It feels weird to start playing Final Fantasy XI in 2021. There’s a 20-year history to this game that’s immediately apparent from the title screen. A version number of “30210327_1” is in the corner. Pictures representing the game’s expansions are also listed here to show off the sheer amount of stuff that’s been added in since it first came out. It’s not even over as Square Enix are still adding more. I got a distinct feeling that they will never truly be finished with this.
When I started playing it was overwhelming. There were a lot of things I didn’t fully understand, so I had to do research. It’s not as easy to just pick up and play this one, which is what I’ve managed for several other Final Fantasy games. This one is more of a commitment (a commitment I abandoned after a few weeks but I’ll get to that). Even just getting this game ready to play required more effort than usual, as I had to set up an account and also change some settings to make sure the game actually ran on my PC.
It’s not surprising why many longtime Final Fantasy fans I’ve spoken to choose to write off this game entirely. The immense scope of it gives completionists plenty of anxiety, and it still continuing to require a subscription fee is off-putting. I’ve gone through this as part of a larger project to play through Final Fantasy from the start and it’s always seemed like the one that would be too much work.
So what was it actually like for me to play this? Surprisingly lonely. One thing added into the game at some point was something called “Trusts”, which are simply AI-controlled party members which you can summon to assist in battle. This gives an impression that the game can be played alone, as trusts of many different classes can be summoned to accommodate what the playable character can’t do. They were somewhat limited in how they could help, so they weren’t a full replacement for real players. Even with that caveat they helped me make a fair amount of progress.
The game’s cutscenes also emphasize a solo nature to the game. They position every player as a lone hero, which is normal for most RPGs, but strange in a game purpose built for grouping people together. I do understand that writing a videogame where you’re told that millions of people are also doing the same things to save the world is potentially difficult, but sticking to conventions here doesn’t feel quite right.
Because the main character is also a player-created silent protagonist, it brings a much different style of storytelling compared to what I was used to with the series. The protagonist of Final Fantasy XI is effectively an extension of the player. A blank slate for anyone to project their own feelings on or roleplay with. With main characters from prior games, such as Cloud, Squall, and Tidus, I was able to see how they grew over time because I spent most of the game with them. Although some of those characters started off emotionally isolated, they weren’t always lonely because the characters that followed them gave support, both emotionally and in combat. Those games were big open doors into pivotal points in their lives. To contrast, my created character would almost never speak, and the party of trusts that accompanied me didn’t say much either.
Defined characters that develop over time exist here as the NPCs but those are still limited by comparison. I only had small amounts of time with them before having to spend many hours on an adventure before I could see them again. It felt as though I was only peering in small windows into their lives. The moments I had to find out more about people were often when they were giving me missions. Short functional scenes with a bit of character flavour.
I also didn’t find many other players when I was adventuring. There were crowds of them in towns and cities, but forests, fields, and dungeons had significantly lower amounts of players hanging around.
On the day I began playing I found another player in a starting dungeon. They were killing all of the enemies before I even had a chance to, meaning that I had to wait like I was in a queue for a theme park ride. They did apologise for this, but I didn’t know the right buttons for sending messages at that moment so I just left an awkward silence. It gave a bad first impression of the game, but it turned out this would not be a common occurrence for me.
I also encountered another player who seemed very proud that they were controlling two characters at once. It was very bold of them to tell me through the in-game chat function. They were having the second character follow them, but I wonder if they ever tried having them in two different places at the same time.
While it might have been more convenient for me to not come across many players, as my initial anecdote suggested, these moments highlighted how much time I was spending entirely alone.
It’s an odd feeling as many of the systems seem intended to encourage cooperation. There isn’t much in the way of tutorials and the game doesn’t always pinpoint on a map where you need to go (and the version I bought on Steam doesn’t seem to come with a manual either). I would assume that this would have encouraged players to work together in order to figure some things out back in the day.
These days it’s become more common to share information through indirect methods such as fan wikis and Reddit. These are also a small window into the communities that still exist, and the history of the game too. Sometimes I would read a comment thread complaining about something that led to people joining forces. There were also plenty of “back in my day” posts which often brought up how comparably convenient the game has become.
I looked through a fair amount of these so that I could know what I was doing and where I needed to go. This would lead to me having the game display in a smaller on-screen window so that I could have pages up on the screen while I was playing. It could have created more distance from the game but I actually felt a little more connected to it, as it meshed well with the in-game systems.
