Prince of Persia: The Sands of Time

The hype over the new Prince of Persia game inspired me to do something I’ve been meaning to do for a while: replay Prince of Persia: The Sands of Time, the 3D platforming game that reawakened the dormant franchise. Apart from just wanting to refamiliarize myself with its plot events to see if the sequels make any sense at all in terms of them, I had a specific goal in mind. I wanted to master the wall rebound.

The wall rebound consists of leaping feet-first toward a wall and then propelling yourself sword-first toward an enemy. It’s one of several special acrobatic combat maneuvers in the game that can knock an enemy down instantly, and like all such maneuvers, it consists of a series of button-presses that I couldn’t tell you, even after mastering it. It does no good for the conscious mind to memorize such things. It has to go into muscle memory to be effective. At any rate, although I managed to pull it off accidentally a few times in my initial playthrough years ago, I never really learned how to do it. Instead, I had early on come to rely on the vault move, where you leapfrog over a foe and stab him from behind, which worked really well until I started encountering enemies that could block it, at which point I basically reverted to mundane swordplay. Some time afterward, an acquaintance of mine noted that he was pretty much exclusively using the wall jump in combat toward the end of the game, so I figured I should give it a try and see if it made the endgame easier.

Part of my thought on this matter was that it might be easier to learn all the moves if I used a proper gamepad. I have the PC version, and the first time through, I used mouse and keyboard. Well, it turns out there’s a reason I used mouse and keyboard: the PC version doesn’t support anything else. My gamepad driver can be set up to emulate a keyboard, but I didn’t bother, as it makes the analog controls iffy. Even using the mouse has its problems in that regard: where a modern gamepad gives you four analog degrees of freedom (via two sticks), keyboard/mouse only gives you two. As you might expect, the game binds (camera-relative) movement to the keyboard and uses the mouse for rotating the camera. This is usually adequate, because it lets you move in any direction by positioning the camera to point in that direction and moving forward. But there are a few scenes where the camera jumps to a fixed position and becomes temporarily immobile, and one particular such bit, where you have to swing on a rope and leap off towards a spot that’s just slightly off from straight forward, is made much harder than it should have been. But then, I suppose the parts where you walk along narrow beams are made easier by having a button you can press to go straight forward.

At any rate, I did manage to figure out the wall rebound, but it turns out to really be no more powerful than the vault. Yes, there are enemies who are vulnerable to the rebound and not the vault, but there are also enemies that are vulnerable to the vault and not the rebound. One of the last fight sequences consists entirely of wave after wave of three different sorts of big muscular-looking foes, one that’s vulnerable to the vault, one that’s vulnerable to the rebound, and one that’s vulnerable to neither and which, I speculate, must have some other weakness that I never discovered. This leads me to speculate about the intent behind the combat system: that it was intended to create increasing difficulty by means of increasingly specific weaknesses. Assume that there is in fact a third knock-down move. The earliest enemies would be vulnerable to all three. Tier two enemies would be able to block one move, tier three enemies would block two. The problem with this is that the player would have to be using all the special moves regularly from early on in order to notice it, and once you know one ultra-powerful move, you don’t have a lot of motivation to try anything else. (Call it the Double Dragon syndrome.) Now, I’ve looked at guides at Gamefaqs, and there really doesn’t seem to be any support for this theory there. But that might just be a symptom of the problem. At any rate, however it happened, the end result is that the game got a reputation for weak combat that ultimately resulted in the act of overcompensation titled Prince of Persia: Warrior Within.

But you know something? I don’t really care that the combat is weak and unvaried. Combat is not what this game is about. It’s about climbing things and dodging traps. Combat serves the purpose of breaking up the climbing scenes and providing a little variety, but the bulk of my time spent on the game was spent climbing things and dodging traps.

Or, to some extent, figuring out how to climb things. One thing that struck me the second time around is that this is basically a pretty short game — I can imagine someone who knows what he’s doing playing it from start to finish in a single session. It lasts as long as it does partly because of the time you spent wandering around confused, trying to figure out where you have to go next. The game tries to help you out: the camera is always trying to lead you to the right place by panning or zooming to show you your next goal, but I find that’s often not enough. There’s one bit in the final climb where I could enter a crack in a chimney-like hollow and couldn’t figure out how to get down without dying. The solution? I was supposed to be going up, not down. Once I figured this out, I remembered being stuck in the same place in the same way in my first play-through.

