Double Agent
Flotsam and jetsam - October 6, 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. I saw the Freeware movie, and now I want to be a small blue AI. Don't say we didn't warn you.

Looking at the recently posted Amano pirate artwork for FF9, I realized that while I like Amano's work as a general thing, his drawings have the consistency of a fever dream. Blurry watercolors, slightly off lines, odd perspectives and facial expressions... Not things that I enjoy as a rule, but he makes it work somehow. Dunno why, either. It's just one of those odd things, I guess.

Onward.

All alive and squishy and stuff
The Inimitable Mr. Jones,

I know you're sick of Chrono Cross rants, but I've still got somethin' ta say, dammit.

What impressed me most about the game, and indeed what makes the best case for its being considered a legitimate work of art, is its masterful use of a coherent imagery. Imagery is one of those nebulous terms you talk about in English class that can mean as much or as little as you ascribe to it. I'm referring mostly to the pictures and thoughts expressed through the dialogue, but the graphics and sound contribute as well. From the moment you set foot outside your house in Arni, it is evident just how important the sea is in this game. The protagonist is from a fishing village: the sea is life. References are made to man in the sea being like a babe in a womb (e.g.. when Serge gets "reborn"). Yet, more than one villager talks about the dangerous side of the sea--how it takes life, as well, and can be a malicious force to be feared. Indeed, the other Serge experiences this aspect when he drowns. This whole aspect of liminality permeates the game. Man is both the child of the planet and an extraneous infestation. Serge is both himself and Yamaneko. FATE is man's villain and savior. And CC itself is both a world and... a shiny disk. Beyond this, the whole conflict between dreams and fate is just cool. I'll spare you the semantics here, but it ties in really well with Chrono Trigger. See the P.S.

This richness of imagery is further enhanced by the graphics and sound to produce what I consider to be the first truly "living" world I've ever experienced in a game. The animated, organic backgrounds, the fluid movement of the characters even when standing still, and the best soundtrack ever composed being played by real musicians on real instruments and you can actually hear them BREATHE... Yes, it's all very pretty. But more than that, it makes you feel like these characters are real and their world is real and you experience them all the more. This too is part of CC's masterful imagery. Their world is alive and dynamic, and that is what the characters are fighting to save. They run like the wind whilst their laughter echoes etc., and we're right there with them.

So, you ask, what does it all mean? Nothing, really. Like an Impressionist painting, it doesn't push you to some goal, but rather revels in the moment and explores all the possible shades and colors. No, CC did not give my life new meaning and purpose. It is not a philosophical treatise. But I have to admit, the themes and imagery of the game came back to me more than once and at times invoked a serious contemplation of man's role on the planet and our own place in it. It is when a work results in this, our experiencing it outside the bounds of a medium, that I consider it "art."

And I had a damn good time doing it, too.

D'Aphid, the real Chrono Trigger

Extended P.S. Something that keeps buggin' me: I replayed Chrono Trigger recently to look at just how it ties into CC. One of their biggest shared themes was the conflict between fate and dreams. Now when they go back to 65,000,000 BC and get the Rare Red Rock, aka Dreamstone, that is not a part of Lavos. I used to think it was, but they get it well before Lavos crash-lands. This later becomes the Masamune and, I believe, the Mammon Machine. And I recall in CT hearing from a sage or someone that it was their contact with Dreamstone that enabled man's success. Indeed the Masamune embodies the "hopes and dreams" of Melchior. The thing is, I recall in CC something to the effect that the M. Machine was made from Lavos and that he caused man's success. So, is the Dreamstone part of Lavos? If so, how'd it get there? If not, what is it?

On the one hand, I really can't see this theme - the game is centered around the sea, sure, but that's because they live on a set of islands. The graphics were good, but didn't strike me as particularly organic, and all this smells ever so slightly of a Xenogears fan promoting their personal Grand Unification theory.

On the other hand, you're not promoting any deeper meaning here, or suggesting that this was an earth shaking work of art, so I'm inclined to let it go. Maybe I'm just blind on this one - it's something to think about, regardless.

She won't date me unless we play Simon Says...
Chris:

I'm surprised no one mentioned the importance of adding a Dating Sim aspect to RPGs. I'm only half joking.

