Showing posts with label games. Show all posts
Showing posts with label games. Show all posts

Wednesday, October 15, 2008

RPG cliches


2. "No! My beloved peasant village!"
The hero's home town, city, slum, or planet will usually be annihilated in a spectacular fashion before the end of the game, and often before the end of the opening scene.


5. Logan's Run Rule
RPG characters are young. Very young. The average age seems to be 15, unless the character is a decorated and battle-hardened soldier, in which case he might even be as old as 18. Such teenagers often have skills with multiple weapons and magic, years of experience, and never ever worry about their parents telling them to come home from adventuring before bedtime. By contrast, characters more than twenty-two years old will cheerfully refer to themselves as washed-up old fogies and be eager to make room for the younger generation.


8. Nominal Rule
Any character who actually has a name is important in some way and must be sought out. However, if you are referred to as a part of a posessive noun ("Crono's Mom") then you are superfluous.


11. Let's Start From The Very Beginning (Yuna Rule)
Whenever there is a sequel to an RPG that features the same main character as the previous game, that character will always start with beginner skills. Everything that they learned in the previous game will be gone, as will all their ultra-powerful weapons and equipment.


13. The Higher The Hair, The Closer To God (Cloud Rule)
The more outrageous his hairstyle, the more important a male character is to the story.


14. Garrett's Principle
Let's not mince words: you're a thief. You can walk into just about anybody's house like the door wasn't even locked. You just barge right in and start looking for stuff. Anything you can find that's not nailed down is yours to keep. You will often walk into perfect strangers' houses, lift their precious artifacts, and then chat with them like you were old neighbors as you head back out with their family heirlooms under your arm. Unfortunately, this never works in stores.


19. "Silly Squall, bringing a sword to a gunfight..."
No matter what timeframe the game is set in -- past, present, or future -- the main hero and his antagonist will both use a sword for a weapon. (Therefore, you can identify your antagonist pretty easily right from the start of the game just by looking for the other guy who uses a sword.) These swords will be far more powerful than any gun and often capable of distance attacks.


22. MacGyver Rule
Other than for the protagonists, your choice of weapons is not limited to the prosaic guns, clubs, or swords. Given appropriate skills, you can cut a bloody swath across the continent using gloves, combs, umbrellas, megaphones, dictionaries, sketching tablets -- you name it, you can kill with it. Even better, no matter how surreal your choice of armament, every store you pass will just happen to stock an even better model of it for a very reasonable price. Who else is running around the world killing people with an umbrella?


26. Local Control Rule
Although the boss monster terrorizing the first city in the game is less powerful than the non-boss monsters that are only casual nuisances to cities later in the game, nobody from the first city ever thinks of hiring a few mercenaries from the later cities to kill the monster.


30. Selective Paralysis
Your characters must always keep both feet on the ground and will be unable to climb over low rock ledges, railings, chairs, cats, slightly differently-colored ground, or any other trivial objects which may happen to be in their way. Note that this condition will not prevent your characters from jumping from railroad car to railroad car later in the game.


31. Bed Bed Bed
A good night's sleep will cure all wounds, diseases, and disabilities, up to and including death in battle.


34. Zap!
Most villains in RPGs possess some form of teleportation. They generally use it to materialize in front of the adventurers when they reach the Obligatory Legendary Relic Room and seize the goodies just before you can. The question "if the bad guy can teleport anywhere at any time, then why doesn't (s)he just zip in, grab the artifact, and leave before the adventurers have even finished the nerve-wracking puzzle on the third floor?" is never answered.


35. Heads I Win, Tails You Lose (Grahf Rule)
It doesn't matter that you won the fight with the boss monster; the evil task he was trying to carry out will still get accomplished somehow. Really, you might as well not have bothered.


50. Short Attention Span Principle
All bookshelves contain exactly one book, which only has enough text on it to fill up half a page.


58. But They Don't Take American Express
Every merchant in the world -- even those living in far-off villages or hidden floating cities cut off from the outside world for centuries, even those who speak different languages or are of an entirely different species -- accepts the same currency.


61. Henchman Quota (Nana, Saki, and Mio Rule)
One of your antagonists will have three lovably incompetent stooges whom you fight over and over again. Although they're trusted with their boss's most important plans and equipment, they will screw up repeatedly, argue incessantly among themselves, blab secret information, and generally only come out victorious when their job was to be a diversion or a delaying tactic. A high point of the game will come when the True Villain reveals himself and you're able to convince the stooges you're all on the same side. They won't help you out any more successfully than they helped the antagonist, but at least you won't have to fight them any more.


