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Sunday, January 7, 2018

2017 - The Darkest Timeline (Has an Endpoint)

Before we get into the meat of this post, it has been a while and if you’re (somehow) a longtime reader you deserve answers…but not too long as I don’t want to derail this train before it leaves the station. House cleaning: Simple answers to burning questions that will be expanded upon in future posts through 2018:

Q. Are you ever going to finish that Fire Emblem: Fates/The Myth of the Golden Age/[insert several year old thing here]?
Short answer: Yes.
Longer answer: I’m implementing a weekly schedule for 2018, since that seems to be the only way I can maintain a quality standard I’ll be comfortable with, given how little free time I now have.

Q. Why so sparse with posting in 2017?
I didn’t have nearly as much free time as I did in the past, and don’t get paid for the dozens of hours I put into an article. That said, I did publish a few longer articles this year, just not here. Here are a pair from Gamefaqs:



Q. Why didn’t you have nearly as much free time this year?
The time that I would normally set aside for writing was almost entirely instead moved to writing, researching, and developing a game.

Q. A WHAT???
A. Yes, I’m making a game. No, I can’t discuss it right now.

And that’s all you get for now. We’ll return to this next week.

---------------------------

This past year, due to my busier schedule, I couldn’t afford to play (most) games the way I usually do, scrounging out every little detail and exploring as many avenues - narrative & mechanical - I can find. Instead however, I found myself playing a higher volume of games, finally visiting several I overlooked for the past few years, most notably Alien: Isolation and XCOM 2. Many of these games were surprisingly decent, but few were particularly interesting or thought provoking. So, since most games of this year fall into that category (and I frankly don’t think I can muster up 10 amazing games released this year), rather than doing the typical Top 10 Games of The Year list, instead I’ll just highlight 10 of the more interesting/surprising games of 2017. I have longer write-ups planned for many of these games, but…I’m strapped for time, so 1-2 paragraph posts, here we go!


"All are not the same/ but three shall be as one"
10 – Pyre

Supergiant games is one of my favorite developers. I completed Bastion twice, Transistor three times, and continue to keep both games’ soundtracks in regular circulation in my music library to this day. So, when I say Pyre is the second most disappointing game I played in 2017 despite its glowing critical and commercial reception, know that it’s not because I’m being contrarian or even because I think it’s bad - Pyre is awesome. Although it possesses both the weakest soundtrack of all three of their games (a MASSIVE disappointment considering Supergiant Games' sterling track record) in addition to the weakest narrative (for reasons I don’t have time to expound on here, outside of “doesn’t know how to build emotional investment in a variable narrative”), it also contains the most sophisticated, engaging, and outright fun gameplay in their catalogue.

The most common aspect referenced by reviewers and critics of the game is that its gameplay is “completely different” from anything that came before it…however, I completely disagree. As wildly different as its mechanics appear on the surface, they are actually just another logical progression from what was established in the previous game, just like its predecessor (which also received similar comments back in 2013) To (slightly) clarify, Bastion is a slow, isometric, 2-D Action RPG, with primarily linear attacks. Its successor, Transistor, is a slightly faster, isometric 2-D Action/Turn-Based RPG, with many linear attacks, but also a greater emphasis on coordinated attacks with variable properties. Pyre is a significantly faster, isometric 2-D sports RPG, with exactly 3 commands – a linear attack, sprint (hence the speed), and jump – and an extreme emphasis on coordinated maneuvers, despite directly controlling only one of three characters at a time. What this game does, and indeed why I’m talking about it, is illustrate how much a simple change in objectives and format can significantly alter game feel. Pyre possesses nearly identical fundamental mechanics and interactions, but changes the player’s objective from progressing through a level to moving past a handful of opponents in a tight space to put a ball in a hole/run someone to the end zone. It’s quite the impressive feat for a developer to not only recognize the ubiquity of their mechanics, but demonstrate it as well. Hopefully they’ll polish their narrative work in future installments, because that aside this is one of the most interesting games of the last few years.