This is more of an involved game than any of the other Final Fantasies I’ve played so far. Having to do research in order to understand the game feels like preparing for an adventure. The game itself features a few systems to make it feel that way too. Maps have to be bought from vendors, many areas have to be reached on foot (or by mount), enemies can be sized up to see if they’re safe to fight, and quest items have to be handed in using the same systems used to trade with players. What’s interesting is that they are all simply options in a menu. It evokes enough to spark my imagination without the need to recreate a physical gesture within the game to seem “immersive”.
There became a point where I started to feel comfortable with Final Fantasy XI. I was gaining levels at a fast rate. Travelling around the world was much easier to do once I was able to connect more fast-travel points. With the help of the trusts I was able to get through many encounters quite easily. Until they failed me.
I was almost finished with the base game. All that was left to do was a fight with the big bad, the Shadow Lord. A boss fight that ended up becoming a brick wall. After a certain amount of time in the encounter, he becomes immune to physical attacks. My trusts had foolishly used up all of their magic points before that moment, so they just kept trying to hit him with attacks that did no damage at all. The Shadow Lord then proceeded to slowly defeat each party member one by one until the fight was over. I tried the fight multiple times with all sorts of different trusts and it just didn’t work out. There were things I could have done to become stronger, but it was so much of a grind that I decided to give up on the game.
If anything I don’t necessarily feel that this is a fault with the game. I made assumptions that I could power through a game built for multiplayer on my own. I could have taken the opportunity to engage with the community of Final Fantasy XI but it seemed unfair for me to do so, as I was only planning on being a tourist on a short stay in Vana’diel.
It really feels as though I can’t give a fair assessment on this game as a whole because I wasn’t able to break past that wall. Things I disliked could have gotten better, things I liked could have gotten worse. So much could have been different or even the same after it, but at this point I won’t know.
Maybe if I had roped some other people in before starting, I might have been able to see more of it. For now I’m going to move on to something else.
This article contains spoilers for both Final Fantasy X and Final Fantasy X-2.
At the end of Final Fantasy X the world has dramatically changed. Sin is no longer a constant threat and major organisations have fallen apart. The game doesn’t actually do much to show you the results of that. A big speech is given and the game ends.
So Final Fantasy X-2 shows very quickly how the world has changed. For a start this isn’t the mostly linear journey like the preceding game. Almost every area is open to be explored from the beginning, which felt a little overwhelming to me.
Yuna, the summoner from FFX, is now a “sphere hunter”, one of many in search of ball-shaped recorded videos showing Spira’s history. Most sphere hunters seem to be doing it for the sense of adventure found in hunting for these items. Yuna started because she received a sphere showing someone who looked like Tidus, who died at the end of the last game.
But how has the world of Spira changed materially? This game has a reputation for being seen as the “fun and frivolous one”, but I was surprised by how bleak it actually seemed from the start. Things have gotten better in some ways (less people are dying from random monster attacks), but it doesn’t feel as though much work is being done to improve the world in other ways.
The Mi’ihen Highroad, a place many summoners walked down, no longer has anyone travelling on foot. When Yuna and the party walk through it, people remark how strange that is. Most travel across it is now done by hovercraft, which costs money. The place is now also patrolled by sentry machines which are supposed to take care of monsters, but haven’t had the best history of safety, and at one point start attacking people.
The former final stop on a summoner’s journey, Zanarkand, is now a tourist hotspot. People travel from all over the world to feel like they’re going on an adventure. There are even treasure chests for sale. The Zanarkand of the old Spira was a very traumatic place. It was the place where many summoners would go to die in order to maintain the lies of Yevon. Now it has been transformed into a theme park.
These are only a few examples. Industry and commerce have moved into places previously dominated by religious dogma, and haven’t proven to be a good replacement either. Factions have been set up with the intention of taking places for themselves. The villain of the game is a victim of a war that took place 1,000 years ago who feels unhappy that the world just hasn’t changed enough.
But it isn’t beyond saving. Final Fantasy X-2 actually has a much more positive and optimistic outlook on all of this, it just makes one thing very clear: it takes a lot of work to fix everything. Yuna looks around at the world and sees that not many people are doing anything to save it, so she feels she has to.
Yuna can stop the dangerous machines at the Mi’ihen Highroad by dismantling them. Yuna can reduce the level of tourism in Zanarkand by encouraging wildlife to breed. Yuna can resolve conflicts between others. It genuinely takes a lot of work for a player to do this and most of it is optional and can be easily missed.
