will go into something. I'll
assume you've picked up something heavy
enough to require a second set of hands,
right? In that situation, would you
ever just start shifting the object left and
right quickly while giving your partner
almost no time to react, and taking a
different route every time when you're
lifting more than one of them in a
row? I'm just curious, because it
seems like a potentially painful situation
to have a large crate in your hands, yell
out "Left left left left" and count on the
partner to make those motions to keep from
dropping the thing - probably onto your own
foot.
Wheels
Is
this like, part of the gameplay?
Team lifting? You know every
time I wonder how Sega, a
company that has been around for
decades, can be so
terrible. Sometimes I just
have to remind myself that it
actually spent an obscene amount
of money ($70 million!) funding
a game that features team
lifting as part of the gameplay.
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Okay, leaving Dragon Quarter aside
(you've convinced me to sample it when I'm
able), which disc-based Breath of Fire
seems more worthwhile, the third or the
fourth? I gather I can expect typical
Capcom translations for both, but story is
never my primary concern with a game, so
let's leave that aside. Lay into them!
Wheels
That's
a tough one, as I've only just
begun to sample Breath
of Fire IV. Despite
that, I think I would have to
say start with Breath
of Fire IV. I find Breath
of Fire III's early
game to be pretty boring, and
there's just nothing really
about it that grabs you. Breath
of Fire IV already has
a more interesting setting,
better graphics, and doesn't
make you suffer through a wood
chopping mini-game! Though I
know you don't have a PS3 or
PSP, should you get either it's
also available for a relatively
low price on PSN. Plus if
you play that one first we can
compare notes, as I'll be giving
it a go over the coming months.
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Hey, speaking of Capcom stuff, how big a
Guns 'n Roses fan would you have to be for
those boss names in X5 to
seem cool instead of stupid? Yes,
those were inserted by the localization
team.
Wheels
I
have to ask a serious question
here audience. Can someone
please explain to me how someone
at Capcom signed off on the name
Duff McWhalen for one of the
bosses in Mega
Man X5? Guns n' Roses
reference or not, that is just
... terrible! I know the X
series has never exactly
been known for good boss names,
but that (and the rest of the
bosses really) is just terrible!
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Talk about Dragon Quest.
Specifically, convince me to start either or
perhaps both VII and VIII.
Wheels
I'm
not quite sure I could, or would
want to, convince you to play Dragon
Quest VII. I mean, I
enjoy it, it was even the first
game I wrote in about to
this very column back in the day
when a certain awesome person
was running it. The issue is, Dragon
Quest VII is a one
hundred hour or more RPG, and it
is paced as such. You don't get
the job system until like thirty
hours in, heck you don't even
see combat until a few hours in!
I'm sure you hear the majority
of the music in the game by the
time you've reached the job
system as well. I mean like I
said, it can be enjoyable, it
has a great job system once you
get it, and the various stories
you run into are very good. It's
just the game is set at a
glacial pace. Jump into that one
only if you have a ton of time
to spare.
Dragon Quest VIII
on the other hand, is easy to
recommend. Featuring a huge
beautiful world to explore, an
amazing localization, and the
usual fun Dragon
Quest combat (if you
like the series' fights) I can't
recommend it enough. It can be a
bit slow at times, and the
loading times can get annoying,
but overall it is an experience
not to miss. Easily one of the
best in the series. The only
thing I didn't care for is the
character advancement system,
but at the very least it does
allow a fair deal of
customization.
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Okay, more Valkyrie Profile
talk. The original game is
superb. It was the best thing I played
all last year that was new to me (not that I
played many 2011 games, but still).
tri-Ace hit it out of the park with this
game. A truly gripping tale and
memorable people involved with it, along
with interesting locations, entertaining
battles, and visuals that show what the PS1
could do with 2D when developers actually
tried it instead of those polygons that
haven't aged well. I reviewed the
thing at the time and it's still
awesome. Sample it and love it before
you try either of the other games.
Wheels
I
have played it a little bit, and
had trouble getting into it. I
think I just wasn't in the right
mood though, so I will be firing
it up on my PSP in the near
future. I have sampled the DS
game, but we'll talk about that
in a minute. Keep poking me
about Valkyrie Profile
and I will get to it!
