More Animal Crossing? Yes!


What is it about this stupid game that has me so hooked? I didn't know I was such a collector! I've collected a few furniture sets over the past week, and it's been really fun. Especially since I can play along with my daughter. We have the egg (Easter) series, the spooky (Halloween) series, and the mushroom series. We had the Jingle (Christmas) series, but I sold it because I have too much furniture already. And still I want more. I'd like to have the Blue series and the Gracie series as well, but I may give up on the Blue series. My house is only so big!

It's just fun and relaxing, and that's all I care about right now. I'll find an epic quest later.

So long, P3, and farewell.


Nope. I was right before. I'm done with Persona 3. I want to like it so badly, but I just can't play the game the way I want to play it. I want to explore the world: Can't. I want the freedom to concentrate my efforts on mini-games and side quests: Nope, you have to do other things because we say so. I want to be able to grind endlessly: Too bad, it'll make you sick. I want to have all the time in the world to do these things: Too bad, 'cuz the boss shows up, whether you're ready or not.

Gameplay elements like those above define the RPG genre, but they're missing from Persona 3. It's finally turned me off enough to say, "I'm done with it." I'll keep P3FES in the basement, unfinished, because it upsets me that I haven't beaten such a good game, but I don't know if I'll ever get back to it. It's just not my style.

Now, what epic RPG is next?! Ah! Just the thing: Animal Crossing!

Jak 3: Cheap Death Defined


If you're unfamiliar with the concept of a "fetch quest," see Jak 3. If you're hankering for cheap death and bad controls, see Jak 3. If you like fighting the camera for a good view of the action, see Jak 3. If you're looking for a great action-platformer, see elsewhere.

To be fair, I understand how someone could like this kind of game. It's full of challenges, and satisfying when you finally complete a challenge. But the challenge is a bit too much for me. I had a bad feeling when I died no less than 10 times in the opening sequence of the game.

Maybe it just suffers from Guitar Hero 2 syndrome (where the hardcore fans complained that it was too easy, so they made the sequel punishingly hard). I'm not going to get rid of the game; I think I'll sit on it for a bit. Maybe I'll be in to mood for a challenge someday. Or, maybe I'll get one of the previous Jak games. Or, better yet, maybe I should just go buy another Ratchet & Clank game!

Are you sure NiGHTS isn't a launch game?


Nights has the feel of a launch game: A classic game that people identify with, dressed up in a pretty bow and shoved out the door as quickly as possible. Little care was given to the game and little thought was given to it's status as a classic. And, as it stands now, having never played the original Nights, I have no interest in ever playing a Nights game again. BANG! One dead Intellectual Property. Good job, Sega.

One great thing that I've never seen in any other Wii game: You can change your controls at any time or place, so if you want to try with classic controller, just pop it in and the game will start accepting that input without skipping a beat. This allows you to experiment with the controls to see what fits you best. The problem is that nothing fits best. The controls in this game are a nightmare. Flying in the game should be fun, graceful, intuitive, and fast. But, while flying looks neat, it feels random and out of control. As an example, you're supposed to loop back onto your own comet-trail to perform a special move. The problem is that the clunky controls combined with the way they've positioned the camera makes looping back and performing the special move more guesswork than anything else.

The first thing you do when you enter the game is play as a human character who walks, throws, and jumps. The animations for all of these actions is so stiff and unnatural that it made me laugh.

Everything about it it awkward. I don't want to say that the character design is bad, because it isn't. However, that isn't to say that I think the characters look good. I really feel that the characters were implemented poorly. The opening pre-rendered cutscenes focus on the character design and the characters look beautiful. The CG in the beginning of the game is probably the best part of the game.

I've really wasted enough time writing about Nights. It's badly done, and not fun. Don't bother.

Yuko was still waiting for me...


I'm back to playing Persona 3 again. Yuko is still there, waiting for me, patiently, as I work through my issues with the game that she's part of. What a nice girl.

All that talk in my post saying that I was abandoning Persona 3 got me thinking about the game. It's really got it's good points. It got me thinking about how I played the game as well, and maybe I'm playing it too seriously. Maybe I'm trying to accomplish too much and level up too much on my first playthrough.

Besides, I never got to the "conclusion" of all those dates with Yuko!

So, I'm back on Persona 3, and enjoying it (reluctantly).

Okay, you wanna know the truth about it? Here's what happened: I had Star Ocean Till the End of Time in the basement and decided I would give that a try since P3FES wasn't doing it for me anymore. The graphics, characters, voice acting, setups, and setting of Star Ocean are ABSOLUTELY HORRIBLE compared to P3FES. So much so that I don't think I can even give Star Ocean a fair shake until I get the delicious character design, fine voice acting, great translation, and fun gameplay of P3FES out of my system completely.

So, the moral of the story? If an RPG is starting to drag on you, go play a crappy one! You'll be back to your original RPG in no time!

Plants vs. Zombies has eaten my brains!



Plants vs. Zombies is sucking me away from the better things in life. I've been totally obsessed with it for the past couple days. I played it in my sleep last night. And, to top things off, I'm only NOT playing it now because my hand hurts from playing it so much. Seriously! I can barely type.

Having said that, I can tell that this isn't the deep and rich tower defense game that I'm craving. I loved Desktop Tower Defense to death, and this doesn't hold the same place in my heart. Still, PvZ is very addicting and fun, and very well made; I really liked it!

What can I say about it? It's great for what it is. You have to defend your hard by using your array of turrets, mines, walls, and other tools. The unique thing is that your turrets are plants that shoot seeds, your mines are potatoes, your walls are giant walnuts, and your other tools are plant-based weaponry as well. And, just as the name suggests, you have to use these plants to defend yourself from the approaching zombies.

There's a ton a different types of weapons. My favorite is the Doom-shroom that explodes in a mushroom cloud and leaves a crater in your lawn. Similarly, there are a ton of different types of zombies. My favorite is the dancing zombie (looking very similar to the late Michael Jackson) who dances with his zombie buddies, who keep respawing until you destroy the leader. And, by destroy, I really mean knock its head off, because that's how you kill zombies in this game.