*I also deeply regret not delving into the online play (assuming there was any) while I was still competent.


Literally, the closest thing to a spoiler-free image
9 – Doki Doki Literature Club


The paragraph below contains extremely light spoilers, so if you don’t know what this is yet, you should still have a fine experience with it (though I still recommend you play it before reading. According to my Steam play history, it only takes two hours to complete).

I played this game relatively blind, only knowing that it’s a visual novel with something crazy about it. And, as someone with a perverse penchant foroddthings, I felt that I had to at least see if the hushed whispers surrounding Doki Doki Literature Club were the result of a gimmick or genuine aberrancy. Without spoilers, this game is legitimately weird and serves as an example of postmodernism done right in games.  What I did not expect – and why this game is on this list – is for it to commit so wholeheartedly to building an emotional investment in its conventional narrative. The creator picked opposing personalities for the characters maximizing the likelihood that you’d care about at least one of them. This is standard fare for romantic visual novels, and anyone genre savvy would likely roll their eyes a few times over how cleanly each character falls into an identifiable category (yandere, tsundere, childhood friend), regardless of how tame they are compared to others within of their type. However, that very inoffensiveness is what enables the harshness of the twist to spark one’s resolve to fix the situation. Unfortunately, I can’t go into any further detail than that, but suffice to say, this is another game you owe it to yourself to check out. Besides, it’s free.


*Inner weeb intensifies*
8 – Dragon Quest Heroes II


This is a Dragon Quest ARPG. I repeat: this is a Dragon Quest ACTION ROLE-PLAYING GAME. Dragon Quest is one of my favorite series of all time (I cannot believe that I have never talked about it up until this point), being one of the last game series from my childhood that has yet to let me down. I shouldn’t need to explain what Dragon Quest is, but since this is the west and DQ is noticeably dramatically monumentally WAY THE FUCK less popular here than it is in Japan, Dragon Quest is the oldest and longest running Japanese console RPG, known for its charming dialogue and child-friendly simplicity. It’s the series that Final Fantasy repeatedly ripped off during the NES era, as well as a significant cultural icon in its home country. Excluding DQX, all flagship Dragon Quest games are classic turn-based RPGs. I’ve been playing these games since I was seven years old, and excluding DQVII, have loved every single one of them. So, as a noted fan of action games, including Koei Tecmo’s offerings, finding out that DQ Heroes II was an action RPG was like a child discovering Santa Claus is real - I was almost too happy for words.
Attacks, enemies, and even the damage markers are all
straight out of classic Dragon Quest 

Granted, this revelation shouldn’t have impressed me as much as it did, since I know personally that Koei Tecmo always attempts to represent/replicate their source material in licensed adaptations, and had proven not long ago that they were capable of making an open-world action game. But, nevertheless, I am still dumb-founded that they managed to include so many conventional RPG systems in what is fundamentally another Warriors game. The only albatrosses that drag this game down from cloud nine are the story, which isn’t as charming as DQ proper, and (ironically) the modern game design conventions that eliminate the series-defining wanderlust (e.g. UI that points exactly where to go, side quests that are taken from a hub rather than discovered, highlighted dialogue opportunities, etc.). Koei Tecmo doesn’t have much experience with either, so I don’t fault them much for their misstep, it’s just a slight bummer that this game was simply great rather than transcendent.


7 – Fire Emblem Echoes: Shadows of Valentia
You know it's a bad year, when a Fire Emblem game
goes underappreciated by both critics and consumers

This game surprised the hell out of me. FE: Gaiden is one of the bottom 3 worst games in the Fire Emblem series for an astounding number of reasons including but not limited to: terrible characters, an outrageously contrived plot, no story to speak of, the (former) worst map & scenario design in the series, introducing grinding to make story progress, hilariously awful weapon & item mechanics, the worst magic “balancing” in the series, terrible stat mechanics, godawful class balance, and so on and so forth. Not a damn thing in that original NES game was a good idea. And yet, Fire Emblem Echoes not only managed to turn that corrosive heap of radioactive sewage into something playable, but also yield the best Fire Emblem of the 3DS era.