I ended up burning out on it and only resolved a fraction of the problems. Partly because in some cases I couldn’t because of something I missed at an earlier stage. This is all tracked in-game by a completion percentage. I’ve been told by many that to achieve 100% on the first go, a guide needs to be checked considerably often.
Areas have to be visited several times over and over. After a while they get boring to travel through, as most of them retain the same structure as seen in Final Fantasy X, so very few of them have something new. The straight-line structure many of these places have doesn’t suit repeat visits well, and the music that plays in them is annoying and repetitive.
Battles got tiring too. They initially seemed interesting, as they brought back the Active Time Battle system from older games, and also included mechanics that built off of it being in real time. For one example, if party member attacks happen around the same time, they can become a combo which increases the amount of damage done. Eventually my party became powerful enough that I didn’t need to think about that, and I spent most combat encounters on auto-pilot.
It doesn’t feel like these sorts of annoyances are in conflict with the game itself. It’s all things that make it feel as though Spira is very resistant to change. Yuna’s personality also seems to provide context for the game structure too, as she seems to have taken on Tidus’ desires to actively provide help to people, even if it requires a detour.
Putting in all of this effort pays off too. Do enough work and Tidus will be brought back to life. The only way to unlock the game’s perfect ending is by achieving 100% completion (of course that’s not the only way to actually see it, thanks Youtube). This adds on an extra scene which is a conversation where Tidus tells Yuna that there’s a possibility he could still disappear again. This also underscores that they have to actively work to keep things how they want them, much like how Yuna did for the rest of the world.
Playing through Final Fantasy X-2 was a strange experience for me. I wasn’t really enjoying it so much in the second half. When I finished it, I began to put everything together and really appreciated what it was doing. In writing this piece I actually grew fonder for the game. Maybe I’ll like it more on a second go with all of this in mind.
This article contains major spoilers.
The first playable moment of Final Fantasy X put into perspective a lot of what this game does for me. Main character Tidus has to make his way to the big blitzball stadium, he’s the star player for the Zanarkand Abes so he needs to be there on time, especially since it’s a home game. When he almost reaches the stadium he has to push through a crowd to get to it. When this game came out it was a very impressive moment, the crowd reacted to the player’s movement like a real one would react to a celebrity athlete. It’s nearly a 20-year-old game now so the graphical spectacle didn’t hit the same way but I still found something surprising.
I had actually put my controller down when I got to that part. I can’t remember why exactly but because I hadn’t pressed any buttons for a short amount of time Tidus pushed through all by himself. It makes sense of course, there’s no reason for him to be stuck in there being mobbed by fans. It could have been something they put in because people testing the game were spending too long playing with the crowd or couldn’t see where to go on smaller TVs, but it doesn’t just feel like a functional moment. It feels like the character is doing something he reasonably would.
If you take a reductive look at Final Fantasy X, it’s a role-playing game like many others. You control a party of characters as they explore many locations with random bouts of turn-based combat and light puzzle solving serving as interruptions. Every so often there’s a boss or a cutscene too. That could just be a description of several other videogames. What sets this apart from others is how thoughtfully put together many of its aspects are. The game’s systems and structure are closely intertwined with its character writing and worldbuilding.
So what’s that world like? After that opening moment, Tidus only gets to play in his big blitzball for a short amount of time before it’s attacked by a giant monster that sends him 1,000 years into the future. Completely lost in this new world called Spira, he eventually meets a party of adventurers led by a woman named Yuna. She is a summoner, one of many on a pilgrimage to destroy Sin, the monster that attacked Zanarkand earlier. Tidus joins them as one of Yuna’s guardians.
The party’s journey is one that’s constantly moving forward. It’s one many other summoners and their guardians have taken. Most have failed and some have succeeded, but Sin always comes back. It’s a very linear journey, moving from one place to the next without going back. There’s no reason to backtrack as the path to defeating Sin is always forward. Save points also fully heal the party on approach, meaning that there’s very little reason to return to a town. All of that helps the game to move forward at a good pace. It also gives a real sense of adventure because every step forward takes the party further from where they started and into somewhere new.
Summoners also have another job, which is to send the souls of the dead to the afterlife. If this isn’t done and they remain for too long, they will turn into fiends, which are the monsters often encountered in random battles. It gives good reasoning for why the strength of monsters increases as the party gets further through the game, as in later areas summoners and their guardians are more likely to have died, and the ones that made it further are likely to be more powerful.