There's also a ton of mini games and variations on the game as well. I could remain occupied for another day or two of this game, if it didn't make me feel so guilty. I swear, I've done nothing but play PvZ all day today. I have to stop.

On a side not, I bought the game for a substantially reduced price from Steam, the Valve owned game DRM client. The experience was very good. From what I've heard I could install the Steam client on other computers as well. Perhaps I should put it on the kid's computer; the kids seem to like watching me play.

Animal Crossing is nice, very nice



I approached this game all wrong in the beginning. I had an RPG mindset, as if I could somehow collect everything there was to be collected and that would somehow make me powerful. Once I learned to relax with the game, it really became fun. I learned that it's better to go light on the agenda and heavy on the exploration.

No, I'm not done with Animal Crossing: City Folk. Can you ever be done with it? Seriously, I suppose there's a point where you've done everything, and caught all the fish, and collected all the furniture, and met all the characters, but I seriously doubt I will ever reach that point. And that's really the idea of this game: It's not an RPG to be conquered, it's a never-ending collection game.

Everything about this game is fun. Once I figured out that the game plays much better with the nunchuk I was completely pleased with the controls. I could just wander around my town, pluck weeds, plant flowers, catch bugs, pick fruit, buy furniture, make shirt designs, etc. It's like a vacation. There's an addictive collection aspect to the game that is very fun. But, it's fun to talk to all the characters and build up your relationship with them as well. The fact that they've given you the ability to change the time of day and the day of the year is appreciated as well. If you are trying to collect something that is only available on a certain day then this helps enormously.

The game is meant to be relaxing, and that's just what it is. Once I got over my compulsions I thoroughly enjoyed every moment I played of it, and looking at the screenshots from my previous posts makes me want to play again. What the heck: I'm in the mood to relax!

LEGO Batman: More of the same



See my LEGO Star Wars: Complete Saga review. Copy. Paste. (only less nostalgic)

Officially, I don't like Persona games



I'm not going to finish Shin Megami Tensei: Persona 3 FES. I just hit the 51 hour mark and I'm done with it. I'm burnt out and I don't want to play anymore. I've lost all my motivators for playing, and the game has been reduced to a stat-a-thon. Seriously, I don't care about any of the characters. I don't care about the storyline. And, I don't care about the Personas. The combat is fun and challenging (and is the best part of the game) but its mind numbing sameness has failed to keep me motivated. And worst of all is the fact that the game simply will not allow me to play how I want to play.

The player is forced to live life as a series of days (that sounds like a "duh" statement, but let me explain). Every day presents you with opportunities. During the weekdays you go to school and you're often presented with a chance to increase your Charm by answering an academic question properly. After school you're presented with an opportunity to increase a Social Link, which will help you create more an better Personas that are connected to that Social Link. After that you're presented with an opportunity to either raise another stat, or, if you wish, you can go to Tartarus to engage in battle with the Shadows there. These opportunities are rigid. You cannot skip school. You cannot increase a Social Link unless it's the proper time of day. You cannot visit Tartarus whenever you want. And, if you stay in Tartarus too long, your characters get Sick and stop fighting.

I have to ask: What are the game designers trying to achieve by limiting you in this way? I can't come up with a satisfactory answer. And this rigid structure is probably what made me abandon the game. Sometimes I'm not in the mood to fight and level up, but if I don't take advantage of the opportunity when it presents itself then I may not be powerful enough to beat the next boss (who will come at a set time, there's an ever present countdown in the upper right corner of the screen that says how many days you have until you face the next boss). So, unlike Final Fantasy, where I can spend as long as I want grinding my characters, in Persona 3 I'm forced to stop grinding them.

I can understand why some people would like that aspect of Persona 3. I can see how it would motivate people to try to get the most out of every opportunity that presents itself. But, like I hinted at before, sometimes I'm not in the mood. Sometimes I want to increase a relationship as far as it will go. Sometimes I want to increase a stat just enough to achieve some certain milestone. And sometimes I just want to grind in combat for hours and hours and hours until my characters are so overpowered that they can take down bosses as if they were regular foes.

Allow me to illustrate with an example. On the door of the Home-Economics room there's a note that is written in a different language. My character can't read it, but if his academics were higher then he could. So, level up academics, right? Wrong! You only get a certain amount of time to level up academics, and if you optimize your game play for academics then you'll probably get wiped out by one of the bosses you must face. I can't play Person 3 for 8 hours a day, so I was literally forced to wait 5 days (real days, in the real world) until I had leveled up my academics enough to translate the note (and see that the note was completely irrelevant and STUPID). In a nutshell, this is what's wrong with the game: Persona 3 will not let you play how you want to play, you must play the game how the designers intended.

So, after 51 hours of playing I still feel like the game would be more fun if it just let me HAVE FUN. But, no! You must play the game the way we want you to play it. You cannot pursue a relationship fully in one sitting. You cannot level up your characters to a desired milestone in one sitting. You cannot increase your stats or earn money whenever you want, you must wait for the opportunity to present itself. I've grown tired of being pigeonholed and I've grown tired of waiting. What a shame, because the game could be really fun, if only it just allowed me to have fun in my own way.

Moving on, there's no open world in Persona. And because it's missing the game takes on a menu-driven feel. There's nothing like the feeling you get once you've unlocked all the islands and towns in Final Fantasy or Dragon Quest. Persona 3 never gives you that feeling. In favor of a world map you're given a glorified menu and you just choose what location you'd like to go to next. Literally, you have about six places you can visit; hope you don't get bored with them!

The menu-based aspect of the world is carried over in the stat-leveling as well. Basically, the opportunities you're presented with can be taken advantage of by first picking a location, and second picking an activity that will level-up a certain stat. I lost count of how many times I saw the animation of my character as he sat in the Cafe, alone, drinking coffee so that I he could increase his Charm. That's all there is to it. They should have just presented me with a REAL menu and it would have been just as satisfying; just let me choose "Level up > Academics," or "Level up > Chariot Social Link." The little cut-scenes that come with leveling up have failed to motivate me, and it just seems boring now.

