And the winner is... - May 23, 2000 - Chris Jones
Disclaimer: The opinions expressed within this column are those of
the participants and the moderator, and do not necessarily reflect those of the GIA. There
is coarse language and potentially offensive material afoot. Let the ruler be a ruler and
the subject a subject, let the father be a father and the son a son. Don't say we didn't
warn you.
You've got a lot of reading ahead - a regular column and the long awaited Arch Nemesis Awards. Get to it.
Onward.
I control your minds without meaning to. It's
a curse. |
hey Chris, Yeah, I was planing on buying MGS for gameboy but then
after hearing you say that stuff about wanting a real console when you are able to play
games at home or when your able to play when not at home you would rather have something
that doesn't require much thought I knew after a few seconds of thought you were
absolutely correct. As usual. I thought to myself, the only place I ever use my GBC is at
occasionally at school between classes or when nothing is going on in class. You saved me
about $30 or however much a gameboy game costs nowadays.
---
-TboneSteak
"In a mad world only the mad are sane"
|
I guess I should have mentioned that if I actually had a GBC instead of a circa 1988
Game Boy Classic, I'd probably go ahead and buy MGS. And Link's Awakening. And, Square
help me, Pokemon. So I'm not against MGS in general, it just doesn't work for me in
particular. And maybe it doesn't work for you, but that's your choice that you should make
for yourself.
I guess I'm just babbling here because I don't want MGS to sell poorly, despite the
fact that I'm not gonna buy it, because I figure enough sales might speed up MGS2.
Probably not, but a man can dream. About video games, if not about fing-longers.
If you see things two different ways, you'll
go cross-eyed |
Chris, I can see the handhold thing two ways:
1: There need to be more deeply involvig titles in the handheld gaming industry.
Although not many people pick up a handhold and just play when there's a Dreamcast sitting
right in front of them, some people do if the game is involving enough. I personally
couldn't put Zelda: Link's awakening or any of the SaGa (FF adventure) games down. Plus,
those titles come in handy for long trips. As fun as Tetris is, I don't think I could
stand it after a good two-day greyhound trip.
2: Longer titles on a smaller screen can strain the eyes, or just leave you swearing
about how it should have been released on a console. Long games suck up expensive battery
time. And, unless it's REALY involving, or a part of one of your favorite series (us geeks
can't get enough of gaming continuity, ya know :P), you really won't be interested if you
have a full-sized masterpeice of a game sitting in front of you.
Either way you look at it, it all comes back to preference of titles. If you are a huge
fan of a series and need that little bit of extra story between games (Like MGSGB), it may
be right up your alley.
-Pisces, rabble rouser 'til the end. |
Not much to say about this, because you're dead on. If you're someone who does a lot of
traveling where you're just waiting around, maybe a handheld RPG makes sense. But taking
the eye-strain issue into account, I'd probably rather read a book and save on the battery
cost.
Which brings me to the topic of the GB Advance. From what I've heard, it's not liable
to be a significant improvement on the GBC in visibility terms, but the cell phone aspect
is intriguing in it's potential. If we ever get to a point where the display is properly
sized (say a continuous 4 inches square, but collapsible) and cell phone plans are no
longer tied to a specific minute count, handheld gaming could be much more interesting
than it is now. Something like Ultima Online, a persistent environment where you can
interact with others and pop in and out at will would be ideal, like a pocket universe you
take out when the real one gets dull. But until that day comes, I probably won't be doing
much gaming on the road.
Games, games everywhere, but not a drop to
drink |
Chris; I know you'll take pity on me and answer this. You have to. I
have nowhere else to turn. The problem is this: for days now you've been touting the
glories of VS. I want it. But I live in Japan, and have a Japanese playstation. Add to
that only an intermediate ability to read Japanese, and the fact that VS apparently has a
complex plot, and you can see my difficulty.
Bottom line: Is there any way to play a US version of Vagrant Story on a Japanese
machine???
Lord Pendragon in desperation |
I have one and a half words for you: Mod chip. The same chips that work on a US
Playstation will apparently do the reverse trick on a Japanese Playstation, since it's the
entire regional lockout routine that get circumvented. Though I haven't tried this myself,
and you may run into future game compatibility with a modded console.
An alternate plan would be to just get a US Playstation imported into Japan. Presumably
you could do this via the same channel that you got your US copy of VS from. The price
differential between the game and the console isn't that great, all things considered, and
with the strong translation work Square seems to have been doing as of late it's probably
worth your while for upcoming games too.
Solve the puzzle, make millions of dollars |
Regarding real-time vs. turn based battle systems: If there was an easy
solution, we would already be playing it. Real Time systems give the player a lot of
freedom in interactivity, but it comes at a price in complexity. Its hard to keep the
attention of the player if the number of attacks they can do can be counted with the
fingers on one hand. This is exactly how "Gauntlet" works. Phantasy Star Online
looked to operate in much the same way.
Games like Secret of Mana are another beast altogether - the hybrid. The lowest level
abilities, like attack, are set to a button, with the more complex commands relegated to
turn-based menus that can be used at the player's discretion. Unfortunately, it requires
all additional party members to be AI controlled, and multiplayer is not very well suited
to it at all.