Overall, I’d say The Sands of Time still holds up well. The graphics aren’t quite as detailed as you’d expect today, but graphics had already more or less plateaued in their ability to impress. There’s a nice sense of mystery in the disappearing bonus areas of questionable reality — something that the sequels sensibly didn’t even try to address. And the two main characters, the nameless Prince and his sometime companion Farah, are appealingly human: working together but constantly bickering, plainly attracted to each other but, due to circumstances, unable to trust each other. The scene where the Prince muses to himself about the possibility of marrying Farah had me wincing at his clueless arrogance, but in a good way. This is something the sequels pretty much destroyed in their attempt to macho things up. Even when Farah shows up again in The Two Thrones, she’s been transformed into just another oversexed badass.

The really interesting thing about Farah is that she could easily be the protagonist of her own game, running concurrently with the Prince’s. Farah can go places the Prince can’t and vice versa, due to Farah’s ability to squeeze through small cracks and the Prince’s trademark wall-running, so they spend long periods of time separated. Who knows what puzzles she faces while you’re off doing your part? At one point, she leaves the Prince behind, and in the areas you go through as you try to catch up, the level designers conscientiously included a plausible route of narrow cracks for her.

I notice that I haven’t even mentioned the time-rewinding factor. I guess that means it was just a gimmick.

I Was In the War

iwitw1I Was In the War, by Bisse, is a nearly perfect example of everything that I think of as characterizing PC games in the 21st century: an indie effort with minimalist graphics, completable in a single play session, written in three hours by an insane Swede as part of a competition and posted on the web for free download. It’s also one of the funniest action games I’ve ever played, and I think it’s worth looking at why.

It’s got a off-kitler and deliberately stupid style reminiscent of You Are A Chef!, but the key thing is that there is no separation between joke and gameplay. The basic mechanics are themselves absurd. Aside from jumping over enemies, which isn’t always possible, the only way you can evade damage is by switching to the other side of the ground, where upside-down enemies await you. Also, your health is represented by your sprite’s size — getting hit makes you smaller, while going for a long time without getting hit makes you swell up until you’re towering over your foes, which, unfortunately, just makes it easier for them to hit you. That’s a fairly interesting mechanic for automatically balancing difficulty, but it’s also completely ridiculous. (According to Rowan Atkinson, things being the wrong size is one of the three basic types of sight gag.)

Moreover, the introduction of new enemies plays out like a series of jokes. When a new type of enemy is due to appear, a warning scrolls along the line representing the ground. The player is given enough time to digest the announcement and wonder what form “tanks” or “guerillas” might take and how they’ll affect you, and in most cases the answer is absurd and unexpected.

Action games often have a problem being funny. Adventure games have an easier time of it, because they can present jokes as puzzles, thus forcing the player’s attention onto them. But, with a few exceptions (like Katamari Damacy), action games seldom try to integrate humor with the action itself the way IWITW does. I’m thinking in particular of the likes of Earthworm Jim: as much as I enjoyed it when I played it, it seemed like most of the ideas for levels were based on how wacky they’d seem when you read about them in the manual, rather than how they’d seem when you actually played them. There’s also the approach of trying to make a game into a comedy by slapping jokes into cutscenes and dialogue, which at least means you get jokes while you’re playing, but they’re basically orthogonal to the game itself. I think of MDK2 as a good example of this, which is strange, because the original MDK is a good example of the integrated-humor approach I’m applauding here, with its powerups that sprout legs and run away when you approach them and the like. The difference: the original MDK wasn’t a talkie. It basically had no choice but to put its humor into the game itself. MDK2 hired an improv group to do voice-acting for its cutscenes, but it’s ultimately weaker for it.

In the end, the whole game of IWITW has a punch line, and it’s a pretty stupid one. But the real humor is in the telling. Which is true of any joke.

Year Two and Revelations

So, the second year of this blog ends with another unplanned month-long outage. It’s been a pretty dismal year for the blog, with only 14 games knocked off the Stack, if I count correctly. I haven’t even finished the Orange Box yet. This is in large part because of the demands of my new job. (The first month-long outage basically coincided with my the first month of employ.) Don’t get me wrong: it’s a great job, miles better than the one I left to take it. But there have been long hours and tight deadlines, on top of a killer commute. It’s nearly an hour and a half each way by bus, which, unless I switch to a portable system, doesn’t leave a lot of time for gaming. Or, to be more accurate, it leaves a certain amount of time for gaming, but not nearly enough time to both game and write about it. I’ve really got to find quarters closer to the office, but not having a lot of time also means not having a lot of time to look for a new apartment.

And so the Oath has backfired: in order to avoid the obligation of blog, I’ve been playing games that aren’t on the Stack. But I’m not giving up. Now that the most recent tight deadline has passed, I’m going to try to ease myself back into this by writing up some non-stack games.