There is a complete lack of side quests. Not that you need side quests to have an interesting game, but, because of the strict day-to-day structure of the game, there wouldn't be any time that you COULD go on a side quest. After all, you have to go to school. What a drag! Seriously! When I want to be forced to go somewhere I don't like, I'll just stop playing the game and live my life.

There's a ton of Personas. I have a lot of them already; too many for me to keep track of. And my compendium says that I've only discovered 30% of the Personas. I'll never use them all. But, maybe it was unrealistic for me to think that I would. I really love looking at the art design for all the Personas, but, I'm worn out trying to figure out how to get better Personas. There's cards and Personas that you can use to level up your weapons. There's cards that level up your Personas. There's a ton of crap that the game throws at you and not enough guidance to tell you what will really make you more powerful. So, not only are you given the feeling that you're playing a glorfied menu, there's also no way to be sure that you're leveling up efficiently unless you have a spreadsheet or two open while you play.

When exploring Tartarus I get the distinct feeling that I'm playing a random dungeon generator. The experience isn't crafted, it just an algorithm that generates random floors for me to explore. It is, indeed, the only aspect of the game that is exploratory, but even if you find something you like, it won't be there next time. Because it's random, it's never saved. So, if a certain floor give you triple experience, it won't be like that next time. The exploration becomes empty and becomes merely grind; very pure grind. Once again, I have soured on the game to the point where I feel like I should just be able to enter a battle through a menu and choose "Enter Battle > Level 4," or "Enter Battle > Level 2 Boss." It's that linear in the progression, and the exploration falls completely flat.

There's a lot that's good about the game. The combat is fun; finding the specific weaknesses of each type of enemy and exploiting it is fun. Getting experience and leveling up in battle is fun. The voice acting is top notch. The music is quite good. But none of this is enough to keep me going. I look at the game now and it just feels like I would have to work at it too hard to get an enjoyable experience. And, I'm only about half-way through the game. The game just isn't keeping me going until the end. That says something. It bored me.

Persona 3 gets an unofficial score of 2 stars: I didn't like it.

Ratchet & Clank: Going Commando...not really...just a joke



Ratchet & Clank: Going Commando is not without a flaw or two but overall I have to say that I loved it. The kids and I had a lot of fun playing it together, and the kids still love to play it (even though I've done just about everything there is to do and I think I'm done with it). For a game with such depth its unbelievably kid friendly. The kids love all the different weapons and vehicles that you get to use. It seems the humor is aimed at kids; its funny, but it's not truly funny. Ever since Portal came out my standards for video game humor have gone up a notch. Still, the game has a kind of cheesy-cartoon type of humor that has a lot of charm.

The different play modes of the game keept me from getting bored. You race bikes, fight spaceships, fight gladiator style in a dome, and run around a blast the crap out of a large variety of enemies with a large variety of weapons. You can upgrade the weapons by purchasing upgrades, and they become stronger (to a point) through frequent use. That kind of mechanic is addictive to me. Still, the weapons become less and less effective as the game goes on, so that it almost feels like they're getting weaker, instead of stronger. I almost quit half-way through the game, and that would have been a mistake! I decided to just push through the game as fast as I could to get to the end. Once I had beat the final boss and began the game again on Challenge Mode I really started to have fun! I had to look up the "cheat" for beating the final boss (stay on the ledge and keep hitting him with the sniper-type gun), but once the game started again the it became incredibly enjoyable. The money comes faster. The weapon upgrades come faster. The point of the game is so much more clear! I wish the game started in that mode!

I enjoyed it as much as I have ever enjoyed a platformer. There're tons of weapons to collect, level up, and use. The arena fights are fun and challenging as well. I wasn't too keen on the space battles and the bike races, but that's just me. Overall, I loved this game. It consumed my life for a week, and now I can't wait to find other games in the Ratchet & Clank series to play!

Majora's Mask, More of the Same: Thanks Nintendo!



I had never played Majora's Mask until now, and I had always seen it as a large hole in my gaming repertoire. Needless to say I was ecstatic when I saw that it had been released on the Wii Virtual Console. So, how does it compare to its predecessor, Ocarina of Time? It has more collection, less substance, and in short it's the perfect epilogue to one of the best games ever.

Majora's Mask has us playing as young Link once again. But, unlike Ocarina of Time, there's no adult Link to serve as the counterpart to young link. Instead, Link is able, through the use of masks, to change into other forms: Goron, Zoran, and Deku. Each form has its own powers and abilities. The abilities of each form complement the traditional aspects of a Zelda game quite well, and I appreciated the variety that they gave to the game. For instance, instead of getting underwater armor for Link, we can use Zoran Link to swim and breathe underwater. Zoran Link also has a weapon that can be thrown that takes the place of the boomerang. Goron Link can survive while walking through lava, and can smash down objects, taking the place of the hammer. Deku Link can float on air, bounce on the surface of water, and spin attack. These different forms of Link are a welcome addition to the game, and I really enjoyed using each's abilities.

Aside from those masks, you can collect other masks that don't transform you, but instead they give you special abilities, powers, or access to certain areas in the game. For instance, the bunny hood allows Link to run faster. The Mask of Truth allows Link to talk to animals. The Romani mask gives you access to the Milk Club. And the Gibdo mask allows you to talk to ReDeads and Mummies. Collecting and using these masks is very fun, especially for the kids.

Speaking of collecting, there are plenty of other things to collect besides masks. There are heart pieces, empty bottles, equipment, stray fairies, and more. I played through the game the first time, found about half of these things, and then got thoroughly defeated by the end boss. I'm confident that I could have defeated the boss if I had faced him again. But, instead, I decided to start over from scratch because the game was so fun. I grabbed a walkthrough from GameFAQs and began playing from the beginning. In the end of my second playthrough I was 1 piece of heart away from 100% completion in the game. Majora's Mask is fun either way; whether you want to obsessively collect everything and experience everything that the game has to offer, or if you'd rather just find what you can, and explore the world on your own. Both are great.