But what about the biggest monster of them all? Sin is an embodiment of grief; a source of mass destruction and constant reminder of all that has been lost. Even Sin’s origin itself is a way of dealing with loss as it exists to preserve a society which is long dead. Grief and loss is something all of the characters experience. It’s what gives the party motivation to move ahead.
Almost all members of the party have a different experience with loss and a different way of dealing with it. Yuna lost her father at a young age and wants to honour him. Tidus also lost his father at the same age but wants to forget him. Wakka lost his brother Chappu and uses his religious beliefs to help guide himself through mourning. Lulu was also close to Chappu and was previously guardian to summoners who died on their pilgrimage, but she chooses to hide her feelings. Auron saw his friends die trying to defeat Sin and wants that to never happen again. Because of this and the time they spend together, the party gets closer to each other.
Those relationships come through in the game’s cinematic direction too, though a more appropriate phrase would be televisual direction. During cutscenes the camera feels closer than it often did in prior Final Fantasies and its movements don’t seem very intricate. It does give more of a TV drama vibe, but that only serves to further highlight how friendships develop. It’s noticeable when looking at the blocking throughout the game too. The party members seem to initially have scenes in pairs: Tidus and Yuna, Wakka and Lulu, Auron and Tidus. There’s also an early section of the game that takes place on a boat, and to find everyone you have to go through different rooms. As the game progresses further more scenes happen with bigger groups. When the party eventually reaches the ruins of Zanarkand towards the end of the game, they all sit together at a campfire.
Another means in which it demonstrates growing friendships is through its character growth system, the Sphere Grid. It looks like a board game map where many of the spaces provide stat upgrades and abilities. It’s an abstract system to show how characters learn to fight and how they learn from each other. Each character starts off in their own section of the grid upgrading stats and learning abilities that seem tailored for them, before eventually having to move into other sections and gaining skills from the others.
The placement of characters even correlates to how they feel about each other. Tidus and Yuna hit things off very quickly when they first meet and later fall in love with each other. If you follow Tidus’ standard path on the grid, it links up with Yuna’s multiple times. Wakka and Lulu have known each other for a long time too, which is why their paths are close together too. Auron watched Tidus grow up, so they’re next to each other. Kimahri is able to go onto other characters’ sections faster than any other, mostly down to his skill at mimicking others’ abilities. Interestingly the quickest one for him to get into is Tidus’, likely because Kimahri keeps a close eye on him around the start, as he doesn’t know him as well as the others.
Plenty of RPGs have relationship mechanics in them these days because of the popularity of games like Persona (which isn’t an originator itself, but certainly a trendsetter). The thing that tends to irk me with Persona’s friendship systems is that they feel very transactional. You put enough points into a relationship and eventually they will give you something that will make progressing through the game easier. The difference with the Sphere Grid is that it’s not a relationship mechanic, it’s one that happens as a result of relationships.
It’s really cool to see this all play out in battle too. At the start of the game most of the characters are best suited to fight specific enemy types. Once they get more powerful through the Sphere Grid they can start filling in for others. By the end of the game I was only making use of three out of the seven available party members, which I could only do because of what they learned from the other four.
So now I want to focus on one character in particular: Tidus. They made the right sort of protagonist for this kind of RPG. He’s got a very energetic curiosity for the new world that he recently came to and a tendency to get easily distracted. His good nature also results in him taking the party with him to help others off the beaten path. When they all reach the Mi’ihen highroad they hear about a monster called the “Chocobo Eater” which is causing trouble in the area. Tidus says that they should help get rid of the monster because it’s “the right thing to do”. The Chocobo Eater isn’t an optional boss but this is a character moment that justifies the tendency to get sidetracked from the journey like many RPG players do.
It’s also shown through blitzball as well, which is a minigame that plays out very similarly to rugby or football. It’s something that’s likely on Tidus’ mind a lot, as every save point comes with an option to “Play Blitzball”. During portions of the game where playing blitzball isn’t possible, the option still shows at a save point, just greyed out. Even when he can’t play he still thinks of it.
But the reason he starts playing it is because he is helping out a struggling team, the Besaid Aurochs. The first playable match is very difficult, it’s set up so that it’s almost impossible to win. I lost but I couldn’t leave it at that. While there is a whole system of recruiting players to build a better team, I chose not to engage with that and stick with the original team. It made sense to do this, as this game is all about sticking together. Turns out the game supported this too as I ended up winning multiple leagues.