As for what’s remaining on the Stack, I think it’s about time I made my secret files public. There are two ways to view it. First, at some point in 2008, I discovered Backloggery through a link to this blog from a comment thread. Backloggery is a site devoted to people doing exactly the same thing as me, except with less commentary. I had always assumed that when I wanted to put my list online I was going to have to find or create my own HTML interface to it. Seeing that someone else had done the work already, I entered my entire list, and have maintained it ever since.

I found this solution unsatisfying, though, because it didn’t categorize things the way I wanted them. Backloggery sorts by platform, but not by genre. Their list of game statuses includes several degrees of finishedness (“Beaten”, “Completed”, “Mastered”), but only one unfinished status; I had been tracking only one degree of completion, but had several kinds of non-completion (“untried”, “played partway”, “was unable to complete due to unresolved technical problems”).

Then Gunther Schmidl started his own game backlog blog and showed me what I should have done in the first place: just upload the spreadsheet to Google Documents and make it world-readable. So I’ve done that too. My Backloggery page is here and the Google spreadsheet is here.

You may notice that the Google document has 301 rows, while the Backloggery reports only 299 games unfinished. I always spend a moment confused when I look at them. Well, the spreadsheet has an extra row because of the column headers, while Backloggery is missing Pokémon from the “Unfinished” list: by their standards I’ve beaten it and it would be dishonest of me to list it otherwise. I should try to contact some of the other backloggers with Pokémon on their lists to try to arrange trades. It’s probably my only hope of finding any. (Craigslist was a bust.)

At any rate, that means we currently stand at exactly 300 games listed, which is a satisfyingly round number to start the new year on. Not that this number is really all that meaningful: I’ve got 8 points to spend (that’s $80 worth of new games by the terms of the Oath, which can go quite a long way these days), and there are a number of games whose stack status is iffy. Does Team Fortress 2 count? I did buy it, but only because it came with the Orange Box. I suppose I’ll write it up when I get around to trying it, but it’s not in the list right now. What about Peggle Extreme, also from the OB? I don’t think so: it’s really just a demo, not a full game. Or The Next Tetris — a puzzling thing to be on the Stack, perhaps, as it’s not the sort of game that’s finishable, but it has a finishable component, which is what I’m counting for Stack purposes. Except I can’t for the life of me remember if I ever finished it or not. So it’s on the list just in case.

I’m sure that there are other things on the list that will provoke questions, or at least raise eyebrows. That’s why I was so reluctant to publish the list. Anyway, expect another post tomorrow (I’ve already started writing it), and happy new year.

Final Fantasy VI: The peculiarities of Blue

Let’s talk about Blue Magic for a moment. Blue magic isn’t really all that important to the Final Fantasy series; it’s more or less a sideline for completists. All the really important magical effects — direct damage, healing, buffs and debuffs — are pretty much covered by normal spells. So what does that leave for the Blue Mage to discover?

One of the things it leaves is quirky effects that don’t play by the normal rules. Things like the “1000 Needles” spell (aka “Blowfish”), which always does exactly 1000 points of damage to its target, without the random element found in all other direct-damage spells. 1000 points may sound like a lot, but only if you’ve never played a Final Fantasy. The numbers can get pretty large; at the point I’m at in FF6, my regular melee attacks routinely do more than 1000 points without costing any mana, and it often takes two or three hits to kill something. So in normal circumstances, the 1000 Needles spell is pointless. Its advantage is that it always does 1000 points of damage, regardless of the target’s defense. Monsters with abnormally large defense ratings, and special attacks to overcome it, seem to be a big part of this game.

Regular magic has spells that heal an amount of damage based on the caster’s Magic Power stat, and deals damage on the basis of Magic Power and the target’s Magic Resistance and elemental vulnerabilities. Blue magic has spells that heal damage based on the caster’s current hit points, or deal damage based on how far you’ve walked throughout the game so far. I think my favorite examples of how absurd this can get is the suite of level-based spells. In FF6, this consists of L.3 Muddle, L.4 Flare, and L.5 Doom, and possibly others I haven’t found yet. Muddle, Flare, and Doom are all normal combat spells, respectively causing Confused status, massive non-elemental damage, and a chance of instant death to the target. The number indicates what sorts of creatures are affected: L.3 Muddle casts the Muddle spell on all enemies whose experience level is a multiple of 3, and so forth. This is a blatant intrusion of the stats into the reality of the world. Either the people in the gameworld are aware of the “experience level” mechanic, or they probably find it very confusing how these spells consistently work on some types of monsters and not on others, with no obvious reason. Back in FF5, there was a puzzle element to all this. The variables governing the effects were non-obvious and undocumented, but could be figured out through observation. FF6 uses a lot of the same effects, so the puzzle aspect is gone.