62. Thousand Year Rule
The Ancient Evil returns to savage the land every thousand years on the dot, and the last time it showed up was just about 999.9875 years ago. Despite their best efforts, heroes of the past were never able to do more than seal the Evil away again for the future to deal with (which brings up the question of just how exactly does this "sealing away" work anyway, but never mind.) The good news is that this time, the Evil will get destroyed permanently. The bad news is that you're the one who's going to have to do it.


70. Sixth Law of Travel
Nobody gets to own a cooler ride than you. If you ever do see a cooler vehicle than the one you've got now, at some point before the end of the game you will either take over this vehicle, get something even bigger and better, or else see it destroyed in a glorious blaze.


74. If You Meet The Buddha In A Random Encounter, Kill Him!
When you're out wandering around the world, you must kill everything you meet. People, animals, plants, insects, fire hydrants, small cottages, anything and everything is just plain out to get you. It may be because of your rampant kleptomania (see Garrett's Principle.)


80. Friendly Fire Principle (or, Final Fantasy Tactics Rule)
Any attack that can target both allies and enemies will hit half of your allies and none of your enemies.


86. Wait! That Was A Load-Bearing Boss!
Defeating a dungeon's boss creature will frequently cause the dungeon to collapse, which is nonsensical but does make for thrilling escape scenes.


87. Supply and Demand Axiom
Killing a powerful enemy will usually yield an item or weapon that would've been extremely useful if you had gotten it before killing that enemy.


98. Experience Not Required
When the main character is forced to do some complex or dangerous task for the first time, even though he has never done it before he will still always be better than the oldest veteran.


101. Law of Productive Gullibility (Ruby Rule)
Whenever anybody comes up to you with a patently ludicrous claim (such as, "I'm not a cat, I'm really an ancient Red Dragon") there's an at least two-thirds chance they're telling the truth. Therefore, it pays to humor everyone you meet; odds are you'll be glad you did later on.


102. Perversity Principle
If you're unsure about what to do next, ask all the townspeople nearby. They will either all strongly urge you to do something, in which case you must immediately go out and do that thing, or else they will all strongly warn you against doing something, in which case you must immediately go out and do that thing.


103. Near-Death Epiphany (Fei Rule)
If the party is not dealing damage to a boss character, then there's a better-than-even chance that someone in the party will suddenly become enlightened and instantly acquire the offensive skill that can blow the creature away in a matter of seconds.


106. Law of Traps
No matter how obvious the trap, you can't complete the game unless you fall into it.


111. Principle of Archaeological Convenience
Every ancient machine you find will work perfectly the first time you try to use it and every time thereafter. Even if its city got blasted into ruins and the machine was then sunk to the bottom of the sea and buried in mud for ten thousand years, it'll still work fine. The unfortunate corollary to this rule is that ancient guardian creatures will also turn out to be working perfectly when you try to filch their stuff.


112. They Don't Make 'Em Like They Used To (Cid Rule)
Modern-day machinery, by contrast, will always break down at the worst possible moment (for example, when you only need one more shot from the giant cannon to defeat the final boss.)


113. Place Transvestite Joke Here (Miss Cloud Rule)
If the male lead is required to dress up like a girl for any reason, he will be regarded by everyone as much more attractive than any "real" girl. If the female lead cross-dresses as a man, she will be immediately recognized as who she is by everyone except the male lead and the main villain.


119. Don't Stand Out
Any townsperson who is dressed oddly or otherwise doesn't fit in with the rest of the townsfolk will either:

  1. Join your party after you complete some task,
  2. Be in the employ of your enemy, or
  3. Befriend any female member of the party, and then be immediately captured and held hostage by the villains.

120. Little Nemo Law
If any sleeping character has a dream, that dream will be either a 100% accurate memory of the past, a 100% accurate psychic sending from the present, a 100% accurate prophetic vision of the future, or a combination of two or all three of these.


121. Child Protection Act (Rydia Rule)
Children 12 and under are exempt from death. They will emerge alive from cataclysms that slaughter hundreds of sturdily-built adults, often with barely a scratch. Further protection is afforded if the catastrophe will orphan the child.