However blitzball is a distraction, both in the fiction and in the game design. It is popular in Spira simply because it allows people to take their minds off of Sin. I was having a lot of fun with it myself, but there was a journey I had to continue with.
One thing I was wondering about while playing the game was why none of the party really gave much resistance to the many distractions they were dragged along to. It’s because they didn’t want to accept the end result of the journey, something which Tidus didn’t know from the start. Going along with the pilgrimage through to the end and defeating Sin results in the summoner dying. None of them want Yuna to die as every single one of the party members has a close relationship with her.
Yuna has a quiet determination to do what she wants, but even she doesn’t want to rush to the end right away. I think about the often misunderstood laughing scene where Tidus and her make fools of themselves. It’s a sweet moment of them stopping to have fun with each other. At the end of that she says she wants her journey to be “full of laughter”. She wants plenty of time in her journey to stop and appreciate the friends she has around her. All of this recontextualizes the standard pacing of an RPG, as it just feels right to have these people stay with each other a bit longer. I’d feel guilty if I chose to rush to that conclusion. It’s no accident that the Calm Lands, an area where more side content begins to crop up, comes soon after a scene where Tidus and Yuna’s romance deepens.
But they find a way to defeat Sin forever where Yuna doesn’t die, but Tidus and Auron go instead. Because of what they’ve gone through with Yuna they don’t tell anyone until it’s too late. Things would just slow down and Sin can’t be left alive. Of course the player is told long before they all are, so you could choose to continue at a slower pace if you wanted.
The importance of slowing down even extends to the music. The Hymn of the Fayth is a motif that recurs throughout the game. It plays at important moments such as when Yuna gains more summons to fight with, when important characters are introduced and when big decisions are made. There’s also a track that sounds very similar to it called The Travel Agency, which plays during visits to certain inns where the party decides to stop and rest. It doesn’t have the exact melody, but it’s very close, almost like a reharmonized version with some of the timing changed. During some parts of the song I could hum the Hymn over it, and it sounded like it belonged. It helps to highlight that moments where the party stops are just as vital.
Of course so much of the music is excellent, though I near enough say this about most Final Fantasy games anyway. It’s all music that fits together perfectly, but surprisingly from three composers who manage to keep their tracks distinct from each other. Nobuo Uematsu keeps true to the dad-prog sensibilities that he is best at. Masashi Hamauzu bolsters beautiful melodies with sustained harmonies that give great depth to his tracks. Junya Nakano layers many melodies to create more atmospheric pieces that sound wonderful. Of course three people working together with their own strengths is true to this game (sorry that is a bit cheesy).
All of these aspects would serve to strengthen a standard JRPG story about friendship and coming together to fight a big bad guy, but there’s a bit more to it than that here. So much of the themes of the game centre around death and grief, so by having a lot of details that put the character relationships to the front it makes all of it hit much harder. They’re only able to make progress in the game by confronting their own fears of death and of losing friends. The Sphere Grid shows that the impressions these characters leave on each other are long lasting. When Tidus disappears at the end after giving Yuna one last embrace, it’s a powerful moment because I saw those characters grow in multiple ways. I know he won’t be forgotten.
Final Fantasy X is such a holistically designed game. Each element of it has me thinking about how it interlinks with others. It’s not as though the sum is greater than its parts because those parts are fantastic. The characters are great, it still looks very nice, and the battle system is so much fun. There are some exceptions to this (I would never like to see the chocobo minigames again), but still so much of these things come together to build an excellent game.
There are so many things about this game I could talk about, but I feel as though that would bloat out the article and it would be less focused. It’s just like how there are so many things to get distracted with travelling across Spira, but at some point this has to end.
If you liked reading this, why not check out other pieces I’ve written on Final Fantasy here!
Not enough people talk about how Capcom did strong work bringing their creepy horror vibe across more games than just Resident Evil. Devil May Cry uses it well, but I specifically want to highlight Onimusha: Warlords. It’s not really a horror game, it’s an action game where you spend a lot of it doing flashy moves with a samurai sword, but it brings in some of that atmosphere to heighten tension.
It also has tank controls, and now that I’ve actually played a game to completion that features them alongside fixed camera angles, I think they work. I used to be someone who didn’t really like them and felt like they were a limitation brought only by the era they came from. However Resident Evil 2 on the N64 had the option to turn them off in 1999, and Capcom kept making games using control scheme long after others with similar camera perspectives didn’t.