The least abnormal blue spells are the ones that simply do elemental damage on the basis of an element not used in the normal spell tree. From FF1 onward, there’s been a standard sequence of fire, cold, and electrical damage spells, each coming in three levels of severity. Spells doing air-based or water-based damage were outside of this tradition, and assigned to blue. By FF8, they had been folded into the regular spell list. Today’s quirky exception is tomorrow’s normal.

Final Fantasy VI: Preparing for Disaster

There comes a point where the world breaks. Kefka reaches the sacred place where magic is kept in balance, and unbalances it. Continents split apart. The sea changes color. Long cutscenes play. The heroes’ airship is smashed like a bowl of eggs, and by the time the player is given control again, a year of gametime has passed. It’s clear that nothing will be the same from this point on.

So naturally my reaction is to immediately restore my last save. Not because I have any plans to prevent this apocalypse, which is clearly an inevitable part of the plot, but because it seems like a lot of doors are closing, and I want to do things in the world as it was while I still have the opportunity. On the most immediate scale, there’s an object near the breakpoint that I didn’t manage to pick up. (The ground splits under you if you approach it by the direct route; I had managed to work out how to get to it, but slipped up when I tried, owing to the Sprint Shoes I was wearing making it hard to control my movement.) Glancing at an online walkthrough to see if it was actually worth getting, I learned that I needed to do something slightly differently in the same scene if I ever wanted the ninja to rejoin my party again.

But even beyond the immediate situation, there are goals I want to pursue in the world as a whole. And here’s another of those false-urgency bits: even though the entire pre-cataclysm scene is built with a sense that you’re rushing to intervene before Kefka does something monstrously wrong, you’re given the opportunity at the last moment to go back to your ship and spend a week or two taking care of business.

The first thing I want to do is get Gau up to speed on the latest monsters. Gau has a special training area, the Veldt, where monsters that you’ve encountered in the rest of game show up. The in-game excuse is that they migrate there when you drive them out of the places where they live, which doesn’t make a lot of sense for the imperial soldiers and security robots, but there it is. You can spend a long time in the Veldt waiting for a particular monster to show up, and the designers have sensibly made it a no-XP zone, like the final areas in FF5. And, like those areas, although you aren’t getting normal XP that lets you level up, you do get the secondary version, Ability Points or Magic Points, which, in this game, lets you learn spells from your equipped Magicite crystals. Joining Gau this time is Strago, the Blue Mage, in the hope that he can learn some new spells from creatures that he never had a chance to observe the first time around, due to joining the party too late. Unlike FF5, where the Blue Mage (or someone with the Blue Mage’s “Learning” skill) had to be the target of an attack in order to learn it, it seems that Strago simply has to observe it. For that reason, I’m pairing him up with his granddaughter Relm, who has the ability to draw pictures of monsters that come to life just long enough to make a single attack. When the monster has an attack that Strago can learn, that usually seems to be the one that Relm produces. Thus, she’s kind of like the Trainer in FF5, in that she forms a natural complement to the Blue Mage, and making them relatives is a bit of a hint at that.

(Something to try in my next session: Can Relm draw the heroes? I hadn’t even thought of trying until now. Most attacks and spells can be directed either way, and there are situations where directing them the wrong way — healing the monsters or attacking the heroes — is actually helpful.)

There are other quests that need completing before the world is torn asunder. If there are any Espers still to be found, I should try to find them. (I almost missed the ones from the auction house. I wonder if the auctioneers know what Magicite does, and that they’re effectively holding a slave auction?) There were a couple of significant-seeming locations that I haven’t found the significance of yet, and which may be destroyed in a year. A minor quest involving delivering letters, which has yet to reach any sort of conclusion. The manual mentions a playable Moogle character, Mog, who isn’t part of my party yet, even though I’ve been through a Moogle den. He was playable briefly during that one tunnel defense scene, so I know he’s around, but Moogles are hard to tell apart when you can’t look at their stats. Maybe he’ll join when I talk to him if there’s an open slot in my party or something.

In the classic Wizardry IV, at the end of the initial level, there’s a sign just before the stairs that says “Have you forgotten something?” — a question that would become a repeated motif in the game, and work into the ending. Seeing it there for the first time was one of the most frightening experiences I’ve ever had in a RPG. Once the question has been posed, it’s hard to stop thinking about it. Have I forgotten something? Is there something else I’m supposed to have done by now? What if I can’t go back? The Final Fantasy games aren’t so cruel that they’d lock you out of victory for failing to notice a pickup, and they sometimes provide eleventh-hour second chances to complete collections. Still, I’d like to do what I can now, before I go to meet my appointment with the irrevocable.