If some of my fellow Double Agent readers want to settle the argument for once and for
all, solve the puzzle. Come up with a battle system where the player never loses control
(or time), but has more than a handful of moves. Multiplayer support. Maybe even
Combination techniques.
I know *I'd* like to see such a thing.
Richard "KZ" Knight |
I'll take a stab at it as a way of answering all the critics of my "menus
suck" comment, although I admit I can't give you a direct control system with
multiplayer support. Instead, what if we had a hybrid of party-based combat and real time
strategy?
No, wait, hear me out. Consider any standard FF-style ATB setup. The game continues to
move forward in time with enemies attacking as they're able and menus popping up every so
often for the player to control his characters. But menus are a rather clumsy interface
for a setup that has the potential to be much more fluid. Instead, consider what you could
do if you could define a set pattern of AI-controlled behavior for the group, or for an
individual member of the group, rather than a set of specific actions for each individual
member. Somewhat like the behavior control grid in Seiken Densetsu 2 and 3, but more
complicated and in real time.
Frex, let's say we have 3 characters. We can set a group behavior such as "ranged
attacks, defensive attitude", where the characters would keep their distance and use
long range attacks and weapons. You could then set the behavior of a specific character, a
very quick one, to "hit and run" meaning (s)he'd get in close, attack, and dodge
back out again. Or maybe you could take direct control of an individual character for a
short time to cast a specific spell or use an item. All of this could be done via the
controller by having types of behavior tied to specific buttons: X/O control desired
range, L1/R1 control offensive/defensive tendencies. Depending on where the directional
pad was pressed, you'd be giving commands to all your characters, or just one. You'd
probably end up using the controller in much more of a "corded" way, like
playing a musical instrument, instead of pressing individual buttons.
Is it different? Hell yes. Is it workable? Maybe not. But you don't know until you try,
and right now, nobody's trying stuff like this. The point is, even if it failed
spectacularly it's the kind of thing I'd like to see attempted, rather than the same old
thing. Innovation is good, sez the computer engineer.
End of rant.
Number of buttons != amount of depth |
I think gameboy games basically suck due to the fact that it's an 8-bit
system with a black and white/"color" screen. Not to mention the fact that there
is only 4 buttons total. It would be very difficult to make an epic engrossing game on a
system that is so dull to look at and listen to. Scott C.
P.S. with the exception of Metroid II. |
You're wrong, and you gave the counter example to disprove your point. Metroid II is
far from being the only good small screen B&W game. Want more examples? FF Adventure
(SD1), Link's Awakening, Faceball 2000, MGS, Pokemon, and Tetris. To say a 4-button system
can't do any good game is to suggest the NES never did any good games, which is patently
untrue.
Sorry, but even though I personally don't play the GB, I can't agree that it's not a
great system.
Sons of the Village People |
Metal Gear Solid 2, Sons of Liberty. You cannot tell me that doesn't
sound like the title of a gay bar, or at least a Village People album. Especially if you
take the 2 and put a backwards 2 in front so it looks like a heart. Gilbert
P.S. Do you believe in rock 'n' roll, and that music can save your mortal soul? |
Well yeah, if you did that lameass 2 thing anything would look gay. Sons of Liberty
sounds pretty damn cool to me, especially if the game ends up questioning what fundamental
liberties are/should be in the information age.
And I sure as hell do.
Vagrant Eve |
Ok here's some important similarities between Parasite Eve and Vagrant
Story. 1) real-time, one character battle system
2) selectable body part targets
3) customizable weapons
4) requisite magic attacks
5) mature story
Ok not the greatest list of similarities, but you have to understand that customizable
weapons, a very strong part of Vagrant Story, was also a strong part of Parasite Eve. That
is all
-Valinoru |
There's nothing that unique about 2, 4, or 5, and I already agreed that the battle
systems are very similar. The weapons comparison is legit, I'll give you that.
Inside Konami HQ... |
METAL GEAR: GHOST BABEL PROGRAMMER: Wow! We certainly have created a fine
piece of gaming here! KONAMI OF AMERICA: Yes, but Americans are stupid, and will only
play something that's named after something they already like, or games based on movies.
MG: GBP: Oh, whatever shall we do? If this game doesn't sell well, I lose the bet to
Quentin Tarentino!
KOA: Well, why don't we give it the exact same name as Metal Gear Solid?
MG: GBP: But won't that be confusing?
KOA: ARE YOU QUESTIONING MY CREATIVE INTEGRITY, BITCH?
MG: GBP: No, sir!
Granted, this conversation probably never took place, but considering how much more
complicated my life is thanks to them naming that game MGS for the Game Boy even though it
isn't actally MGS, I have nothing further to add. |
I guess the different cover art, different media formats, different display
capabilities and different ratings just weren't enough of a tip-off, eh?
Closing Comments:
Ok, that's it for today. Hope you enjoyed the DA awards - you better have, they took me
long enough to do.
For tomorrow, I gotta say I'm really interested in what people think of the console
RPG/RTS hybrid. I think it's damn cool, but most people have given me wide-eyed looks of
incomprehension when I mentioned it to them. I don't mind being thought of as nuts, but at
least give me some reasons why this turkey won't fly. Or more handheld stuff is also good.
Adios for now.
-Chris Jones, who finds Confucianism constraining to say the least |
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