The argument for tank controls in Resident Evil is that they make it harder to avoid enemies in tight spaces, but Onimusha doesn’t really have that, it’s just the game’s method of travel. Dodging an enemy is easy since there’s a lock-on ability that lets you strafe around them, and most attacks can be simply blocked by holding down the guard button. There’s also plenty of offensive options available to deal with the bad guys: sword swings have a wide range around the character; magic abilities can almost fill the screen at times; and you also get an instant kill move (which can’t be used on bosses, and neither the game or manual will teach you how to do it).Well if the tank controls don’t add any tension to the game what’s actually there? There’s not much in the way of good characters. Samanosuke is a bland hero without a personality, Princess Yuki only exists as a damsel in distress, and the bad guys are evil because they’re demons I guess.
What’s really good about Onimusha is the combat. Strafing around an enemy doesn’t feel like it moves too far or too little, weapons and magic attacks have the right amount of heft to them, and while it is at times incredibly tricky to do, actually pulling off an instant kill move is greatly satisfying. My only issues are towards the end, where a few late game bosses have too much health. It doesn’t feel like it makes them harder, the fights just begin to drag a little.
It’s all tied together with Resident Evil-style lock and keys, which require a small amount of backtracking. This really works here as it allowed me to familiarise myself with the spaces for combat, and the game managed to mix things up by changing up enemy placements each time I had to go back through an area.This isn’t a particularly scary game, but it has a very creepy atmosphere. Most of the game is spent in a palace taken over by demons, it’s suitably dingy, dark and some areas have a fleshy, almost gigeresque feel to them. There’s also a roughly twenty minute stretch of deadly puzzles that I wish the game did a little more with. One was a little unfair as failure did result in instant death, but there was a fun kind of pressure to it.
There’s not a lot to get sick of in Onimusha: Warlords, it only took me five hours to finish the game so everything came at a quick pace. If you have a fondness for Playstation 2 action games, like myself, then I would seriously recommend giving this one a chance. I’ve got the sequels to be checking out soon and I’ll be sure to report again if they’re just as interesting.
Freebird games make video games that look and sound a lot like mid-90s Japanese role-playing games, it’s an aesthetic they have completely nailed down. But they’ve removed core elements from them to create something that feels a little more like a traditional adventure game. To The Moon completely eschewed with combat and focused on exploration of areas in order to tell its story, it involved a lot of characters talking to each other.
Their most recent game, A Bird Story, does away with even more. There’s no dialogue at all and it’s a much more scripted linear experience that would probably upset the same people that would say that Gone Home and Proteus are not video games. It uses so little traditional game mechanics in order to tell a story of a boy bonding with an injured bird. It also can be finished in an hour.
But let’s look past that really, it’s not like this game costs a lot, it’s short but really sweet. The thing that really grated me about To The Moon is that portions of it felt too ‘video gamey’ and somewhat diminished the emotional impact of certain sequences. A Birds Story takes a much more minimalistic approach like something you’d see in a Sylvain Chomet film, though not quite as tear-jerking. There was no point where I had to engage in annoying video game rubbish in order to progress.
It’s so simple, it only uses the arrow keys and spacebar for controls (a controller is also supported). I suppose because it’s using old fashioned sprite graphics, the mind does a lot to fill in what’s going on, the music helps a lot, especially since a lot of it feels completely tailored to fit each moment. A couple of times I noticed that the game and music felt really in sync with each other, which helped to elevate some of those moments.
Sure I only got an hour out of it, but during that hour I had a smile on my face.
If you’ve only seen some footage of Middle-Earth: Shadow of Mordor, you’d be a little forgiven for thinking it’s just like every other big-budget game out there. Its movement is lifted straight out of Assassin’s Creed and its combat is taken right from the Batman: Arkham games. The story is some generic revenge fantasy that video game writers seem really into these days. I don’t think that does a good job of selling this game, because as bog standard as I’ve made it sound, it’s actually great.
On top of the game’s risk-free open-world structure, is a system that has brought about equal amounts of frustration and satisfaction. Basically it’s what has been described as the “Nemesis System”. For those unfamiliar amongst the orc enemies around the game are named captains and war chiefs. They can pop up at any time, like when you’re just wandering around, or even during a main mission. They’re hard to take down, and if they kill you they will let you know about it the next time you come across them. They’re persistent too, if you take them down they could potentially come back to fight again.