I cannot stress enough just how significant of a
step up this game is in dialogue & characterization
 over FE Fates.
How did it accomplish this miracle? A proper answer to that question deserves a full standalone write-up, but the gist is that it got two important things very right. The first and most notable one is that Echoes dramatically improved all aspects of Gaiden’s narrative. Characters have several orders of magnitude more dialogue throughout the game that is (surprisingly) sincere, and deepens the characters. There is now a story with a point instead of an emotionless slog to conquer the continent. The overall plot went unchanged, but the details surrounding it were completely reworked to contain emotional motivations and actually make sense. All of this is supported by a fully voice-acted script with solid VA talent across the board (shout out to Ian Sinclair, Alexis Tipton, and whoever voiced Saber), livening up all scenes essential and tangential. Basically, Echoes gets an A++ for presentation.

Weapon forging also returns, in a singificantly
less tedious and better balanced fashion
The second less obvious, but equally imperative, reason is that Echoes minimizes ALL of Fire Emblem’s bullshit primarily through Mila’s Turnwheel (i.e. an undo button), and the Star Orb Jacinth DLC (unfortunately, it costs $2). Get screwed over by a bewilderingly unlucky miss off 98%? Undo it. Character grow poorly? Reset it (battle save), and try again (Turnwheel). Character have godawful growth rate(s) in X stat(s)? Equip the appropriate zodiac fragment/star jacinth then level up as usual. None of the aforementioned additions are new to video games or even this franchise (outside of full voice acting), but their (re)inclusion in this game and the resulting competency they proliferated is some of the strongest evidence that statistical variance should be checked – a player’s time and effort must be respected.

Fire Emblem Echoes is still fundamentally shackled to Gaiden, containing every poor bit of map design, class & character balance, hilariously low difficulty, and overall stupid plot development(s). But, despite this titanic handicap, Shadows of Valentia is easily the best Fire Emblem game of the last 10 years, and serves as a powerful example of the importance of presentation. If you have even a passing interest in Fire Emblem or tactical RPGs and own a 3DS, you owe it to yourself to play this game. IS’s hardwork must be rewarded.


The girls are back in town
6 – Uncharted: The Lost Legacy


If you read my FFXV review, you should already know that I think it’s one of the worst products Square has ever released (in no small part because one year and several massive content updates later, the damn thing is still blatantly unfinished and unpolished). Discussions raging on Gamefaqs for the past year have partially centered around placing blame for the game’s faults. One formerly popular target of said blame was the game’s structure which begins with an open world portion then narrows 2/3s of the way through the game into a linear series of events - an inversion of all past FFs and most RPGs in general. Uncharted: The Lost Legacy is proof that FFXV’s structure was not the problem.

And yes, this game is also freaking gorgeous,
as if that was ever in question
I’m optimistically assuming you already know what the Uncharted games are, so I’ll only explain the one thing you need to know: Uncharted: The Lost Legacy is not like its predecessors. After a short tutorial it drops you off into a small open sandbox area complete with collectibles, puzzles, platforming segments, and story sections that can be tackled in any order. After completing all the story objectives, you’ll unlock a new linear area containing the second half of the game. In other words, it begins non-linear with an open world, then becomes linear - exactly like FFXV. However, unlike FFXV, Uncharted uses its open world properly by giving the player things to do that build their familiarity with the mechanics, reward exploration with helpful tools and fun dialogue, and most importantly, build the relationship between the protagonists to set them up for the linear second-half of the game. When any game is structured like this, the first half is supposed to build a foundation for the latter half to build from. One of the reasons - the real reasons - FFXV failed was a lack of understanding of this basic rule.

Also, this is a fantastic game that you should totally play. If you’ve never been able to get into Uncharted because you don’t like Nathan Drake for whatever reason, or can’t stand extreme linearity, you’ll probably enjoy this game.