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Its sequel is a mixed bag. Sure it
looks great, and has quite a few nice
tri-Ace touches in its combat and
interface. It also has some very
annoying aspects of its inventory that will
take you a long time to sort through - and
you'll have to, because the difficulty
suddenly spikes in the middle, and unless
you're a deity with its combat grinding will
be unavoidable. If you're in it for
the story, get set for a loooong stretch in
the middle with almost nothing happening
before events pick up again for a conclusion
that flies out the window of the asylum.
Wheels
I
was always more interested in
the sequel (though I won't play
it until after the first) though
not for the greatest of reasons.
Namely, it involved Takayuki
Suguro, the brilliant director
behind Resonance of Fate.
What I've heard of the game is
usually that the combat is
great, and the story is not
anywhere near the level of the
original.
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As for the DS game, it had a great
idea. What if your protagonist in
a game was so fixated on vengeance
that he was willing to sacrifice his
comrades in order to fuel that goal?
Too bad the result doesn't do the concept
justice. Get set for dull tactical
fights that are either way too easy or way
too hard with no real middle ground, and
characters who immediately shut up after
joining so that their sacrifice is
meaningless because they no longer
matter. Fun times this game will
generally not provide.
Wheels
I
did pick this up (for like $10)
and have played a little bit of
it. The concept is really
brilliant. The execution
obviously leaves much to be
desired. Still I just like the
idea of forcing players to go to
insane lengths to try and not
sacrifice anyone. I tried to to
do this in the first battle
where it seems required, and was
unable to find a way to beat it
without using the sacrifice
ability. I'd like to see them
try again with this concept,
this time cleaning up the many
gameplay issues.
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I've started Final Fantasy XII and have
thoughts... that I'm not sharing. Not
yet, anyway. Oh wait, I do have a
thought: some of the visuals are ripped
directly from Star Wars. The intro
has some shots taken directly from The Phantom
Menace. Seriously. Look
again at that parade and those vehicles.
Wheels
Oh
there is little doubt that some
concepts were ripped straight
from Star Wars. At
least the game is far more
interesting than The
Phantom Menace! I'd
really be interested to hear
your thoughts on Final
Fantasy XII since I was
unable to make the backtrack
episode about it.
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On that note, figure out a way to fit John
Wayne into an RPG.
Wheels
Well
the obvious way would be to just
make a wild west RPG. I'm going
to go ahead and say make a new Wild
Arms game with a few
less Sci-Fi elements. Then use
clips of John Wayne as the only
dialog the main character
speaks. No cutting and clipping
of dialog either, the lines he
speaks must be the exact lines
spoken by John Wayne. This is a
brilliant idea!
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Oh, you wanted more Tengai Makyou
IV stories, didn't you?
Hmmm....
Salt Lake City is populated entirely by
people who are blue. Literally.
A gigantic television in the center of
Atlanta will call out people who are
terrorists by name.
Norma Jean is waiting in central park of New
York to star on Broadway, on the Devil's
Isle Manhattan.
The robotic duplicate of the US President is
waiting in Dallas to stop any efforts to
undo the system that controls this nation!
A gigantic orbital laser is waiting to
destroy Tombstone under orders from Houston
at any moment.
American youth go wild for the music of
Candy, who sings a crunchy number called We
Want Candy in an effort to brainwash the
populace.
Native Americans ride motorcycles and turn
into werewolves in Montana.
Detroit's problems are caused by a maniac in
a mansion at the back of the city named
Calver who likes to blow up parts of it at
random.
New Orleans' problems are caused by a
vampire named Draculoa who has sucked the
whole city into a nightmare.
A little tamer than the last batch, but
crazy nevertheless. I played it in
Japanese five years ago, though it's
conceivable that the internet has translated
it by now. Then again, it's not
likely.
Wheels
I
am clearly going to have to find
out if the internet has
translated it, because this
sounds hilarious! How import
friendly is this game? Too tough
to play without knowing a lick
of Japanese?
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Oh, a connection challenge. Eh, link Buried Alive
(1990) to Wachenroder.
Nothing too obscure for you today.
I'm tapped. Enjoy!
JuMeSyn
Wheels
I'm
going to save this for next
week, as it seems a shame to use
up all this great content in one
week!
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Legend of Chrono
Soundtracks
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Señor Wheels!
I'm glad you're enjoying XIII-2
also! It's been a mini-time sink for me the
last week, too. It feels a little more
brainless than the original because the
difficulty level has been notched down and
the plot is fairly contrived, but it's still
really fun. Something I think XIII did
really
quite well was building the mythology of the
universe in such a way that you didn't have
to know everything about everything, but if
you were curious you could investigate and
learn more. Data laid out in the Analects
for example -- I really wanted to know more
about Etro and what happened to the
so-called gods. I didn't realize until I
started playing XIII-2 that yeah, I
really was curious about the past on Pulse.