There's a point of contention in the game that seems to divide people. The game is set up so that you play the same three days (the three days before the world ends) over and over again until you've defeated the four major bosses and enlisted their help. For some this seems to destroy the classic Zelda format enough that they don't like the game. It didn't bother me. It seems a small trade off for being able to save anywhere and any time. Sure you lose your money, arrows, bombs and the like, but it's easy to get more; it's trivially easy as the game progresses to refill your supplies. To me it seemed like a small issue, but for other's it has really destroyed the game. I don't get it.

Conclusion: When compared to Ocarina of Time, I'd have to say that I liked Ocarina of Time better. Still, Majora's Mask keept the feel and joy of Ocarina of Time, but changed just enough about how the game works to keep me interested.

Boss too hard? Reboot!




It happened. Majora (in Majora's Mask) made me restart. I got to the final boss, I was defeated, so I went back to the beginning: I started over from scratch, only this time I brought a walkthrough to help me. I have a history of doing this, and I wonder how common it is for gamers to do this.

I did this with Final Fantasy VII; I got to Sephiroth, got utterly destroyed in an epic hour-long battle, and perished. I went to the store the next day, purchased the strategy guide, realized how much stuff I missed along the road to the boss, and decided that the easiest way to get all that stuff was to start over and follow the guide.

Final Fantasy X was a little different. I got to the boss, defeated it, but had such a great time along the way that I went out and bought the strategy guide the day before I beat the boss. So, once I had defeated the final boss on my own I had the guide ready to go and I started again from the beginning immediately. Defeating the boss with all my characters at level 99 and all the ultimate weapons was probably one of the most satisfying RPG experiences I've ever had. I love to be overpowered. I love to wipe out the final boss!

I only made it 6 hours into Final Fantasy XII before I realized that I needed a guide. Mostly I wanted a map of the License Grid. But I once again faced the final boss with all my characters at level 99. It's feels so good. So good!

But, back to Majora's Mask, I'm at about 75% on the walkthrough. When playing on my own I was surprised by the number of collectables I couldn't find. I had less than half the heart pieces, only about 60% of the masks, and only three of six bottles. So, I'm going through the game again from the beginning and following the guide. I'm still loving it, perhaps even more than the first time!

Priority Shift: Finish Majora's Mask!


I'm hooked on Majora's Mask.

I'm in the middle of Persona 3 and I'm loving it. Right now I find myself with a little time. The kids are asleep and I can play whatever I want. So, what is the game that's occupying my mind the most? Zelda: Majora's Mask, of course!

Playing Majora's Mask and experiencing it for the first time reminds me of playing Ocarina of Time for the first time. It's such a delightful experience. And, back then, Ocarina of Time was groundbreaking.

The kids and I are playing Majora's Mask together, which makes me feel kinda guilty for wanting to play on my own tonight. Still, there's plenty of tedious stuff that the kids don't want to watch, maybe I could play through that. My daughter likes to be there for the important stuff, like visiting new places and fighting new bosses. We've finished the second dungeon and defeated Goht and I'm itching to go on to the next dungeon, but I think I can restrain myself.

Now, let's see if I can get another heart container tonight!

It's getting a little dull, but P3 is still great


Persona 3 is getting boring. The story is extraordinarily predictable and mind-numbingly repetitive. I'm at a point where I'm just about to complete my second set of exams at school. You're literally told about the exams twice a day for the entire week leading up to the exams. It feels like the game designers assume you're playing this game 1 hour a week and that you forget easily.

Also, every single thing they've revealed in the story has been completely obvious to me; such as the big shadow attacks occurring on full moons and members of SEES being related to participants in the Kirijo group experiments that blew up the school.

So predictable. So boring.

Honestly, I'm still very hopeful that the game will pick back up again. They've introduced the enemy Persona users, and that aspect of the game could go either way. And the change of pace was nice with the trip to the beach. I enjoyed Operation Babe Hunt, and I like the new character too, Aigis. Though, her introduction was, again, completely predictable as she is featured HEAVILY in the box art.

The combat system is what keeps me going as it is still the best aspect of the game. I'm starting to get the hang of Persona fusion. It's fun to experiment and see what skills can be transferred. My new tactic is to level-up my basic Personas, like Pixie and Orpheus, register their leveled up stats in the compendium, and fuse whatever I have to make the most powerful Personas that I can. The combat system and the dating aspect make me very hopeful. I'll keep playing, happily!

Gaming with a 4 & 6-year-old



Here's a bit of advice from thing's I've learned from video gaming with my small children. When you play games with children, you cannot care about the game. Period. Any value you attach to the game will be lost. Any time you have to spend with the kids will be squandered if you care about the game. Any save files you have for the game will be erased, corrupted, or overwritten, so DON'T CARE ABOUT THE GAME!

If you must, start a separate game for yourself where you can be as methodical as you like. Play at night when the kids are asleep. But, when you're playing with the kids, let them do whatever they want. Let them spend all your hard earned game-money. Let them use all the ammo for your bazooka. Let them erase your game! If you have any value attached to saved data, back it up, then your kids can go crazy with your super-leveled characters, your completely unlocked vehicles, the full world map and whatnot. Let them spend all your money, trade your rare items, and destroy everything you've built. It's just a game and, hey, you have a backup! Have fun, kids!

What? Majora's Mask on VC? BUY!

I finally got the Legend of Zelda: Majora's Mask yesterday, and for only $10 too! Where was I that I found such a rare gem at such a cheap price? My living room!

In case you missed it, The Legend of Zelda: Majora's Mask was released yesterday on the Virtual Console for Wii. I never played it; in fact, I was surprised when I learned that there WAS a direct sequel to one of the best games of all time. How did I miss it? Turns out it was released on the same day as the PlayStation 2. Nintendo...sheesh!