Each time you die against an orc it’s annoying because they get more powerful because of that, but it was such a good system because I felt that fuelled my desire to fight back. The one guy who kept killing me would be my target, but there was always a small feeling of panic when they would turn up out of nowhere. It also made dying in the game a lot more meaningful, it was punishing as opposed to being just a temporary roadblock. Each of the orcs were likely randomly generated out of certain elements, but there was enough unique about each of the ones I encountered that I always recognised my worst enemies.
This system elevated the game to be much more exciting than similar ones out there. It’s great how one aspect can change how a game flows, but wait I’m not quite done yet.
About 2/3rds of the way through the game you get the ability to ‘brand’ orcs and make them fight for you. It’s thematically problematic (you basically enslave them) but mechanically satisfying. You could sneak up on orcs, brand a few and have them fight each other while watching from the shadows. I personally found it much more fun to charge in head first into a big battle, fill up my combo meter so that I could brand them mid-battle, and gradually turn a huge crowd that was all against me into my own army. And yes you can take over the minds of captains and war chiefs too, which you can command to take out other orcs in the hierarchy. At this point it has some light strategy elements as you pit captains against each other. It’s just a shame that you have to get through roughly 60% of the game to get to the best part.
These extra layers make Middle-Earth: Shadow of Mordor one of the most interesting games to come out this year. I couldn’t care any less about the story but just the act of playing it was really fun, and in a big-budget game like this one I really appreciated that.
It’s fairly common for people to overstate how difficult Dark Souls is. In the past couple of weeks I managed to finish both games in the series. They’re fantastic games, but really not as rock hard as people make them out to be. As long as you’re cautious, observant and learn how to create a decent character build, then the game gets much easier. Not to say it becomes super easy, but it becomes manageable.
There are certainly moments where I felt frustrated because I was losing a fair amount of times, but then I would slow down, and keep an eye out for what was killing me. After doing that I wasn’t dying so much. Most of my deaths were down to rushing in and over-estimating my own abilities.
I even managed to get my younger brother to sit and play the game, he mashed buttons through most of the combat and ended up losing very quickly. He didn’t enjoy it. To be fair he doesn’t play video games much.
But really, Dark Souls might just be one of the greatest video games I have played recently. Once I figured out how to handle each enemy, it became very satisfying, not because I was winning by blind luck, but because I earned those victories. It doesn’t stick you in a room full of fast enemies and expect you to deal with it quickly, Dark Souls works at your own pace. You can avoid being overwhelmed by picking off enemies one at a time. That might sound very easy but don’t let your guard down too much around a single enemy.
When I finished the game a friend said to me: “Every other game is going to feel a lot easier now.” I said not if I play Dark Souls II next, which is exactly what I did.
Dark Souls II is even easier, mostly because a lot of the bosses follow the same patterns as each other, healing items are in an absolute abundance, checkpoints feel closer together and your character levels up a lot faster.
There are a few points where the game feel a bit harder, but not fair. You are forced into combat situations where you have to take on multiple enemies at once, which is not suited to some of the mechanics of the game. The lock on targeting isn’t really made to deal with more than two or three enemies at a time, which is why it becomes a bit of a hassle in large combat situations where you have to take on five or more enemies at once. And when there are so many enemies, you have to wait for a lucky chance in which one of them isn’t attacking, which can sometimes take a fair bit of waiting.
Then there are moments where it just feels rougher around the edges. The hit-boxes in the game don’t feel consistent, some of them are about three times the size of what you’d think they would be. Sure you can get used to it eventually, but it’s not fun to be suddenly magnetised into an enemy’s instant-kill grab attack.
I wouldn’t say that this makes it a bad game because it’s still better than a lot of games out there. At its greatest it still has the same satisfaction you would get from besting an area in the first game, it just doesn’t feel as refined in spots.
Which is why I would seriously recommend trying these games out if you haven’t, they might not be for you, and it’s possible you could get frustrated from losing so much. But I haven’t felt as satisfied by a game recently as when I did when I took down some of the more challenging bosses.
Proteus is weird. There’s not much else like it out there, however that doesn’t mean to say it’s better than everything else because it’s different.
This is a game of pure exploration, and not much else. It’s a virtual nature-walk with old-school graphics.
There is fun to be had in that, it’s bright colours allow it to look very pretty, and the games music sounds fantastic.
Speaking of music, it is a strong point of the game. The players movement and location controls it, with sombre tracks on high lonely hills, and upbeat melodies in the lush green forests. Each kind of animal you encounter adds their own flourish to the soundtrack, giving the game that extra bit of personality.
All this sight and sound comes together to something pretty lovely. A short and sweet little game.