5 – Horizon Zero Dawn

And the award for most beautiful game of the 8th generation of consoles goes to...
Wow, this came out of nowhere. Guerilla Games creates their first open world game and ends up making the best one of the last few years. Truly impressive. Anyway, in addition to being a fantastic game, the reason Horizon is on this list is because GG (and Koei Tecmo, but shhh) beat Capcom to the punch of creating an open-world Monster Hunter game, and actually did a damn good job of resolving nearly every issue plaguing that franchise in the process.* Breaking monster parts finally makes sense and can provide significant tactical advantages. Monsters are far more aggressive, but also more vulnerable to player attacks (exactly like I suggested), making fights shorter and more exhilarating. Stealth is finally something that can be used in combat, not merely as an initiation tool. Traps and item usage is both encouraged and better balanced. And you have access to multiple weapons with wide-ranging differences during combat, allowing you to experiment with different hunting tactics on the fly - it's like they legitimately listened to every argument I presented back in 2014.

And yes, you can mount and shoot monsters
at the same time ala Shadow of the Colossus
There are countless other details Horizon gets right about the combat, and I should honestly devote a separate write up to its brilliance. But, for now I’ll just say that for reference this would have been my game of the year, had I not also played the last game on this list.

*I’ve already written at extensive length about Monster Hunter’s many, MANY flaws (most of which were not resolved in 4th generation Monster Hunter), so if you want to know more about them, feel free to pull up a chair, grab a snack, and lose your afternoon. Killing the Thrill was written during Gen 3 of Monster Hunter, but Gen 4 (the current generation) only fixed two of the problems I raised, while also introducing a few new ones of its own – it’s slightly dated, but still mostly relevant, especially in light of Monster Hunter World basically using most of my suggestions as a blueprint.

No words, just despair...and sexy goth lolita fashion
4 – Nier: Automata

Annnnd say hello to my 3rd most disappointing game of the year. Based on how much worse this is than every other game on this list (yes, including the next game), you’d think it would be the most disappointing. But, I never played the original Nier (read this instead), and Platinum games delivered effectively enough on the gameplay front, so my expectations weren’t as high, nor were they monumentally let down. It is still my 3rd biggest disappointment however, because I know the original Nier well enough to understand just how damn good it is, and how much of a step down this game is in terms of narrative depth and emotional weight.

Making that statement feels absurd even as I type, because in terms of philosophical breadth and scope Nier: Automata vastly surpasses every other game Yoko Taro has ever touched. However, it fails at the most basic job of any narrative, regardless of medium: telling a cohesive story, which to me is a sin that no narratively driven game can ever be forgiven for. It has an atrociously terrible story riddled with plot contrivances, lousy characters, melodrama, and pretentious poorly understood philosophical bullshit. The only outright good character in the game (with appreciable screen time) is A2 and she’s the only character to get almost entirely screwed over before the game starts, during her half-campaign, and even after the “happy” ending, despite also being the only character in the entire game with positive development.
Game is still badass as hell

*sigh*

Personal qualms aside, I didn’t bring this game up (just) to trash it (though my axe is still in sore need of grinding). This game - just like the original Nier - has two things you will not see in almost any other game: sidequests that all explore different, but related, philosophical ideas, and gameplay which seamlessly oscillates between multiple styles (character action, platforming, twin-stick shooting, and bullet hell), all of which are executed masterfully. Games like this are rare, and captivating for the ideas they present as well as the possibilities they illuminate. Nier: Automata is artistically beautiful despite its narrative’s technical incompetence, and though I’m hesitant to recommend purchasing it, I can at least suggest that you try to access it in some way if possible just to experience some of its beauty. Also, it must be noted that this game possesses an incomprehensibly good soundtrack, like it’s the 2nd coming of Transistor. Even if you refuse to play this game, you NEED to listen to it.


