A hard rain's gonna fall -
August 20, 2001 - 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.
Do you have any idea how hard it is to skim 1200 emails?
Don't say we didn't warn you.
I had intended to spend most of this intro complaining about how boring news has gotten recently, and how there's nothing good out yet... but then I started wondering if this isn't some sort of calm before the storm, given that we'll see two major consoles and several major game releases before the end of the year.
Hmm, could be...
Onward.
Understand what I am saying, can you? *WA2 spoilers* |
Hey Chris!
I absolutely, positively loved the first Wild Arms because of its atmosphere, its music and because of Jack. Cecilia didn't really interest me because she was the token magical girl, Rudy was another voiceless hero (for the most part), but Jack, had such a brilliant intro and backstory. The second intro to the game that dealt with Jack's background had such a brilliant atmosphere! Besides, I loved the extremely puzzley dungeons, as well.
Then came Wild Arms 2nd Ignition. That game started out promising, but the story made less and less sense, and after defeating the terrorists (don't remember their name), it all went downhill incredibly fast. By the end the translation was so horrible I couldn't make ANY sense of it.
So now I AM looking forward to the third game, 'cause I really like the atmosphere, and I really like Contrail's games as a whole (Alundra, WA, LOL), but I'm not gathering too much info about it. I'll just wait until it's released and probably have moderately good time with it.
Sir Farren, just hopes for a good translation, this time.
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Not having played more than a few hours of the game, I can't speak too much to the later translation of it, but based on what I've heard, the game does tend to fall apart as time goes on. Translations are more important than ever, now that most games have passable translations and the very best have brilliant ones, so hopefully Sony'll learn its lesson and give WA3 the translation it needs to succeed in the US.
For all you importers out there... |
Hey Chris,
I played the original Wild Arms because it was the only thing to play on PS at the time it came out. I skipped the second one, because I just didn't have enough time to play it. Since I'll have a Japanese PS2 soon enough, and since I'll be in Japan, I think I'll pick up Wild Arms 3.
For one thing, I played Shadowrun, back in the day, and I liked the system of dialogue. For another thing, I've yet to tire of the whole cel-shading idea. (I will someday, I guess) And for the final reason -- the real clincher -- I'm excited about the game's usage of furigana.
Furigana, for those who don't know, are the little miniaturized hiragana (or, rarely, in the case of words the Chinese name of which has become better associated with a Western concept, katakana) syllabic letters imposed above the kanji in Japanese writing intended for those who are still learning Japanese -- mainly, elementary school students and junior high-schoolers. The hiragana that comprise the furigana indicate the 'yomikata' or reading of each kanji character.
Kanji, Chinese characters, were actually not widely used in videogames until 1992. Final Fantasy IV was written entirely in hiragana and katakana. Perhaps that accounted for the horrible translation. No kanji, believe it or not, makes a game harder to read and understand. When the 'Sheep Man' talks, in the Japanese version of Haruki Murakami's A Wild Sheep Chase, his dialogue is in all hiragana and katakana, with no kanji. It hurt my head to try to understand what he was saying. In the English translation, the Sheep Man's words are all stuck together, with no spaces and little punctuation. I guess that's as close as you can get to simulating the effect.
No videogame, to my knowledge at least, has used furigana in its text. I'm assuming it hasn't been possible until now, seeing as how far behind the Japanese are when it comes to computers. Wild Arms 3 is making quite an advancement.
Furigana will help my own personal playing experience; while I've studied kanji for God knows how long, there are still the occasional one or two hundred characters I don't know the reading of. Having furigana readings will facilitate dictionary-using for non-native Japanese speakers, as well as teach kanji to younger Japanese players and eliminate my need to use my New Nelson's Chinese Character Dictionary.
The various different fonts visible in the screenshots excite me as well. Nothing as exciting as a nice Japanese font, I say.