126. Absolute Power Corrupts Absolutely (Althena Rule)
If a good guy is manipulated to the side of evil, they will suddenly find a new inner strength that will enable them to wipe out your whole party with a wave of their hand.


138. Well, So Much For That
After you have completed your mighty quest to find the object that will save the known universe, it will either a) get lost, b) get stolen, or c) not work.


142. Thank You For Pressing The Self-Destruct Button
All enemy installations and city-sized military vehicles will be equipped with a conveniently located, easy-to-operate self-destruct mechanism.


143. Falling Rule
An RPG character can fall any distance onto anything without suffering anything worse than brief unconsciousness. In fact, falling a huge distance is an excellent cure for otherwise fatal wounds -- anyone who you see shot, stabbed, or mangled and then tossed off a cliff is guaranteed to return later in the game with barely a scratch.


148. Gender Equality, Part 1 (Feena Rule)
Your average female RPG character carries a variety of deadly weapons and can effortlessly hack or magic her way through armies of monsters, killer cyborgs, and mutated boss creatures without breaking a sweat. She may be an accomplished ninja, a superpowered secret agent, or the world's greatest adventurer. However, if one of the game's villains manages to sneak up and grab her by the Standard Female Character Grab Area (her upper arm) she will be rendered utterly helpless until rescued by the hero.


154. Gold Saucer Rule
The strongest weapons/items/spells in the entire game can only be found by doing things like racing birds.


155. Evil May Live Forever, But It Doesn't Age Well
Even though it took the greatest armies in the world and all of the world's greatest magicians to seal away an ancient evil in an apocalyptic war, once said ancient evil breaks free three fairly inexperienced warriors can destroy it.


168. Way To Go, Serge
It will eventually turn out that, for a minimum of the first sixty percent of the game, you were actually being manipulated by the forces of evil into doing their sinister bidding for them. In extreme cases this may go as high as 90%. The clear implication is that it would have been better to not get involved in the first place.


171. World of Mild Inconvenience
The devastating plague, noxious gas, planet-obliterating meteor or other large-scale disaster that led to the death of millions will affect your party (and your party's friends and family members) in no way whatsoever, save that a few party members may become lost and you can find them later.


176. "Evil will always triumph, because Good is dumb!"
If the villain needs all ten legendary medallions to attain world domination and you have nine of them, everybody in your party still thinks it is necessary to bring the nine to the villain's castle and get the final one, instead of hiding the ones they've already got and spoiling his plans that way. After you foolishly bring the legendary medallions to the villain's hideout, he will kidnap one of your companions (usually the main love interest) and you will trade the world away to rescue your friend.


183. Adam Smith's Revenge
By the end of the game you are renowned everywhere as the Legendary Heroes, every surviving government and authority figure has rallied behind you, the fate of the world is obviously hanging in the balance, and out of nowhere random passers-by give you a pat on the back and heartfelt good luck wishes. However, shopkeepers won't even give you a discount, much less free supplies for the final battle with evil.


189. The Moral Of The Story (Ghaleon Rule)
Every problem in the universe can be solved by finding the right long-haired prettyboy and beating the crap out of him.


more here.

Saturday, August 30, 2008

Star Ocean 4



Yes, yes, YES! Finally, another sci-fi RPG game! Does remind me of Star Trek: Enterprise - suppose to be a few centuries before the rest of the Star Ocean series.

"AD 2064. Humanity made its third and most costly mistake. World War III. Weapons of mass destruction deployed with impunity, razed the land in the blink of an eye. People believed it's the end of the world. The planet Earth was dying. So humanity began to search for a new home in space."

"AD 2074 first contact. SD0001 first warp. SD0010 -- first official SRF mission. The first official SRF mission ventures forth into the great Star Ocean."

Just don't crash into another planet. Just don't make me spend 3/4 of the game running around in an undeveloped fantasy-like planet with no modern technology a la Star Ocean 3.
I insist on at least some modern gadget fun - hologram tricks, space ship battles, mecha/androids?

But one inny-pinny-tinny-winny problem... Exclusive for Xbox 360?!?!

Friday, October 26, 2007

Shall we play a game?

By Rex Sorgatz

For those of us who grew up playing videogames in arcades, hearing that computerized voice in WarGames was the moment when gaming became more than a frantic quest for quarters. That voice — tempting Matthew Broderick into nearly setting off a global thermonuclear war — signaled a new epoch: Reaching the next level in Donkey Kong wasn't enough anymore. Games could be serious.