The time element feels like a MacGuffin to
me, since it was essentially necessary to
get another game out of it, but it does
provide the opportunity to explore Paddra
and other locations of interest which is
worth the technically unnecessary retcon.
Wait, there's time travel, would that make
it a procon?
Wheels
Haha,
I'm not sure! Is procon a word?
FFXIII-2 is
certainly a lot of fun, but I
think it proves to some extent
that all the extraneous stuff FFXIII
didn't have really wasn't
necessary. Granted XIII
takes too long to get going
(though it isn't as bad as Dragon
Quest VII), but I don't
feel like XIII-2
hits the same highs that its
predecessor did, despite some
nice tweaks to the battle
system. Regardless, I'm
certainly far from disappointed.
There's a lot to love about it.
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I was debating with a friend on how he
doesn't like modern FF's
because of the integral romance element.
After pointing out that neither XII nor
XIII
had any real romantic plotline and X came
out a decade ago, we figured out what I
think is a fundamental change in the series
and alluded to above. The older games
utilized characters and locations in a very
segmented way, and there has been a gradual
shift towards a more integrated approach to
characters and universe.
Wheels
Interesting,
I'm not quite sure what you mean
though, let's have you
elaborate...
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Backstory has always been important for
characters, particularly in series entries
with minimal differentiation beyond special
abilities and character design. I love VII and
VIII,
but really, all the characters play the same
excluding these elements. Having an
'ability-swap' tool is a pretty clear
indicator that they act as substitutes. So
while the character histories are important
and meaningful, they don't feel cohesive to
the game mythology. Each character in VI has
a hometown because that's what was expected.
You need places to explore and fluff play
time, they need to have been born somewhere
-- problem solved. Would it matter if Doma
was on the western continent and Kohlingen
were on an island in the north? If you
really want to extrapolate geopolitical
factors, I guess, but not so much. Even in
the PS era where they did capture a more
global sense of connectivity between cities'
political motivations and overlaying the
mythology there was a lot of filler that
could have been replaced or altered without
drastically affecting the story.
Wheels
This
is very true. As much as I loved
VI, the world
as a whole could have used a bit
more depth. Still, given the age
of the title I think we can
easily forgive the older games
for such things. This is why
I've come to enjoy RPGs that
focus on a much smaller area of
a world, instead of the whole
thing. This allows the places
and people to become much more
fleshed out, and makes the game
world feel more alive.
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Compare that to XIII, where the gameplay
and story are almost entirely integrated
with the mythology. Summoning had been
regularly integrated as a plot element (good
move Squeenix), but Pulse isn't some giant
land to explore for the hell of it. The
relationship between Cocoon and Pulse drives
the entire story and is layered on centuries
of history you only begin to understand. XII
paved a lout of groundwork towards building
an interrelated character and location
landscape, largely thanks to the medieval
style political plot but also because the
characters and story-driving factors are a
product of the world they exist in rather
than operating independently.
Wheels
You're
right on XIII,
but the issue is most of the
locations in the game had little
importance or relation to the
story at all. What was that
ancient tower they climbed in
Grand Pulse? What was the deal
with that lake turning to
crystal? It just seemed like the
characters paid little attention
to the current location and most
of the story scenes could have
taken place anywhere. Of course,
they all looked so good that I
don't think this bothered most
of us. Still, the game needed a
tighter connection between the
locations and the story.
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That's why I can say I really like XIII-2
(35 hours in). XIII built an extremely
dense mythological base that wasn't fully
explored and now I have the opportunity to
learn more. The linearity of XIII
didn't bother me because really, other than
having to explore a little bit more in the
areas, X
was just as linear. Your skill development
was largely hindered by Sphere Grid costs
and lock spheres impeded the way for a
significant chunk of time. And did we forget
that the Mi'hen Highroad was a really
unnecessarily long path down a tunnel, or
that the Calm Lands were a huge and vast
landscape to explore with practically
nothing in it? I actually prefer the epic
feel of XIII's
mythology because it really strikes home
that the entire universe is at stake.