Was it THAT hard to spare an extra 20k SEGA???
3 – Valkyria Revolution

This is the first spinoff game in the Valkyria Chronicles series. It differentiates itself from the flagship titles by hybridizing action & turn-based combat, not unlike Transistor, but its new gameplay is not why we’re talking about it. This game possesses the best story & soundtrack of all four games in the series, and presents one of the most nuanced depictions of war in any medium excluding books, yet was almost universally panned by critics. How did this happen? Partially because critics are stupid and generally terrible at video games*, but primarily because it has the 2nd worst presentation of any game in the series (topped only by VC2 due to the PSP’s hardware limitations. 
This game is both squad-based and class-based, allowing
for a vast array of gameplay options, that you are actually
encouraged to utilize

This is critical because Valkyria Revolution is a medium length (30+ hours) story-driven game, and the bad presentation diminishes the impact of many of its story beats. More specifically, cutscenes drag on for extended periods of time (think MGS4 length), but lack the dynamic camera angles, emotive character animations, and timely musical cues to make them engaging to sit through. The English voice acting is all impressively spot-on (they even got Wendee Lee!) and the music is amazing (no surprise considering what other games Yasunori Mitsuda composed for), but you’d still almost be better served reading and listening to the game than watching its scenes (and yes, the problem was clearly just its atrociously low budget). This game’s story and gameplay quality should warrant an 8/10 rating minimum, but its presentation is so bad that it still holds closer to a 6/10. If Fire Emblem Echoes is proof that good presentation can make a bad story, compelling. This game is proof that bad presentation can make a good story seem duller than the 45th US president.


The game outright shows you how much damage your
attack is going to inflict before you attack
from a paused menu. So, I have zero sympathy
for critics who couldn't figure this game's combat out.
*The number one recurring criticisms of this game’s gameplay is that it takes too long to kill enemies - forcing you to grind - and you can’t cancel your attack strings. Both criticisms are factually incorrect. The basic three attack string has uncancellable animations, but the string itself can be cancelled between attacks by simply dodging, as is the case in nearly ALL action games including terrible ones like FFXV. What’s more no enemy in this game is a true damage sponge as they all have weaknesses that, when targeted will drop them in seconds. Not a single boss in this game, including those during the last 1/3 of the game, takes more than 10 minutes to defeat if one is playing properly. And I know this for a fact because I beat them all without grinding within that time and screen capped the victories. Any idiot who has played a game pre-2007 could tell you that when your attacks aren’t doing much damage, you should switch to a different one, but apparently basic reasoning has been forgotten by modern critics (assuming they ever had it, in the first place. FFXV’s Metacritic average indicates otherwise).


2 - Persona 5


You'll never see it coming...for better or worse

My absolute biggest disappointment of the year, and probably the last time I ever get hyped for a game. I purchased both the American and Japanese deluxe editions of the game, and imported the OST (knowing it was inspired by one of my favorite bands) - I wasn’t just on the hype train, I had a first-class seat and was ready to ride it to the gates of Valhalla. Like PyrePersona 5 is not a bad game. It’s a strong candidate for the best RPG of 2017, even earning a spot on Ben “Yahtzee” Croshaw’s top 5 good games list. But, just because it's good doesn’t change the fact that it did not live up to the hype, and was disappointing in a very unique way.

Guns were a great idea - quite possibly the only time I will
ever make that statement in my entire life
Persona 5 is the best Persona game ever made…in terms of gameplay. The Confidant system’s tethering of gameplay unlocks with arcana ranks was the logical conclusion of the S.Link system. Demon Negotiation makes a triumphant return adding some much-needed flavor to persona gathering. Dungeon crawling overlaps directly with the plot almost universally instead of indirectly/occasionally. More attack types were added to broaden the array of neutral attack options and vary up the combat. And – you get the idea, Persona 5 has some damn fine gameplay. This is actually quite interesting because it is clear proof that competent developers do in fact see the same things we players do – they can identify what works and what doesn’t in their games, learn from past successes and mistakes, and use that understanding to improve future games. That strength of vision is coincidentally the reason why this game’s narrative is only on par with its predecessors, and why the game as a whole was so disappointing to me.