The problem however is that it isn’t really much beyond that, it doesn’t offer a lot that the traditional videogame would.
And that could lead some to being very oppositional to it, Proteus is just a game that a lot of people aren’t going to understand, but that’s absolutely fine.
It does make this much harder to write about the game, I’m unsure of the type of person who would like it. I know I did, but people have also told me that it’s the worst thing they’ve played in a while, because it lacks the ‘core parts of being a videogame’.
I’m of the opinion that Proteus is most certainly a videogame, it does fun things with it’s interactivity, and I feel something can easily become a game with the smallest amount of interactivity.
There’s no winning and losing in Proteus, no roadblocks, no challenges, no boss fights. You walk around a little island that looks and sounds really nice. I honestly can’t say whether or not you would like that. It might be worth giving a go, but don’t say I told you it was amazing.
The version of Proteus played for review was on PSVita, it is also available on PS3 and PC. Review code was supplied by Curve Studios.
This plays just like that, it takes the adventure game format, and instead of making it about ‘item a’ in ‘slot b’ style puzzles, it gives more of a focus on narrative choices, mostly through dialogue.
Often at times you’re given a timer, and forced to make a decision that doesn’t quite have a clear cut right or wrong answer.
They’re also both released episodically, which worked great because it gave it a similar feel to a new TV show, complete with the whole dialogue of “Oh did you see that new episode”, “No man don’t spoil!”
As much as there are similarities, this does not feel the same.
For a start it’s a much more colourful game, set during the 80s, it makes use of a bright pinks and light blues, but it’s shadowy night-time setting gives a gritty noir tone to the visuals.
The pacing feels slower, it doesn’t have the constant sense of dread that came from The Walking Dead’s apocalyptic setting.
Once I had gotten quite into the game, I stopped doing internal comparisons, and started appreciating the game for it’s own aspects.
It’s based on the comic book Fables, and has a murder mystery, peppered with aspects of class tension, all presented through fairy tale characters in a modern setting, known in-game as ‘fables’. Most of the non-human looking ones have bought ‘glamours’ a spell which allows them to appear human, however it costs money.
And Telltale have managed to make good characters out of them. The Big Bad Wolf reformed and is now Bigby Wolf, sheriff of Fabletown, New York. Most fables see him as too strict and controlling, how he sees himself is up to you through the dialogue choices. Mr Toad has gone from the lavishness of Toad Hall to a cheap apartment where he can’t even afford a glamour to make himself look human, and is frustrated by it.
Then there is an interrogation scene, which you look around a crime scene in someone’s house, and ask them questions. Picking the right dialogue choices to catch them off guard is really cool, I wouldn’t want to spoil too much of it, but I think it’s experiencing for yourself.
But it does have it’s drawbacks, towards the beginning a few of the fight scenes feel like they lack impact, and are heavily dependant on timed button prompts. It’s a shame because at times those sorts of button prompts were used to such good effect in the Walking Dead. Also if you’re the impatient sort, you might have to tolerate some load times, but nothing crazy significant.
For now though this is a good first start, and has made me hopeful for future episodes.
The Wolf Among Us Episode 1 is available on XBLA, PSN and Steam. Steam requires you to buy all episodes at once, a season pass is available for XBLA and PSN to gain every episode when they are released.
One of my favourite things about this game are benches.
It sounds mundane, but sitting on a bench moves the camera out to give a full view of the area, and the locations in Brothers are beautiful.
It’s great looking in general, with a lovely soundtrack to compliment it’s visuals, and despite the lack of any understandable dialogue it manages to tell a great story through sight and sound.
It opens with simple premise of two brothers journeying off to a far land to find medicine for their sick father, and builds to a very emotional conclusion.
The control scheme can take a small amount used to, each brother is controlled with either analogue stick, and can sometimes feel like the videogame equivalent of patting your head and rubbing your belly. However there isn’t really a lot of dexterity required in playing Brothers, and the controls really serve to pack an emotional punch in certain scenes.
Following a recent trend with certain games, I managed to finish it in one sitting, about 3 hours-ish. I like that, it can give a more ‘movie-like’ pacing to these sorts of games, it also means that there’s never a dull moment in the game. I’d rather take a great 3 hour experience over a 40 hour slog.
If you have an evening, or lazy afternoon to spare, I’d recommend giving Brothers a try, especially if you like purely narrative driven games.
Brothers: A Tale of Two Sons is available to buy on Steam, Xbox Live, and Playstation Network.