--tim rogers, doesn't really find curvy japanese fonts that exciting, now that he thinks about it
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On the other hand, I don't know that furigana will make that much difference, just because it's very difficult for most TVs to show the level of detail needed for many kanji - showing even smaller characters on top of that might tax even the PS2's resolution. The Chinese character system is fairly different from Japanese kanji, but Neal Stephenson's analogy (from Wired magazine) about Chinese on computers probably works well for Japanese kanji as well: "Imagine how much time you'd spend computing if you had to translate each word into Thai, type it in on a Thai keyboard, pick the right word from a list, and then view the results through a sheet of frosted glass that blurred most of the letters, forcing you to guess the words from their general shape and context." Fun.
And as a side note, try reading the phonetic misspelling stream-of-consciousness stuff in Iain Banks' The Bridge or Feersum Enjinn, if you think Murakami's dialog can be difficult.
Let me ASK you something *Minor Shadowrun spoilers* |
Ok, I have a potential problem with the ASK system.
Having played SNES Shadowrun, and a couple other PC
adventures that use a similar system, I know there
lies potential for an annoying phenomenon.
By the time you're talking through town X, you have a
dozen or so keywords you can ask people about. So-
what if the first guy you met has awesome info,
unlockable by the last keyword you got? Soon, you find
yourself going through the entire town, asking
everyone about everything. By the end of the game,
you've got so many keywords, that it takes you hours
to talk your way through a town.
Boom. Suddenly, a game becomes work. I think I'll go
outside now, and try to draw 99 spells from the
neighbor's dog.
Egads- could you imagine if something like this
happened in an FF game? It would be horrible. At the
end of disk 2 or so, you're in baddy-flying-fortress,
and have set a bomb to blow it out of the sky, when
the villian appears and starts up a dramatic
converstaion. You have enough time to ask about 3
things. To get [great item #856], you have to ask him
something paticular, but obscure and illogical, using
a keyword you MIGHT have gotten from a cat on a
rooftop in a town that's since been destroyed. If you
don't get the item now, don't worry... you can always
get it with [lame card game #7856] at the end of the
game (when the item is nearly useless) IF, you've
ulocked the card king before his villiage blew up/was
frozen in time/blah blah blah. But I've digressed into
a rant about the suckitude of FF secrets in the last
few games.
In the early days, we were advised to 'talk to every
person' for clues. In a town the size of Corneria,
this isn't too big a deal, but in today's towns, with
an 'ACT' style conversation engine...? Work work work.
Frankly, I'm starting to miss turn based RPGs with no
special features, and a dungeon-town-dungeon gameplay.
Joseph Picard / Obsidian Zero
http://www.geocities.com/obsidian_0
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Actually, I never had that much trouble with Shadowrun, because by and large the setup was fairly logical. There were hundreds of possible combinations of keywords and characters, but at each point in the game there were only a handful of newly accessible characters, and only a handful of new points to talk about. I do remember having some problem getting into the vampire mansion, but that was because (if I remember right) you had to talk to Kitsune about it, and you generally didn't talk to her much except about combat.
At any rate, yeah, conversation does become more of a chore with something like the ASK system, but I'll take a little more complexity in my RPGs any way I can get it. In games like Grandia, with huge towns and lots of characters overflowing with supposedly interesting dialog, tracking down everyone to see what they had to say felt like a huge hassle. In comparison, deducing that the shopkeeper might know something about a local band of thieves seems easy, in comparison.
Old news but bad news |
Hey, I donno who to give this to, since it's news and letter-collumn worthy.
Anyways. Here's a riddle for you: What's the one thing Microsoft could do to make the XBox even LESS appealing to hardcore gamers?
Answer: Force people to buy $500 or more worth of Microsoft-made games and accessories just to buy the damn thing. (Putting the price to $500 - $1200, *even if all you want is the console.*)
Details here: http://www.latimes.com/business/la-000066885aug18.story?coll=la-headlines-business
Slashdot had the link. Basically Microsoft is paying off retailers to make them require buyers to buy $100 - $800 worth of Microsoft XBox accessories when they preorder an XBox. Anyone get the feeling that Microsoft might be a little worried that people won't buy their crappy addons?