I snapped out my credit card, purchased points, and had the game installed on my Wii in a jiffy. And, as luck would have it, my 6-year-old daughter had just come in the door from playing outside, so we could enjoy it together.

Gaming bliss!

We're only a few hours in, but it's really fun so far.

More Persoana 3, 'cuz it's fun

I had my first event-based boss battle while playing the other night. I fought a half-naked, giant, black and white, woman-shadow who sits in front of you with her legs spread waiting for you to.....uh.....attack her! It made me laugh out loud when I saw her; she's so blatantly sexual that I couldn't take the boss battle seriously. The icing on the cake: on one breast was the letter B and on the other was the letter J. BJ? Seriously? Awesome!

I can't make this stuff up!

Aside from that, I'm really enjoying the dating/relationship aspects of the game. The problem I'm having is that I can't decide which relationship to pursue. So far I've just been following the "whatever suits my fancy," strategy for dating. But, somehow I feel like you're supposed to be more deliberate. I was hoping to find the classic, anime stereotypes and then date either the crazy slacker or the motherly dim-wit (with big boobs). No such luck. I think I'm either going to go after the otaku or the team manager. I've been warned enough in the game that you shouldn't date two girls at the same time that I think I'll have to save that task for another playthrough of the game. Suddenly the lyrics to a Lovin' Spoonful song are going through my head. "Did you ever have to make up your mind?"

I went to fight the second boss in Tartarus and got my ass handed to me, so I've been grinding. And while I've been doing that I have also learned a bit more about the intricacies of fusing personas.

You can fuse personas by combining either two or three of them at a time. Depending on the stats, skills, and level of the personas you put in, you'll get different personas that come out. At first I was reluctant to fuse personas, but now a new options has been unlocked in the Velvet Room. I'm not sure exactly how it works but it seems that you can purchase any persona that you've ever let into your soul. And if that's the case then there's practically no risk in fusing personas.

While grinding I've managed to create a persona that has all but one of the skills that I commonly use in battle. I'm sure there's online guides about creating personas and how to get exactly the personas you want, but I'm having so much fun experimenting on my own that I don't want to spoil it with a guide. Before each session of grinding I go through all the new combinations of personas that are possible. First I try to create the ultimate persona that has all the skills I need. Then I just try to create new personas that I haven't created before. But all this talk about battle, dating, fusing personas, and ridiculous bosses makes me really want to get back to playing the game. What fun!

I'm famous!



They mentioned me on RPGcast. I'm famous now!

I was watching the RPGcast on Saturday and made a comment in the show thread and they read it aloud and chuckled. Don't believe me? See for yourself, Episode 83 at about 1 hour, 7 minutes and 30 seconds.

Dood! Famous!

Seriously, though, I love the RPGcast and if you're into console RPGs you should give it a listen.

Plug finished; back to gaming.

More Persona 3



Playing Persona 3 FES is turning out to be more fun that I thought it would be. My bad encounter with Persona 2 left me with a bad impression of the series. Persona 2 was the kind of non-scary scariness that just makes be want to find something else to do. I'll admit that Persona 3 relies on darkness and pools of blood too much, but at least the entire world isn't grey (unlike Persona 2).

But enough about what Persoan 3 isn't; let me mention what it is. Specifically, Persona 3 is fun combat. It's very refreshing to have a combat system that rewards you for finding new attacks and matching your attacks to your enemy. You're given a party to quest with. However, while you have a party, you don't directly control the actions of the other party members, you just set their general tactics (e.g. heal, attack, wait). And you have complete control over what members are in or out of your party.

In combat, well chosen attacks are rewarded with another turn. Your Personas have different abilities, and each turn you are allowed to attack with two Personas. It's confusing to explain, but it's not confusing when you play; it just makes a lot of sense and they guide you through the process.

Another aspect I'm liking is social links. You can fuse personas to create new ones; and each persona has a particular type called an arcana. You can form social links with others in the game, party members and NPCs alike, that will strengthen your ability to create personas of a certain arcana.

It all sounds like gibberish, but what it amounts to is this: you are rewarded in combat by the friends and relationships you make outside of combat. Befriending, impressing, hanging out with, and dating people in the game world will strengthen your level and enhance your ability to make new, more powerful Personas.

I'm loving it, and I can't stand to sit here and write about it anymore. I must play!

Ouch! Persona 3 just bit me!




I've heard this about Persona games. They lead you down the path for about an hour, and then kill you in a boss fight. That's exactly what just happened to me. It's very frustrating, only because I don't have another hour to dedicate to this game RIGHT NOW! And I want to!

Other than that, the game is top notch. I am really enjoying it. I got to 5 hours of playtime on easy level and wasn't feeling challenged, so I went back to play on normal. And I got wiped out for the first time. I'm both frustrated and pleased. I want the game to kick me in the ass when I try to bully through it.

I can't wait to play again tomorrow.

Odin Sphere is freaking wonderful




What's so freaking wonderful? The Story, the artwork, the music, and the gameplay. What else is there? In short, this game is oh, so good and I enjoyed every aspect of it.

At first the gameplay did not appeal to me. The game is somewhat of a cross between a 2D brawler and an RPG. I didn't like the 2D brawler feel of the game; it was too repetitive. Adding the RPG elements took this feeling away and I immediately fell in love with one key aspect of combat: Every battle is repeatable. If you fail to beat a group of enemies or a boss, you get an infinite number of chances. The game is automatically restored to the beginning of the battle; no saving, quick-saving, or thinking involved! I wish this was true of Dragon Quest and Final Fantasy games. I think it would encourage more experimentation in battles if this was the case.



The story of Odin Sphere is what shocked and delighted me the most about playing. I wasn't aware at how forgiving I had become regarding tired plot lines in my games. The standard RPG plot goes something like this: A band of rebels teams up to save the world against all odds. The standard 2D brawler plot goes something like this: Those guys are bad; kill them. The mixture of the two genres has produced a storyline that is deeper than anything else I can remember. The characters are deep and have very real emotions.