Coupled with the bitter isolation you feel
on your journey which was entirely a product
of the lack of towns (didn't bother me at
all, most townspeople are a waste of time)
-- although I may be giving too much credit
to S-E for using this as a gameplay element
comment on your social estrangement in the
story -- and I felt much more strongly about
the XIII
universe than many recent FF
worlds. If I have to sacrifice a little bit
of left-or-right decision-making, that's
fine.
Wheels
I
think you're spot on about a lot
of this. XIII's
mythology was very interesting,
much more so than the villain
and his vague motivations. The
linearity never really bothered
me either. The locations looked
so cool, and there were always
little side paths to wander down
to find extra treasure and such.
The problem is more that the
game design makes it feel almost
crushingly linear at times. At
least Final Fantasy X
gave you an air ship and let you
freely travel between locations.
I get why it bothers people, but
the characters and battle system
are so good that they far
outweigh the bad. I think we
give too much credit to S-E for
the feeling of isolation the
game creates (since the lack of
towns seems to have been a way
to speed development), but that
doesn't change the fact that
their absense actually makes the
game better. This is what makes
the area of Grand Pulse so
special. It wouldn't have been
the same with a bunch of towns
in the middle of all those
monsters. I think as time goes
on, more people may give XIII
a second chance and realize it
is not as bad as they think.
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Soapbox aside! I also love the music. I'm
really impressed with the work they've done.
XIII had
a lot of very good, ambient background
pieces that I can't remember at all. The
stylistic variety here is making everything
more memorable and enjoyable. Songs feel
like actually songs, not filler on loop. I
was afraid it would be too J-pop, and some
of the vocals channeling Enya/Portishead
are, but getting away from a pure orchestral
setting has done a lot of good for the
overall feel of the areas. I particularly
like the seamless transitions between an
area's music and the 'aggressive' version of
it when monsters appear. Why hasn't this
happened more often? My particular favorites
so far are Hope's theme (new and really
good), the thing that plays in the Yaschas
Massif (with the prelude arpeggio), the
thing that plays in the Archylte Steppe (I
think when it rains), and the one in the
AF300 Bresha Ruins.
Wheels
I
could be wrong, but I'm pretty
sure other games have done the
dynamic switching of music.
XIII-2's soundtrack is
certainly something special. I
especially like the way themes
from XIII and the
series as a whole are worked in.
Eclipse would have to be my
favorite piece, channeling the
classic Final
Fantasy theme with a
cool aggressive mix to boot.
Can't say how glad I am I bought
the special edition with the
entire 4-disc soundtrack!
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Tableturner - what do YOU think my favorite
FF
is?
Wheels
Is
it Final Fantasy XIII?
I hope so, that game needs more
people to champion it. If not
that I'll go with the classic
guess of Final
Fantasy VI since that's
my favorite.
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Quickie: I agree with you on Bastion,
the production level was great, I didn't
love it as much as reviews raved, but there
should be more creative, well-developed
games like this. Cheers for indie folk! I
hope you enjoy BoF IV, I liked it more
than III
once I got into it. It's more of a stylistic
departure from the first three, with the
softer graphics and Chinese
influences. -It's a good bookend for
the 'canon' series (disregarding Dragon Quarter)
though, and the Dragon Gods are pretty cool.
J
Wheels
It's
just nice to see a fun little
indie title get a lot of love.
It also makes some of the higher
budget downloadable efforts that
aren't very good seem even
worse. Seriously, Daggerdale
is the best you can do with the
Dungeons and Dragons
license?
I'm enjoying BoF
IV so far, enough to
recommend it to someone else as
you can see in the previous
letter! There's no chance it
will top Dragon
Quarter as the best
game in the series, but I expect
fun times ahead!
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This Letter Ends With
Okami
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Hey Wheels! What’s new?
I wanted to write in today because a few
things are concerning mw RPG-wise and I’d
like your expert opinion on these matters,
if you wouldn’t mind.
Wheels
I
will certainly do my best to
answer your questions, and thank
you for calling me an expert!
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Firstly, I would like to know if you think
the next Persona
game will be shown at E3. I keep
hearing things about a new entry in the
series, and I think I’ve even heard the
producer mention that it’s coming...but
when? What say you, o wise one?
Wheels
It
wouldn't surprise me, but I
would think that would be more
likely to be announced at a
Japanese show. I'm sure we'll
hear something soon. With the
success of Catherine
I'm sure Atlus can see
that it could potentially have a
huge title on its hands with a Persona
on HD consoles. I just
can't recall off-hand Atlus
Japan ever announcing anything
at E3, so I'd say wait for the
next Japanese show for that
announcement.