Blind haters love to claim that Persona 5 is just like Persona 3 & 4, and therefore unimpressive. But, while that’s partially true in terms of gameplay, it’s blatantly false in terms of narrative. Persona 5 is the first Persona game that explicitly has a thesis rather than just a theme (P3 = Nihilism, P4 = Existentialism, P5 = Rebellion). That thesis is as follows:

 “If an authority commands an individual to take an ethically unpalatable action, it is the responsibility of that individual to deny the whims of the authority, irrespective of whether disobedience would lead to the loss of the individual’s position within the society.

...Or in short, Justice > Law.

I'm fairly confident the game would've been better served
giving you access to most of the party members early on,
while doling out confidants piecemeal as the story progressed.
I'll elaborate on this point in a future post.
The existence of this thesis is a monumental step for this series, as it means that future Persona games might finally start telling more complex stories with unique structures. Unfortunately, Atlus bit off a bit more than they could chew as they clearly didn’t know what to do with this or how to communicate it effectively. Without spoilers, Atlus made every narrative present within the game an example of the thesis, swapping authority figures and “individuals”, as opposed to exploring the depths of the idea or examining its nuances. What resulted was a game that paradoxically feels too long - as it keeps repeating itself for 80 hours - and rushed, simultaneously (tons of plot developments occur within the last 5 hours of the game, that STILL ultimately repeat the thesis). That’s why this game disappointed me; it's shallow. They made a huge leap, did almost nothing of note with it, AND in making that leap, kneecapped the story they were trying to tell. So, as good as Persona 5 is, it clearly could have been better.


Sidenote: this was the game that made me realize Cherami Leigh has a bizarre penchant for voicing “Best Girl” in whatever work she’s a significant part of. I knew her prior from Steins;Gate where she played Suzuha – best girl in that show (fight me). But, in 2017 alone she voiced: Makoto “best girl” Nijima in Persona 5, Mae “is bae” in Fire Emblem Echoes, A2 “only good character in the game” in Nier: Automata, and Violette “best girl contender” Szand in Valkyria Revolution. So yeah, I’m probably indirectly in love with this woman(’s vocal chords) and cannot wait to see who she plays in 2018.) 

1 – Tales of Berseria
Why do birds fly?

No two paragraphs (or five, or ten, or even twenty) could adequately encapsulate or sufficiently summarize why this game is so special. It is quite possibly the best Tales game in the 20+ year-long series, and easily replaces Symphonia as one of the big 3. I desperately want to make a long-form series on this game and all of its depths, and am extremely likely to do so during this year (considering that I’m unlikely to buy very many new games). However, that’s for the future. For now, all I can say is that the number one reason this game impressed me is that it succeeded where Persona 5 failed. It used a nearly identical thesis, but explored it thoroughly from nearly every conceivable angle, all the while telling a far more emotionally gripping narrative with one of the best casts of protagonists and antagonists in the series’ history. It also contains some of the best gameplay in the series, becoming the first artes-tree game I’ve enjoyed, in addition to one of the smartest progression systems to ever grace an RPG. This was my 2017 game of the year, and I absolutely encourage all fans of RPGs, philosophy, or simply good stories to give this overlooked gem a try. Bandai Namco you have finally earned your way back into my good graces (now don’t mess things up again).

*I would also be absolutely remiss if I didn’t mention that in Tales of Berseria, Christina Vee gave the absolute best performance of her entire career thus far…and somehow Ericka Lindbeck still ends up stealing the show with her outstanding delivery as Magilou. 

Just writing this little aside, has made me realize that we need to have a candid discussion about voice acting and directing, because Christina Vee proved beyond a shadow of a doubt that she is more than talented enough to can carry an entire story on her own, but is basically never given the opportunity, while Ericka Lindbeck - who had already proven her tremendous range (contrast Misty/Vita Clotilde in Trails of Cold Steel with Magilou in Tales of Berseria. It's insane.) - was somehow still criminally underutilized in Persona 5 as Futaba. Maybe Bandai Namco just has an excellent voice director (which is entirely possible considering they've had practice for almost 2 decades), but I cannot comprehend how the potential of these two gems (ESPECIALLY Christina Vee) has still just barely been tapped.

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