The biggest failing of Odin Sphere is the repetition. You play as one of five characters in the game, not in a party, but as an individual with a unique story. All the characters inhabit the same world and travel down the same paths and explore the same maps and fight the same bosses. Every time you begin a new character you start at the ground level and have to work your way up. And the method for working up is exactly the same as it was before. There are five characters in the game, so you essentially play through the same game five times. They mix up the fighting mechanic, but nothing can cover up the fact that they really phoned it in when it comes to the number of levels and bosses.

However, the repetition CANNOT be too deep a criticism. Every single role playing game is repetitive; it practically defines the genre! I can't tell you how many wolves I killed in Final Fantasy XII, nor can I tell you how many slimes I killed in Dragon Quest VIII. Repetition is the name of the game. And the story of Odin Sphere pulls you through.

The artwork is beautiful. Everything has a hand-painted look to it, even the character designs and animations. This helps to create a fantastical world that becomes the perfect backdrop for the fairly-tale-like story. The outrageously huge king Odin is ridiculously masculine. The fairy kingdom is lit by fireflies and populated by gnomes, fairies and unicorns. The lava-filled fire realm glows with the light of bubbling lava and outlines the fiery vixens you must defeat. There are cities in the clouds inhabited by bird women, and cities underground inhabited by pooka. The world is so fantastical and rich that it really keeps you interested. I could spend an hour just watching the background pass; it's that beautiful. It's fun to get lost in the fantasy of this world.



There's another aspect of the artwork that appeals to me; let's call it fan-service. One of the characters, named Velvet, has a dark red riding-hood-like costume covering her head and not much else. She has dark stockings that come up to mid thigh, a revealing bikini-skirt, and a belly dancer's top, complete with gold ruffles. When she moves or changes direction, her chest jiggles. To top it off, her weapon of choice is a chain, that she holds wrapped around her wrists. The queen of the underworld has no flesh on her except on her face and gi-normous chest, which she keeps carassing. It's all fan service. It's so Japanese. I love it!

Bottom line, this game is fantastic. I can't imagine it keeping non-RPG fans happy, so it's not for them. But if you like the genre then you just might love this game, as I do.

Multiple saves and backups: because games should be FUN!


It's probably happened to all of us; you sit down to continue your game, you go to load your save file only to find that it's gone. The first time this happened to me was on the original Legend of Zelda when my younger brother, too young to know what he was doing, erased all the games.

At the age of 12, Nintendo controller in hand, I was faced with the reality of my first Data loss, and the necessity of data backups became immediately clear. Ever since then I tried to make copies of my saves whenever the game allowed it. In fact, many gamed DID allow you to do this.

The PlayStation introduced the idea of a save card that was separate from the game. The data loss lesson I learned from Zelda was so powerful that I got TWO save cards just to be safe. I keep up this practice even today; I have two PS2 cards and two Wii cards.

But backups aren't enough. I've learned that some game designers are cruel, and they like to lock you out of areas that you've visited. Sometimes those areas contain items, weapons, armor, or whatnot that you can't get anywhere else in the game. If you saved the game after you got locked out of the area, and if you don't have an OLDER save file, then you're faced with a choice: Do without the item, or start your game over from the beginning.

Sometimes the item you miss is the ultimate weapon in the game. This happened to me in Final Fantasy VII....grrrrr! So, ever since then, I use as many save-game slots as they provide. I try to use a new save slot for each hour I've been playing.

Call me paranoid, but I use multiple saves and backup my saves once a month. I haven't been locked out of an area, or lost any saves, for many, many years...Except a few months ago. I had played Ocarina of Time with my daughter. My son, who's too young to know better, erased all the saves, including the one with 100% completion that my daughter liked to play. I guess erasing saves runs in the family! My daughter cried when she found out. I bought the Wii Virtual Console version and we're going through it again. The Wii version lets you back up your saves!

I'm off to play...wish me luck on the Shadow Temple.

Bought Wario Land Shake It...


So, I bought Wario Land Shake It and now my kids think I'm the best gamer of all time. This is old-time, Mario-esque, 2D, platforming action at it's best. I haven't had this much fun with a 2D platformer since Super Mario World on the SNES; a game that I played the CRAP out of! I'm quite a few hours into the game and it feels like it's near completion. In fact, I've read that you complete the main story quickly, but the real fun/challenge/time-sink of the game comes in the collection of coins, treasures, and whatnot after you've finished the main story. So, I don't think the scope will be as grand as Super Mario World, yet I'm having such nostalgic fun playing that I don't care. It's great.

A wolf? Why would Link be a wolf? (Twilight Princess Review)



In the Legend of Zelda: Twilight Princess you play as Link...and you save the princess....surprise, surprise. However, this time the designers have put their time and effort into developing the environment and characters, rather focusing on trying to be different and approachable. I guess I'm just trying to say, "dis wan don't look like car tunes."

They've gone back to the more serious story line, with the most realistic-looking Link yet. Although the color palette tends to favor the brown end of the spectrum, the world is still beautiful. I can tell that a lot of attention went to developing the look of Twilight Princess. There's a lot of detail in all the environments. The character models are great looking, and the tools, weapons, and armor are all great looking as well. However, I never found myself gazing at the beauty of the world around me (as I've done in Halo, for crying out loud) and I feel like that aspect is missing from the game. I wish they had been more grandiose in their design of the world, but it's only a minor nit-pick.

A lot of attention goes into developing the story for Twilight Princess as well. The introduction of Midna is very welcome to the series. That imp of a character who rides your back in the twilight realm, and hides in your shadow in the normal realm, had me mistrusting her from the start. Yet, she's Link's companion through the game. I started to love the way she talked and her presence made it feel like Link was not alone. By the end of the game I had fallen in love with Midna, and seen her true nature. I don't want to spoil it, but the game ends extremely well and I wasn't disappointed in the slightest.