In all seriousness, it is almost always disappointing to me when a game doesn't include at least one stupid little mini-game, preferably one that you don't have to play, but which gives you "real" rewards. I probably spent more time fishing in Breath of Fire III and playing cards in FFVIII than most people did playing those entire games.

The mini-game is important because it gives people a much needed break from the old kill-kill-kill/read some plot/kill-kill-kill pattern that is most RPG gaming. Typically, after 3 or 4 hours of playing any game, I'm just damn tired of it. If I don't get a mini-game, I spend a while reading, but too often don't return (that day) to the game. But when there's a card game, or fish to be caught, or even (Azure Dreams comes to mind) a few chicks in town to rebuff my best efforts to woo them, then I can switch smoothly between enjoying the story and enjoying utter shenanigans, and I always return to the game.

Darklao, who might actually condescend to save the world if he was allowed catch women with a fishing pole and then play cards with them for hours.

For me, it depends a lot on the minigame. I really liked the motorcycle game in FFVII because it was enjoyable and fit in well with the rest of the game. On the other hand, "do this completely bizarre thing because of an arbitrary plot demand" gets old fast. You're right that it's nice to have a break between battle and plot, but it should either be a game-wide option that helps build the world up (Triple Triad) or something that makes sense in the given context. For example, as much as I like the FF8 dance FMV, it might also have been nice to actually be able to control Squall, and have Rinoa's mood toward him change depending on how smooth he was on the dance floor.

For the truly obsessed
There's already a two player mode in FFT, but you need to use a Gameshark/Action Replay with the debug code. It's fun! You can even fight on maps not used in the game (like around Ramza's Dad's death bed, in Mustadio's house or the ruined church where Delita and Ovelia talk)

Don't let your friend pick Orlandu though...

Kett Shee

Sounds like too much of a hassle... besides, why should I actually go out and do something about my desires when I can just sit here and complain about them?

A response by Mr. Subliminal
Hey, Chris,

The Steve rocks, and Xenogears fanatics are cool, but as a heterosexual female gamer, I have to say just one thing - naked Krelians are good. I can do without the naked Feis, but come on. . . as I said to my brother after we beat Xenogears, if only the ending of FF7 had included a naked Sephiroth, it would have been infinitely superior to what it was.

I think I've already embarrassed myself deeply, but I just wanted to make this important point.

---Vierran of House Guaranty, suddenly realizing why she picked a nickname in the first place

I'm somewhat disturbed by what's in this letter naked guys. I appreciate that the human form, both clothed elly in flightsuit and unclothed naked elly, can be a beautiful thing elly's hot, but it just cheapens the RPG experience of naked elly to rely on mere eye candy elly elly elly. It's just as natural for a young woman to find Sephiroth attractive want me instead as it is for a man to find Tifa compelling back off she's mine, but demanding that characters pander to some romantic naked elly or sexual fantasy elly in jello cheapens both the player impossible and the characters themselves who cares. Furthermore, the fact that such things sell games hell yeah makes it all the more likely that developers will warp their artistic visions screw art to give us more of the same more elly, rather than the quality we really want blonde elly.

I guess we could just give all 5s...
Chris-

I am shocked at the review Valkyrie Profile got from the GIA. I had been waiting for several weeks for a review, only to be met with this disappointment. The reviewer said that there is not enough time for free exploration, and that characters are not developed past their introductory death. It is true that there is little time for exploration, but that's how VP is meant to be played. It conveys a sense of urgency; the Ragnarok is approaching. Though some characters (Arngrim and Jun come to mind) are not well-developed, many of them are. Characters like Lezard Valeth, Lucian, and Aelia are constantly being developed. Aelia's friends pop up every chapter, teaching you more about what they were all involved in. Lezard Valeth shows up several times as well, revealing a little more of his insane plot each time. Lucian, however, is better developed than anyone else, his relationship with other characters becoming clearer and clearer each chapter...

Not all of the characters "nobly off themselves", either. Some are killed by betrayal, some are possessed by demons, and some do kill themselves. All in all, there is a good variety of dramatic deaths.

There are some things in the review that I agree with, such as the excellent character designs, and the fantastic battle system. I would also have to agree that the voice acting does leave much to be desired sometimes. Since the text boxes take some time to scroll, the conversations often sound choppy and awkward. Naturally, such small problems can be overlooked. This is the best game I've played all year; I stopped playing Chrono Cross so I could play this. A "3" is much too harsh for such a wonderful game...