Heroes Chronicles: Underworld Conquered

And now, a little break from Final Fantasy. With my Windows machine no longer acting as emergency backup server, I decided to finally finish up the last three maps in Heroes Chronicles: Conquest of the Underworld. And, having made that decision, Windows XP gave me a deadline. First, it declared that the hardware had changed enough that I needed to re-activate Windows within three days. Then, when I tried to do this, it refused, telling me that my registration key had been used too many times. I haven’t yet decided what to do about this. Get Vista? Buy another XP license? Dig my windows 98 CD out of the closet and install that? That last possibility has some appeal; a ten-year-old OS could possibly help me play games of the same vintage, provided it can make sense of my futuristic hardware. At any rate, I had three days to either do something about it, or to finish Conquest of the Underworld and consider my options at my leisure. I chose the latter route.

Fortunately, the last two maps are relatively short. I spent the majority of this session finishing up map 6. That map was a bit of an enigma: enemy heroes kept appearing even after I had taken possession of all the castles I could find. It turned out that their home was on the other side of a one-way portal, making them absolutely impossible to eradicate completely. Generally speaking, the way I’ve been playing this game is that I first eliminate all opposition, then I spend some time sending my main heroes around to places with permanent stat increasers that I didn’t get to during phase one. This time, during that final phase, I had to keep popping back to the vicinity of that portal via the Town Portal spell to slay those pesky heroes.

Map 7 was small, and I managed to wipe out the sole free-roaming enemy with my supercharged Tarnum before he could mount anything resembling a threat. There was just one catch: when I finished the mission objectives, I still hadn’t found the sixth and last piece of the Angelic Alliance. Turning to a walkthrough online, I learned that it was sitting more or less right next to Tarnum at the start of the level. I had given it to one of the other heroes; it hadn’t even occurred to me that it might be important. Fortunately, I had saved just before finishing the level, so I could go back and have the hero who had it deliver it to Tarnum. I suppose the level would have been easier if I had the Alliance from the beginning, but it’s not like Tarnum was ever in serious danger of losing a fight.

Map 7 is also significant in that it’s the first time that Queen Allison shows up as a hero, rather than as an unseen presence who’s mentioned in the plot text. This is important to the conclusion of the plot in map 8, where she’s taken captive by the demonic troops lent to her by a traitorous demon lord, who claims to be an enemy of the guys who abducted Rion Gryphonheart, but is in fact in league with them. This gives an excuse for Tarnum to enter the final chapter alone.

Amusingly, level 8, the depths of the abyss, is the only place in the entire episode where you can recruit halflings. Heroes of Might and Magic 3 has eight different city types, each with its own roster of creatures, but only four have shown up until this point: the castles of the knights staging the invasion, and the cities of the native demons, undead, and dungeon-dwelling creatures (troglodytes and beholders and so forth). The designers felt a need to provide an in-plot justification for the halflings’ sudden presence, but when you come right down to it, there’s a lot of non-underworldy stuff in the game that the player has by this point learned to ignore. Every time you pick up an artifact, for example, you get a randomly-selected piece of canned text describing how you found it. These text snippets aren’t at all customized for the environment, and sometimes mention things, such as orcs, that just plain don’t exist in the Underworld we’re shown. Then there’s the way that some levels have both “above-ground” and “underground” areas. You see this sort of thing all the time in fan-made levels and mods: someone wants to use a game engine to tell a story that it isn’t ideally suited for, so they do their best to map things in the game to elements in their story and just kind of ignore the ways that they don’t mesh. Arguably, this happens in commercially-published games as well, what with powerups and health-packs that aren’t plausibly part of the game setting — heck, I’ve commented before about gameplay elements that contradict the fiction in Final Fantasy. I think the difference that makes the ill-fitting elements seem more amateurish here is that they seem so avoidable. The scenario designers here could have easily written new artifact text to suit the Underworld environment, if they had that kind of control over the engine.

Anyway, Rion’s soul is free, as is his daughter. Hundreds of people gave their lives to make this happen, but apparently that’s okay, because they’re just troops and don’t count the way that characters with names do. Tarnum’s internal monologue is full of comments to the effect that he’s different from Tarnum the Tyrant because he’s learned his lesson about not callously disregarding the sanctity of human life, but I dunno.