The controls are unique for Twilight Princess as well (at least, for the Wii version they are). At first I felt awkward and wished that I could just have a thumb stick and buttons. But, when I got used to it I realized that the item selection wheel, combined with the slot-based quick select, worked really well in the game. Shooting became more fun with the Wii-mote, and aiming the boomerang became fun as well. I just wish I wasn't forced to waggle.

The world of Twilight Princess seems to be based on the Ocarina of Time world, and many of the same races and locations are found there. And, like Ocarina of Time, there's tons of side quests to complete and items to collect. There's also new items to play with and master. There's also the addition of the Wolf's abilities, and the twilight realm allows you to see and explore aspects of the world from a different perspective.

I enjoyed this game more than I enjoyed the Wind Waker. Twilight Princess had the power to pull me, as the player, into the game world. The game does a great job of developing the characters and keeping you involved in the plot. And, even though it's mostly more-of-the-same, I think this is my #2 Zelda game, right behind Ocarina of Time. I'll probably get the urge to re-play in a few years, and I'm looking forward to it already!

Legend of Zelda: The Wind Waker - That was different...good work Nintendo




Nintendo has been riding the Zelda train for a long, long time now. How do they keep the formula from getting stale? By throwing in some cel-shading and changing all the character's names, of course! The result is a title that is very approachable by children, yet deep enough to satisfy the Zelda fans of old, like me.

That said, I can't really think of much else to say. It wasn't my favorite, but it was really fun. The graphics are great. The controls work well. The plot is....boring....and doesn't make much sense...but who plays Zelda for the plot?

But, in all, it feels like a re-hash of old ideas. The wind conducting is roughly equivalent to the songs in Ocarina of Time. The sailing aspect is nothing more than a giant Hyrule field, and the boat is just a talking version of Epona. Everything in the game feels familiar, but somehow it feels like they missed the mark as well.

Bottom line: it's no Ocarina of Time, but it's fun. I've said before, repetition in a great game is still great gameplay. Well, repetition in the Zelda series is still a great game.

The Best Zelda Game Ever: Legend of Zelda: Ocarina of Time



I've played a lot of Zelda games. I played the original Zelda, also the Adventure of Link, Link to the Past, Ocarina of Time, Wind Waker, and Twilight Princess. Of all I've played, this is my favorite. And that's not just nostalgia talking; I just replayed it and it's still great.

What makes it so great? First of all, there's a ton of stuff to do. There's the main thread of the story which, if you fly through it, will take you about 7 hours to complete. The main story has you exploring dungeons, solving puzzles, an battling bosses. And, for your trouble, you get more health, and usually a weapon/item or two. But the real meat of the game, the part that will keep you playing for 30+ hours, comes in the side quests.

There's a collection aspect to Ocarina of Time that is very compelling to a guy like me. I usually find myself driven to collect all the hearts, the best armor, all the weapons, all the bottles, all the songs, all the items, etc. There's hours of enjoyment to be had exploring the world and participating in mini games as well.

Then there's the story. The inclusion of two time lines, young Link and adult Link, is a great plot device and allows you to explore the same areas over and over again without getting bored. There's some areas that only adult Link can visit, and some only young Link can visit. Also, some aspects of the world that you change when you're young Link will allow you to gain access to hidden areas as adult Link. It works very well and keeps me interested in developing Link's stats. In fact, I wish they'd revisit this type of plot in a future Zelda game because I always feel it's missing when it isn't there.



Wrap it all together, give it some good music, and sprinkle some variety on the tired, save-the-princess themed plot, and you have one of my favorite games ever. During my latest playthrough I achieved 100% completion. Walkthrough in hand, I played along with my 5-year-old daughter. She cried when it was over; because it was so happy, and because she wanted to keep playing.

(I wish Nintendo would make another one like this. Speaking of that, I really should pick up Majoras Mask!)

I'm Done With Guitar Hero II Too



Go to the Guitar Hero review...CTRL+C....CTRL+V.

I'm Done With Guitar Hero




What I like about the whole rhythm guitar/band game scene is the music. Every game I've played, and I've played a few, has made me buy songs on Amazon MP3. And it's fun to pick apart the guitar rhythms and play along with them.

At it's best, Guitar Hero helped me find new music and made me feel like a star while playing it. At it's worst, the character designs freaked me out, and the stiff animations only served to remind me that I was holding a tiny, plastic guitar-controller.

Overall, if I'm into the song, and it's hard, I don't notice the bad animations and characters, they just blend into the background. But Rock Band, not Guitar Hero, has the coolness of being a rock star nailed. But, in the end, it's fun to pretend to play along with these great songs, and as long as I can find a song I like then I'll play any rhythm music game.

The bottom line is that I really liked the game, but my situation in playing it is odd, and I give the game only 3 stars; here's why. My brother-in-law had Guitar Hero I & II years ago. He was very excited about it and showed it off to anyone who would listen. I tried it, and I wasn't compelled by it. It just wasn't fun enough to keep me interested. Plus the whole plastic-guitar thing made me feel dopey. Then, along came Rock Band. The usual band of three friends and I got together to break-in his new Rock Band kit. Playing Rock Band with three friends is a FREAKING BLAST!

Once I'd had a taste of the music rhythm game genre, I wanted more. That brought me to this game: Guitar Hero. Coming back to it, after developing a taste for Rock Band, made me more tolerant of the game's faults and allowed me to overlook the crappy songs and focus on the good ones. So, if Guitar Hero existed in a vacuum I probably would have never played it. But, it's fun now that I'm into that sort of game.

Is it even possible NOT to startle the witch?