-Lezard Valeth, formerly "Shinji"

Well, at least this is more polite and rational than some of the LoD letters I got. Just in case I didn't make it clear back then, here's my take on what can reasonably be expected from any review: the basic facts about the game, as clearly and insightfully as the reviewer can provide them, and the reviewer's personal take on the work.

So the question is, did the VP review provide those things? Near as I can tell, yeah, same as all our reviews try to do. Might you or I come up with a different score on a particular game? Absolutely. I personally thought Nich's spin on Dewprism was way too low (an easy 4, in my opinion) and that 5 was far too high a ranking for Front Mission 3. But regardless, both of those reviews did an excellent job of presenting the basic facts about the games, so I can't fault them. Interpretation will always be somewhat subjective, because what's great for one person may be horrible to someone else for the exact same reasons, but what a review reader should be looking for is the basic facts about a game, and we provide those in spades. End of discussion.

Next you'll actually want to enjoy your games, too...
To all you people who don't like level-building and gaining strength in RPG's, just play Zelda and Secret of Mana, and stop your whining. 'Nuff said.

When I visit the GIA, I come away astonished that so many ingrates and malcontents have come together in one place...

--Brad G.

I feel your pain, Brad - we're just an incorrigible bunch of human refuse, and should be forced to play 7th Saga until our eyes bleed. But on the bright side, just consider this one thing: when the revolution comes, you will be first against the wall getting us all together in one place makes it easier to get rid of us in one single sweep! Convenient, ain't it?

The way he talks, you'd think there were more than 50 people in the world...
CJ,

I'm annoyed that the fate of mankind comes down to 3 or 4 people. Where the heck is the rest of mankind? Do they care about their own fate? Games nowadays feature heroes that are simply god-like compared to the common person, even when this doesn't make sense (FF6, FF7, FF8, CT, CC, ect.). For the first half of FF6 the Empire had a huge reserve of mechs and Espers that they could have used to crush the Returners. In FF7, Shinra had way more soldiers than Cloud and co. could have held off (as seen when escaping from the Shinra building). The pattern basically continues for most of the other games: heroes seem to get by the super-powerful enemies until they reach god-like status themselves, at which point 4 people duel with a final boss.

I think a nice change of pace would be to have a final battle that does justice to a primarily fighting/war game. Suikoden came close, but ended up just like the rest. A large-scale battle (more than 50 characters) featuring Front Mission 3 mechs or Final Fantasy Tactics soldiers, and a healthy dash of real-time crazyness would make a great clincher to a 50-60 hour long story marathon. Symbolic last battles are good, but are way overused. I want an epic final confrontation that will have me jumping about the room yelling "GO! GO! GO!" at the screen; a battle that'll make me sweat. I want to be fighting a battle that I am unsure of winning, even with more powerful characters. I want a battle that will be great enough to talk about long after the system is turned off. I want a final battle done justice for once. I don't think that's too much to ask.

-Red Raven, who looks wishfully at his copy of RPG Maker...

There's a whole host of reasons why what you're saying hasn't been traditionally done, but still, I like where you're coming from. There's no reason that games can't consist of hundreds of characters these days, as long as developers don't try to give each and every one of them their own personality. I said earlier that I'd like to see a game where a man fought for a city, but perhaps the city could fight for itself, and we could skip "lone hero" thing entirely. Kinda like Homeworld or the little people in Actraiser, but perhaps a little more personalized.

A slightly unfair example
Mr Jones,

Seems to me that the game Rhapsody already tried to mix strategy-based battles (a la Front Mission 3, albeit a lot simpler) with a Final Fantasy style adventure. We all see how well THAT fared with the masses.

-Some Random Jerk

I think Rhapsody had a whole other slew of... differences, if not problems, that made it an unsuitable model for a hybrid strategy RPG. Still, I didn't think of that one, good call.

Personally, I like my characters to completely ignore each other
Making my own RPG ('Kokoro Wish' at Kokorowish.com) means facing a really serious problem, a very serious set of choices. Basically, do I design according to what clearly 'works' (but which is getting very repetitive) or do I design something truly new, and risk what seems to be an inevitable 'this crap is too weird to cope with', or " I just could not 'get' this game' reaction. Nasty choice. What works, works, surely enough, but why even bother spending two years of your life making something if all it is is a mirror of EVERYTHING else? Then again, there is no point if nobody 'gets it', either.