There are two more episodes of Heroes Chronicles still on the stack. The next one, Masters of the Elements, has Tarnum as a wizard traversing the elemental planes. That should be fun; four-elements stuff is always appealing somehow. But that’s for another time.

Final Fantasy VI: Espers

Although the worlds in the Final Fantasy series have a lot of elements in common, those elements differ from game to game in their significance to the plot. Take the spells Meteor and Holy. Usually these are just direct-damage spells that the heroes can learn over the course of the game: Meteor is one of the strongest Black spells and Holy is one of the few White spells that kills things. But in FF7, Meteor is a potential extinction-level event and Holy is the only hope for stopping it. This forms the basis of the chief conflict for most of the game. The spells are turned into pure plot events, not part of the game mechanics at all: each is cast only once, in a noninteractive scene.

Similarly, while the bulk of the roster of summonable creatures is repeated from game to game, a particular summonable can be a significant character with its own backstory and cutscenes in one game, and a mere fireball substitute in the next. FF6 takes the former approach a step farther than the other games, though. I’ve mentioned before that one of the basic Final Fantasy plot devices consists of escalating the situation at the end of act 1 by bringing in a new enemy, a threat that dwarfs the previous conflict. The first enemy, for all its power, is ultimately human. The second is the genie that the first lets out of the bottle. The Shinra Corporation gives way to Sephiroth and Jenova, the empire of Galbadia to Ultimecia waiting at the end of time for everything to join her, the empire of Baron to Zemus in his lunar tomb. In FF6, the human enemy is once again an Empire. 1The Empire doesn’t seem to have a name other than “The Empire” in the version I’m playing. Apparently the GBA port calls it the “Gestahlian Empire”, after its leader, Emperor Gestahl. And the inhuman enemy, the alien threat from without? It’s the summonables. The Espers.

Or so it seems briefly, anyway. The plot is a mass of switchbacks, the player’s sympathy thrown this way and that. First the Empire is the bad guys, secretly keeping a number of Espers captive to drain them of magical power to fuel their Magitek, and ultimately killing them to turn them into “Magicite”. When the remaining free Espers find out, they go on a rampage, destroying most of the Empire as well as countless innocent bystanders. The contrite emperor declares that his war of conquest is over and pleads the heroes for help in making peace with the Espers — Terra, the party’s main mage, is uniquely suited for this, being half-Esper. Then, once you find the Espers and arrange a meeting, it turns out to all be a trick to lure the Espers into the open so Kefka can kill them en masse and sieze the resulting Magicite. Emperor Gestahl shows up personally to declare that this was his plan all along, and that Terra was released from the Empire deliberately in the hope that she’d make contact with the hidden Espers. That turns out to be Kefka magically altering his appearance to taunt you, but then it turns out that he actually is acting on the Emperor’s orders anyway. Somewhere in there, one of the playable characters, a renegade Imperial general named Celes, is accused of being an infiltrator in your party, still secretly loyal to the Empire. I didn’t pay any attention to this calumny at first, but what with all the other betrayals, I’m starting to wonder.

Now, Magicite is the source of magic in this game. Each individual Magicite crystal not only gives its wielder the ability to summon the Esper it came from, it also, over time, teaches you spells. It is in fact the only source of normal spells in the game. Thus, although in theory the death of an Esper is supposed to be a bad thing, you basically wind up hoping it’ll happen more. In that way, it’s kind of like FF5, where the shards of the crystals you were supposed to be protecting yielded new Jobs. The Magicite fragments even look a lot like FF5‘s crystals.

In fact, there’s a lot about the whole situation that reminds me of other games in the series. As in FF5, things become summonable by dying, and it’s even more explicit this time. Like FF4, the summonables have a hidden underground home where they live their lives far from the prying eyes of humans. I mentioned in a previous post how the discovery of an Esper buried in a mine reminded me of FF7‘s Jenova, and that’s an impression greatly strengthened now that I know that the Empire was using captive Espers in secret experiments to create magic-capable soldiers. Equipping a crystal in order to gain spells is a little reminiscent of FF7‘s Materia, but the way I keep shuffling them around between characters, not for the sake of the summon ability but for the ancillary benefits, mainly reminds me of FF8‘s Junction system.

References
1 The Empire doesn’t seem to have a name other than “The Empire” in the version I’m playing. Apparently the GBA port calls it the “Gestahlian Empire”, after its leader, Emperor Gestahl.