Holy Crap! Left 4 Dead is fun!
4 guys, 2 boxes, all in the same room: It's gaming bliss. It's hilarious. It's exciting. It's scary. And, most of all, it's just plain fun.
The four of us started out on a rooftop trying to figure out how to switch weapons and jump and punch each other and shoot each other. After a bit, before we were fully accustomed to it, a smoker tongue lashed me! All of a sudden I'm reading on the screen that I'm stuck and my teammates (who just decided to jump off the side of the building) will have to rescue me. I died. But wait, I didn't die. I just need reviving. That's just one of the first team-building aspects that they've used in this game to make it really fun.
Eventually we got the hang of things; getting vomited on by boomers, eviscerated by hunters, and pummeled across the map by tanks. If you haven't played before, these terms don't make any sense to you, and probably sound silly. But if you've played, they immediately conjure up images of zombies that you will come to love/hate.
The real fun of the game is in the interactions. When the characters shoot each other they get mad and yell at each other. When your character is in trouble it yells for help. There's a lot of dialogue between the in-game characters. Some of it is helpful and some is hilarious.
I came away with a real feeling that I had been part of a team and that we had really survived something. So far we've had two, three-hour sessions and it stays fun! I'm really looking forward to playing again. I wish I had a 360 so I could play the single player campaign.
Don't startle the witch!

Odin Sphere: Repitition in a great game, is still great gameplay



I played through as Gwendolyn, and that was fantastic; great story and gameplay. But the story was over after about 10 hours. I knew from the instruction booklet that I could control different characters so I guessed, correctly, that when I was done with the Gwendolyn story I would be in control of another character.

Cornelius was next, and the story, at first, was even more intriguing to me because it's begins before Gwendolyn's story and fills in some of the details. But, almost all the boss battles were the same bosses, who used the same tactics. And I only remember two levels that were different.

Now I'm on Mercedes' story. And the bosses are the same again.

I had intended to criticize the game when I began this post, but now that I've sat to think about it, I don't think I will. I was going to say that the repetition was getting old, and I do wish that they could throw in a few different bosses to fight. But, now that I think about it, how repetitive is Final Fantasy? The boss battles are unique, but everything else is just as repetitive, if not more so.

Aside from that, there are new recipes, but you can still use the recipes you collected before. Same goes for alchemy. You start fresh with each new character; they're at level 1 and they only have two bags for inventory, and they don't have access to the better ingredients you need to make the better recipes. Of course I won't know until I've finished more of the game (I'm at 20 hours and I don't think I'm even half way through) but it seems like they've come up with a unique way to force you to level all your characters. Instead of forming some kind of unlikely party they just tell the story of each character individually. And it works.

The latest character, Mercedes, is quite different in her combat style. She has a crossbow that controls more like at machine gun. It requires reloading, instead of recharging, and she can fly indefinitely. The first two characters controlled much the same, but Mercedes is quite different. Most enemies I kill are off screen; I rely on the radar much more.

And, best of all, the story continues to be engaging. It's taken a bit of a turn for the silly, with talking frogs and unicorn soldiers, but it's a refreshing break. The fairies are all very hot! They're all hips and legs, and they all wear bikini bottoms.

I hate for my first mention of the beauty of the artwork in this game to be a pervy one about how hot the fairies are, but there it is.

Hype Wagon

Games that aren't out yet, and I'm interested to see how they turn out:

Unresearched
- Beyond Good & Evil 2 (?)
- Brutal Legend (Xbox 360)
- Demon's Souls, PS3, Fall 2009, Dark RPG
- Uncharted 2 (PS3 only?)
- Tomb Raider Legend
- Um Jammer Lammy
- Parappa the Rapper
- Scribblenauts (DS? Unreleased?)
- Ghostbusters
- Sly Cooper
- Zack and Wiki
- Kain and Lynch
- Monkey Island
- Loom
- The Path
- Dark Sector
- Lunar silver star
- Lunar eternal blue
- Earthbound
- Robotrek
- Time gentlemen please
- Ben there Dan that
- Drop 7
- The Last Remnant
- Tales of Vesperia
- Puzzle Quest XBLA
- Portal DLC
- Pac Man Championship Edition


Researched
- Muramasa: The Demon Blade, Wii, coming 2009, by Vanillaware (Odin Sphere)
- Pikmin 2: New Play Control, Wii, coming 2009?
- Dragon Quest IX, DS, Q4 2009

Finished ICO....a long time ago




I finished ICO a long time ago, but I look back on it very fondly. It didn't sell well and that is a real shame because it is one of my favorite games! I loved it from start to finish; and when it was done I started playing it again from the beginning.

I won't go into much detail about the plot, because it doesn't matter. This game was built as an experience, not a story. You're not given any back story, you're just dropped into the game with the vague sense that you're being offered as a human sacrifice. All you're sure of is that you're in danger and that you must get out of the castle in which you've been imprisoned.

There's a powerful sense of being alone while playing the game. The castle is huge and filled with crumbling bridges and huge ledges that threaten to send you tumbling to your doom. The enemies are composed of nothing but black smoke and evil magic. When ICO faces them he is armed only with a wooden stick. A very real measure of bravery is required to face them every time they appear. But ICO must face them, not for his sake, but for hers.

ICO's companion on this journey is Yorda; a girl who has been imprisoned in the castle, just like ICO. The relationship between Yorda and ICO is what places this game near the top of my all time favorites list. There's very little said between the two; they don't even speak the same language. Yorda is frail and weak and must be guided and helped along the entire journey. I, as the player, started to become very protective of Yorda. Both she and ICO are in danger, but when the black shadows appear they go for her and try to take her with them. They drag her and pull her down into the shadows. They pick her up and fly away with her. The danger to her feels very real, and her patience and frailty are so endearing, that I was in love with her by the end of the game, and very protective.

The ending of the game is perfect, and it's one of the few times I've cried after playing a game. The story is truly touching, and just writing about it makes me want to play it again. I'm sure my kids wouldn't mind watching me play. Perhaps I'll start it again tomorrow.



P.S. I hate, HATE, the box art for this game. They got the look, feel, characters, sensibility, and EVERYTHING completely and totally WRONG! I'm actually angry when I see this cover. ICO is wrong. The windmill is wrong. Yorda is wrong. The logo is wrong. EVERYTHING IS WRONG. I debated whether or not I should include it in this post, but if you must see it then click below.