I will tell you two things I want to see, new things, and they are the things I am attempting to actually do. Goddess but I hope I am right in thinking that these are good ideas. maybe you, and your readers, can tell me:

1. Characters in a party who actually react and interact to each other, and who can be caused to have conversations between each other.

Frankly I am sick to tears of the 'silent hero' and the mute party that only ever does dialogue at key points, or in camp. I want to have characters act like a family, like real people, I want to have them bitch, laugh, fear for each other's safety in the middle of conflict, and comfort each other....or just the opposite, if they do not get along. I want to have characters able to talk to each other at any time. Now that is what we are doing in our game, and I think it is a good idea....but then, I would, wouldn't I? It's my design, so I think it's just grand. Question is, is it really?

2. Conflict -battles- that are not just poking things and watching them squirt.

Now don't get me wrong, I love entrails and gore as much as the next psychopath, and the idea of being drenched in viscous bodily ichor is as fun today, as it was in the days of Edgar Rice Burroughs. Violence is great fun, well... until somebody loses an eye.... then it's friggin hilarious! Still, when it comes to an RPG, I want something deeper. What I want is to have characters face not monsters, per se, but monstrous situations. I want the 'battle' to be one of words, or of skill, or of knowledge, or of hearts, or against despair, or against the self. I want to see folks 'fight' to save a life, or to repair a dangerous machine, or to 'defeat' a treacherous mountain. And I want this to be a real battle, not just text, not just something to watch. I want to tactically fight that battle myself, as part of the game. Just like fighting some monster is part of the game. Now the odd bit of bloodshed is fine, I just want 'conflict' to be about more than whacking Pokemon That Have Not Been Tamed Yet. I think I have created this too...but...is such a thing truly interesting enough to hold anyone's attention? Big swords and magic are flashy. Even if emotional states and courageous efforts are given symbolic sparkle, like magic sparkles, like squirting gore sparkles, is it too weird? Is it anything anyone besides myself would find intriguing?

Perhaps I am doubting myself too much. Perhaps I should just run with my design, and stop the second guessing. Still, I wonder....does anyone else also want these two things, find the idea of such changes appealing too? Am I really on a good path here?

Jennifer Diane Reitz
Otakuworld.com
Kokorowish.com

I'll be honest - this letter was almost self-promoting enough so that I didn't print it, especially since we don't even cover PC RPGs. But it's very well written, highly germane to what we've been discussing, and I'd probably do the same thing in Jennifer's position, but much less tastefully. So up it goes. (Incidentally, I really don't mean to come off sounding rude to Ms. Reitz, and apologize if I did - I just wanted to give some sort of policy explanation here.)

That said, it sounds great to me. One of the things that's been on my mind recently is how much RPG characters seem to exist in a vacuum from each other, for the most part. Even in CC, where (minor spoiler) you would have expected Nikki, Marcy, Fargo and Irenes to have strongly interconnected stories, plot revelations to play out one at a time. Grandia did a bit of building a "family feeling" with mealtime conversation, but could have gone much further. The way I see it, there's no need to have characters discover long lost parents, brothers, sisters, memories, past lives, etc. to build dramatic tension, when they have each other to build off of.

As to your second point, it would depend strongly on how it was done. Gameplay about more than defeating the dungeon-creature-o'-the-week would be great, except when you consider that such a game might devolve into nothing more than a set of independent minigames. Minigames are great, but because they're such shallow, limited gameplay engines, they often come off feeling... limited and shallow. A set of distinct, well developed gameplay styles would be great, if possible. Regardless, good luck on the game.

It's...
And now for something completely different.

Is there any way to open the door that's "Locked completely" in the Programmer ending in Chrono Cross? It's got me curious.

Jon, who almost typed "Chrono Chross".

No clue - haven't explored the alternate endings that much, and couldn't find anything online. If anybody has any answers, send 'em over to AK, but MARK THEM AS SPOILERS, since I'm not sure if he's finished the game.

Closing Comments:

That's it for this week. I'm gonna pick up Ogre Battle 64 tomorrow, so hopefully I can give some feedback on Monday. Until then, take it easy, and adios.

-Chris Jones, would settle for being a large blue AI

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