Two decades on, that revelation is now conventional wisdom. From the military's use of America's Army for recruiting to quarterbacks researching tactics via Madden NFL, we've gone from games representing life to becoming life. Ask yourself: Do you believe that your club moves have improved from playing Dance Dance Revolution? Have your driving skills matured because of Gran Turismo? Does cleaning out your RSS reader remind you of playing Pac-Man? Does the action of the iPhone's bouncing icons recall Mario Bros.? Have you tried to convince your friends that the invasion of Sudoku and Tetris into your dreams is proof of high-level brain activity? Welcome to the arcade called you.

Of course, the basics of gameplay — competing against opponents, setting records, winning prizes — are as old as human civilization. But the gaming mindset has now become pervasive. We use game models to motivate ourselves, to answer questions, to find creative solutions. For many, life itself has turned into a game. Our online lives are just twists on the videogame leaderboards, where we jockey to get our blog a higher rank on Technorati and compete to acquire more friend-adds on MySpace than the next guy.

Even on more serious social networks like Facebook and LinkedIn, you rack up friends, accrue hipster points, try to score high on identity tests. At iminlikewithyou.com — a dating site with bidding, competition, winners, and losers — you pose questions (or "games," in the parlance of the service) for potential mates to bid on, and the resulting interactions are less stilted and artificial than conventional online dating services. That's right, a gamelike environment feels more real than trying to mimic the experience of real-world dating.

And the gaming mentality continues right into the real world, where we are finding ways to compete for bragging rights in even the most mundane activities. Chorewars.com lets you turn the grind of household tasks into a quest for experience points. And who are those Prius hypermilers, obsessed with optimizing their driving techniques to wring every possible mile out of a gallon of gas, but Forza Motorsport players honing their skillz for a perfect lap?

Pop culture, too, abounds with game scenarios. Turn on the TV: Reality hits like Survivor, The Apprentice, and American Idol use psychological game theory to create competition, intrigue, and adventure. Even shows like Lost and 24, with their respective number theory and time obsessions, seem influenced by gameplay. (Lost is to The Legend of Zelda as 24 is to Pitfall! — it makes sense!) And the burgeoning phenomenon of ARGs (alternative reality games) — which pull the narrative thread of videogames into real-world environments — demonstrates that there's no escaping the game onslaught. With ARGs seeping into TV shows and commercials, you may be participating in a game without even realizing it. And as we play through our lives, we don't reach for a Coke — the pause that refreshes. Instead we grab a high-octane energy drink, a liquid power-up to refill our health bar.

As games and the gaming mindset take over our lives, they've also gone professional. In baseball, the cult of stats-guru Bill James has let a legion of fantasy baseball players enter the ranks of real-life scouts. There are competitive eaters, air guitar champions, pro gamers, poker players, WoW gold farmers — all now legitimate occupations.

Of course, some gamers deal in the semi-legitimate. With billions of dollars at stake, the line has blurred between principled players and unscrupulous schemers. Spammers and Digg manipulators represent the dark side, but their tactics differ only slightly from those of earnest search engine optimizers and prank-driven Google bombers. "Gaming the system" has become the prevailing narrative of our time.

How did we end up with a world we play like a game? It's no historical coincidence that gaming ascended right along with the rise of the information age. As the ever-rising flood of new data threatened to inundate our lives, we developed tools to organize all that information — sort it, filter it, cut it, mix it. Desktop editing apps let us manage our data, but they also let us manipulate it. As we got better at controlling pixels and bits, games became a handy metaphor. And more than a metaphor. Like a Sim city come to life, we've moved from a society that creates goods to one that solves puzzles.

As Broderick's character in WarGames asks the computer at one point, "Is it a game, or is it real?" The computer, which has now taken on a human identity, replies, "What's the difference?"

Read more here.

Saturday, October 20, 2007

Disgaea 3?!? Already?!?

http://www.otakuwiki.com/index.php/Disgaea3



This time, the story begins in a school for demons and overload, in which to be an honor student you must not do homework, sleep in classes and wreck havoc.
Doesn't sound as if there's going to be a deep storyline in this one (but then again, who cares - look at the youtube video - the destruction one can cause *drool*)

Also, during the Armageddon Expo, there was a booth for the game Eye of Judgement (PS3), which to me was a good step towards future virtual reality gaming.