Final Fantasy VI: Comic Opera

I’ve acquired the airship that inevitably appears in every Final Fantasy. In this installment of the series, the inevitable airship is owned by one Setzer, a notorious gambler and ne’er-do-well with a sideline in abducting attractive young opera singers. Still, the moment he’s mentioned, it’s completely clear that he’s destined to join the good guys. It’s clear because of the way he’s introduced: like all the playable characters, you get a brief scene of him standing against a black background with a few lines of text summarizing his character, and then you get an opportunity to change his name from the default if you like.

I wonder how many players actually take advantage of the renaming option? It seems like it would just create confusion. If I were to change Setzer’s name to something else — Jasque, for example — I’d still have to remember that Jasque is really Setzer whenever I talk about the game with anyone else or read online hints or anything like that. I guess that’s essentially what I ran into when I gave individual names to all my pokémon, but that strikes me as different. Those things didn’t have personalities. Setzer is a distinct character, with an author who isn’t me.

At any rate, Setzer’s in my party now, and has quickly taken over the Han Solo role. This part was previously played by Locke, the party’s thief, but his qualifications are merely that he’s a rogue with a heart of gold, whereas Setzer is a rogue with a heart of gold and his own ship.

But what about the attempted abduction of Maria, the opera singer? Surely kidnapping someone in the middle of a performance is more the sort of thing you’d expect from a deformed sociopath in a mask than from a charming rogue! Well, maybe. At one point before the performance an entity known as Ultros forges a letter from Setzer, hoping to mislead the heroes, so I had some suspicion that he might have also forged the letter announcing Setzer’s attempt to take Maria away (which, when you come right down to it, is a pretty stupid thing to write). But after consulting various wikis, I have to conclude that it’s not so.

Who is this Ultros character? When I first saw him sneaking around the opera house, my only thought was that he was a goofy-looking purple spider. But once I engaged him in battle, and got his full character portrait rather than the squashed-down 16×16 version, he turned out to be a goofy-looking purple octopus. Apparently I already encountered him once, but had completely forgotten about it, even though it had to have occurred less than a week ago. An octopus as a boss monster at the end of a river travel sequence is forgettable; the same octopus sneaking up into the rafters of an opera house and threatening to drop a four-ton weight on the prima donna is somewhat less forgettable.

To fully appreciate the situation, you have to understand that the opera content is played more or less straight, and is actually pretty impressively staged, given the 8-bit theatre. The music is convincingly impassioned and operatic, and even though the arrangement is for videogame console, it conveys enough to let us imagine the orchestra that should be playing it. A synthesized approximation of a singing voice accompanied by lyrics on the screen tell us a story taken from the gameworld’s history, one which I have a sneaking suspicion is going to tie into the main plot at some point. Like the overplot, it’s a story of the injustices of conquest. But even without the octopus around, there’s the matter that it’s all being done by 16×16 super-deformed sprites that emote, to large extent, by jumping around. During the normal course of play, I accept this as just a part of the medium, but here, the whole presentation has changed enough for the strangeness, the incongruity of form and content, to call attention to itself again.

AKA GourdskiIt all reminds me a little of Osamu Tezuka, the renowned “god of manga”. Tezuka’s comics often addressed serious themes, but he never forgot that he was ultimately a professional doodler. His characters were always these softly rounded caricatures, their gestures often ludicrously exaggerated. And whenever he felt things were getting too heavy, he’d throw in some gratuitous visual silliness to break the tension, most often the sudden appearance of a “hyoutan-tsugi”, which is something like a patched-up gourd with a piglike snout. Sometimes he’d suddenly have a multitude of them suddenly rain from the sky and bounce off people’s heads. Tezuka basically created the Japanese animation industry; as such, he’s indirectly responsible for the style of much of today’s imported Japanese culture, including Final Fantasy. Tezuka died when the Final Fantasy series was still in its infancy, so we’ll never know what he would have thought of what it became. But I think he would have approved of Ultros.

Final Fantasy VI: Bridging the Gap

Usually, when I play a series of games, I play them in order of release, even if that means suffering through the crummy ones before I get to the ones everyone raves about. Final Fantasy has been an exception, and that provides me a rare opportunity to observe the earlier ones with full knowledge of where things were heading. FF6 is a bridging element in my experience of the series: I’ve already played FF5 and FF7. And it’s interesting to me to see the ways it fits a niche halfway between those two games.