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Secondly, I’m sure you know that Neku
Sakuraba of The World Ends With You is
making a cameo in the new Kingdom Hearts
3D. Do you think this
foreshadows a sequel for the awesome TWEWY?
For the WiiU, perhaps? Or are you of a
mind that The
World Ends With You was so unique
and fresh in it’s approach that to attempt a
sequel would do the game a disservice, as it
could never match the
original’s....originality?
Wheels
This
is a tough question. I'm sure
for starters it shows that the
developers really loved the
title. I'm going out on a limb
and saying at the very least it
shows the developers desire to
want to make a sequel. It think
there's certainly enough
critical acclaim to warrant one.
Would it ruin the original's
unique qualities? I don't think
so, as long as it's on a new
system with different quirks. I
think if they just do a similar
game on 3DS it will lose some of
its luster. We shall see!
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I sure wish Tales of Xillia would be
localized. It looks so good.
(HINT HINT NAMCO).
Wheels
OK
I really need to take you and
other Tales fans to
task on this one. What Namco
needs to be doing right now is
getting Tales
of Graces F released
and making that a success. Graces
F is a massive project
(the extra chapter is as long as
the original game!) so you need
to cut them some slack on that
one. Get excited for the English
of that one and put those Xillia
thoughts on the back
burner. Having played Graces
F I can assure it is
worth the wait (the battle
system is amazing). Sorry to
sound mean, but one thing at a
time folks! This isn't Japan,
they can't just dump every Tales
game here at once.
That out of the way, please
support Graces
F!
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I’m playing Final Fantasy XIII-2 as
well, though Kingdoms of Amalur looks
really good. Too bad I spent all my
money on a Vita. I think it’s a wise
investment though, RPG-wise. Disgaea 3,
Persona 4
: The Golden, Tales of
Innocence R...three RPGs I’m so
looking forward to for that system.
Hopefully great RPGs will be something the
Vita becomes known for, like the PSP before
it.
Wheels
I
agree, I have a good feeling
about the Vita being a good RPG
system. I'm used to portables
launching with a lot of ports by
now, but at least these are some
games I really had hoped to see
on portables (except Innocence,
not a fan). With a new Ys
already announced for the
system, I'm pretty pumped. Can't
wait to have Disgaea
3 on the go!
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Funny story for you. Back when Okami
first came out, I bought it on release for
the PS2. I also got a black pug
shortly afterward. Whenever I would
play Okami,
my pug, named Shade, would sit and watch me
play for hours. Whenever Amaterasu
barked, he would bark. Whenever she
would howl, he would bark twice. To
this day, he’s still an avid Okami
fan.
Well, that’s all for now my friend!
Till next time!
Valim
Wheels
That's
a cute story! You should really
try and get a video of that in
action, I'm sure Capcom would
love to see it! Anyway, thanks
for writing in, hope to hear
from you again!
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WHEELS
What are your thoughts on cutesey, comic
relief or mascot characters in games?
Someone has to like them, since they keep
appearing in, well, ALL media, but I've yet
to meet someone who finds them anything but
grating. Is it all for the youngins?
Wheels
It must be all for the youngins, as
for the most part they seem to be
the only ones who like them! The one
exception for me would be the
character Mieu from Tales
of the Abyss. The main
character Luke is abusive to Mieu in
hilarious ways, and I think that
whole story element was intended to
make fun of mascot characters. Even
if it wasn't it's still
entertaining!
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I'll say this; Final Fantasy XIII-2 has
taught me that characters like Navy, Poshul,
and Chu-Chu would be infinitely better if
you could grab them, listen to them scream
in protest, then throw them across the room.
-Kayma
Wheels
I can't agree more. These mascots
are so much better if you get to
beat the snot out of them. Imagine
how much better Blue
Dragon would have been if
you could do this to Marumaro!
Actually, on second thought, that
really wouldn't have helped at
all...
Anyway, XIII-2's Moogle
tossing is just the bees knees!
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That's it for this week, I'm going to go
ahead and take in some Monster Hunter
and Final
Fantasy XIII-2. Maybe even a little
bit of Tales
of Symphonia?
See you next week!
-Wheels
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What I can't wait for:
1. Mass Effect 3
2. Tales of Graces F
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4. Grand Knights History
5. Tales of the Abyss 3D
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