To play this game, what is needed is a PS3 and the game cd (duh), a camera and the board for the card game (think monopoly board where you place your cards to play) [all but the ps3 provided in the gamebox]. What happens is that you place your cards on the board (similar to playing TCG ie Pokemon, Yu-Gi-Oh, Naruto etc) and this action is detected by the camera, and shown on the tv screen. Hence, when a card is 'fighting' another card, or when a card 'transformed' into another creature, this is all shown on the tv screen. In essence, it's like a card game come to life.

According to the PS3 representative at the expo, this is the first game to utilize such technology (anyone else think it's somewhat similar to wii?) and they're hoping that if this game become popular enough, that other games would also take advantage of this camera approach.

But didn't I already played a game using motion sensor in The Singapore Science Centre recently (in one of their technology exhibition thingy?) Odd, maybe the library squatter can comment about that.

(and if anyone was wondering, yes, I lost against the computer [but so did everyone else!!!])

Anyway, here's the link to the photos taken during Armageddon Expo, if anyone interested.

http://flickr.com/photos/15004100@N02/sets/72157602411845510/

Current music: ~the growl of my stomach~
Current mood: ~i want food....~

Saturday, April 21, 2007

Sunday, April 15, 2007

Final Fantasy 7: Crisis Core

Zack (hero with black spiky hair) is such an amusing character.
Too bad he dies at the end of this game (as this game is the prequel of FF7 - and he's dead in that game)
And a pre-insane Sephiroth! Cool!





Only on PSP.

Not only that, Final Fantasy Tactics (remake plus additions) is also coming out in PSP. And Mai Hime. And Disgaea (remake). And who know how many more cool games are coming...

I want a PSP now...
(and a crash course in Japanese language - especially those kanji!!)

Edit: Oh yeah, forgot. FF12 sequel's on Nintendo Dreamcast. Sigh... for all we know the next FF game will be on Nintendo Wii - oh right, it's already on PS3.

Sunday, October 01, 2006

Something for bossy sister - alright dad, also for you ;p



Final Fantasy 13 trailer. Unfortunately youtube modified the resolution. It looks way better in the avi I have. Graphics look awesome. And the fighting style - wohoo!

And the hero's a girl. Confirm. Cause of presence of something at chest (is assumed to be breasts)
Hopefully she won't be as girly as those in FFX-2. Or else that game will also be left on the train tracks.

Monday, May 29, 2006

A very BIG hint ;)


I know, I know, I'm suppose to be studying...

Just need to get something off my mind -

To all you people back in Malaysia and Singapore (and even those in Auzzie, I'm not picky), there is something that would REALLY make a good 'welcome-home' present...

Kingdom Hearts II (PS2 game).

Just make sure that it's U/C below the box at the upper right hand corner with NTSC/PAL. Most important! Must be U/C, not J. I can't read Japanese yet.
It would really really make my day if especially a certain onee-sama (bestest best friend or bestest mother/father in the world also can) would be so kind hearted to find (and buy) it in Singapore...

Pretty please? *puppy eyes*

*Edit* for all you heathens *cough* humans with lack-of-exposure to the world of PS2, let me enlighten you...

kh2


Now, just go to any computer games/playstation shop, and look for something like this in the cover... easy no? And once, after finding it, you would feel obligated to purchase it because the cover looks nice. And then, suddenly, you will also feel the urge to lend/give to a certain person currently sitting upside-down who is suppose to be studying for exams...

Current Mood: dorky
Current Music: Passions - Kingdom Hearts II

Friday, April 28, 2006

Pokemon Champion


I am now the Champian Pokemon Trainer of Hoen Region. Bow before my glorious presence.

...

Fine, fine. I just finished the game Pokemon Emerald. So much for the Elite Four and the Champion, since it was an accident that I entered the Victory Road in the first place... (it's one of those point-of-no-return part of the game; and before I could use the escape rope to get out of there, they trashed my Blaziken... nobody trashes my pokemon without getting twice as much trashing in return!!!)

This is my Trainer Card at the end of the game:

Setkun Trainer Card


So sad that I finished the game before I could get all the cute pokemons I was after...

My Dream Trainer Card:
Setsuna Trainer Card


And as an extra for my sister: "The Kawaii Squad"

Konoka Trainer Card


Ok. Off to take a bath now.