As I’ve commented before, the setting of FF5 seemed to be a medieval veneer over advanced industrial technology. The designers wanted to use submarines and force fields and interplanetary travel, but they still wanted to present it as basically a standard pre-industrial fantasy gameworld with castles and dragons and so forth, so the high tech came off as somewhat incongruous and anachronistic. In FF7, this was reversed: the swords-and-sorcery stuff was the anachronism in a setting that’s basically modern and even futuristic in places. Now, FF6 still has castles and kings, but the idea of technology substituting for magic is central to the premise, so they can’t try to sweep it all under the rug without comment the way FF5 did. On the contrary: whenever there’s technology around, which there frequently is, the characters essentially keep saying “Look! Technology!” One of those kings is a playable character, and also a gadgeteer who’s fitted out his castle with all the latest things, including engines for burrowing into the sand and traveling underground.

The character system also has aspects of both FF5 and FF7. Like the former, you have job skills: only the thief can steal things in combat, only the gadgeteer I just mentioned can use clockpunk contraptions, etc. Like the latter, character class is inextricably bound to individual characters, and each “class” has exactly one character in it. Class doesn’t really mean all that much in FF7, though, since the function of job skills — the main thing the whole Job system was used for — is taken over by Materia. The characters differ only in their base stats, what kinds of equipment they can use, and their “limit breaks”, the special attacks that you only get to use after taking a lot of damage. FF6 seems to have a proto-limit break system. At least, the manual claims that characters can make more powerful attacks when they’re low on health. I haven’t observed this myself, because it’s hard to keep a character low on health long enough for them to make an attack: any enemy group capable of reducing someone to that state is probably also capable of finishing them off unless you provide massive healing at the earliest opportunity. I suppose this is why the designers altered the rules when they made FF7. (“Has taken a lot of damage” is not the same as “is currently low on health”, and is a much easier state to achieve.)

I can’t say much about the plot at this early stage, but so far it’s revolved around an “Esper”, a being of great magic, discovered embedded in a crystal in a mine. The empire wants it, and the player characters don’t want them to have it. After a while, it essentially hatches from its mineral shell and somehow merges with the party’s magic specialist, Terra, who transforms into something other than human and flies away. This could be seen as FF5‘s defend-the-crystals plot combined with the FF7‘s business about Jenova, a powerful alien being discovered underground, whose living cells were injected into humans in a super-soldier project. Or is that too much of a stretch?

Final Fantasy VI: Playing Defense

Twice now, I’ve encountered a special sort of mini-game in Final Fantasy VI, one where you have to defend a position by moving troops around on a network of tunnels, taking care to keep all possible routes blocked. FF7 had something similar to this, in an optional bit where you could get some special Materia by defending an egg on a mountaintop, but that was more of a pure minigame, with mechanics completely separate from the main game. Whereas in the FF6 version, each confrontation is fought out in the regular combat engine, using the same characters that you’ve been using all along.

Mind you, the first time around, I hadn’t yet accumulated the palette of playable characters I have now, so only one of the three groups I controlled had established characters in it. The rest were filled out with moogles. The second time, I have seven characters and have to divide them into three groups, which makes for a nice bit of tough decision-making. I want each group to be capable of wiping out an attacker in one or two rounds; this requires characters with special skills that let them attack multiple enemies at once, and I only have so many of them. Ideally, I also want a healer in every group, but I only have two mages.

Gau the wild-boy may be the key to that. His special ability is the ability to mimic the attacks of monsters he’s watched you fight. In other words, he’s kind of like the Blue Mage in FF5, but with some key differences, such as that you can only tell Gau what creature to imitate, not which of that creature’s attacks to use. (I understand there’s another Blue Mage-like character to come, and I will probably go into more detail when I encounter him.) At any rate, one time I found a creature that lets Gau cast a resurrection spell. It didn’t do much good, because no one in my party was dead at the time, but it gives me the hope that I might be able to find a creature that lets Gau cast healing spells. He knows a lot of creatures, though, and it’ll take some time to try them all out, so I’ll probably get through the current defense mission before discovering it. I’ll just have to rely on potions.

I think I basically prefer the FF6 version of the defense game to the FF7 one, because of the way it’s integrated into the game, but there’s one thing I find annoying about it: it’s constantly interrupting me. The whole thing is realtime, you see. If I decide that I want to move one of my groups to a particular spot, the enemy keeps advancing while I do it. If they engage a group other than the one I’m currently controlling, I immediately have to fight the new group. By the time that’s done, I’ve lost track of what I was trying to do on the main map; by the time I’ve got it figured out again, I’m plunged into another fight. Maybe it would be better if the main map were turn-based, but that would be contrary to the nature of the game as a whole, with its “active battle” system. I think what I really want is for it to be mouse-based, or in some other manner to allow me to tell a unit to go to a particular destination, rather than having to control it every step of the way with the D-pad. In other words, an RTS interface, because an RTS is essentially what it is.

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