Disgusting huh? They must think very little of us console gamers, if they figure they have to make the stores force us to buy their XBox extras.
Mark Cantrell aka
[KiTA]
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I don't think this is a lack of respect on Microsoft's part so much as a gross overestimation of how popular their console's going to be; essentially they're thinking that lots of people will want their console very badly, and that many of those people will play any price to get it. That strategy did work for the PS2 (remember those "bundles" a lot of stores were offering for presale?) but that was then and this is now - the PS2 had a long lead time to generate a tremendous amount of hype, and wasn't going against the Gamecube at launch, either. Widespread bundling for the PS2, or even the Gamecube, might translate into fewer preorders and more units actually available on launch day, but I think all this will do for the XBox is scare away those who might have been thinking of getting one, and further depress the total number of XBox owners in the long run.
On the other hand, to paraphrase a memorable line from The Hunt for Red October, "Bill Gates don't take a dump unless he has a marketing plan", so maybe those clever folks up in Redmond have figured out a way to make this work. We'll see...
SonMay strikes again! |
So what is with this fold-out job class poster that people mentioned coming
with the CDs?
All I got was a fold-out with the track listing, the composer's pictures and
the credits.
Did I get ripped off when I bought it or something?
AL
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I can think of two possibilities here: either you bought a ripoff SonMay OST that didn't have the same cool extras as the real Digicube version, or thee was a later reprint of the OST that didn't have the same stuff. My own copy of the FFT OST had an additional paper CD case, the above-mentioned poster, and even a Moogle trading card in the liner notes... pretty slick. Yet another reason to buy the real thing even if it is a little more expensive.
ARMed and ready for battle |
Chris,
Although the Wild Arms games haven't been the best RPGs I've played, I still
enjoyed both of them and am looking forward to Wild Arms 3. Some of the new
features that are being introduced are intriguing; the ASK system being one
of the main ones. If used properly, it could be a way of making a linear
game become more non-linear by allowing the player to have more control over
how the plot unfolds. One way of using this creatively would be to allow
the player decide what missions to undertake next.
There are also a few things that could be improved upon the changes in Wild
Arms 2, although some look to continue the trend. One of the bigger problems
I had with Wild Arms 2 was the overuse of ARMs. While they were a special
ancient technology in the first game that only one character could use, they
seemed a lot more common in the world of Wild Arms 2, and lost a lot of their
story-related intrigue. Wild Arms 3 seems to be continuing this trend due to
the fact that everyone is using a gun of some sort, which may indicate that
everyone is now an ARMs user. In addition, the Guardians seemed to be demoted
to a much more minor role in the second game, and didn't seem to have much more
explanation than the summons in Final Fantasy VII. Again, I much preferred
the treatment in Wild Arms 1, where they were integrated into the story. I
also wouldn't mind seeing the reappearance of the golems. I found them more
interesting than the pyramid bosses of Wild Arms 2.
One thing that I loved from the first two games, and that I hope continues in
the third game is the use of tools in dungeons and the overworld. After RPGs,
my favorite genre is adventure games, so having a bit of an adventure
feel in the game helped me get into it more. At times, in fact, the games
almost seemed like Zelda, but with random encounters. I also hope the third
game continues the outstanding music of the first two games. (Although I
hope the individual songs are longer than the rather short selections in
Wild Arms 2). The new cel-shaded graphics look nice as well, but gameplay
is more important to me than how a game looks. As a result, that really
doesn't have a big effect on how I view the game.
From what I've seen so far, Wild Arms 3 looks to continue the line of solid
RPGs begun by its predecessors, and I'm sure I'll get it when it's released.
I just hope they don't continue the trend of silly names like "Vinsfeld
Rhadamanthus" and "Randolf the Magic Key". :)
Brian Sebby
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On the contrary, I liked a lot of the traditions begun in the second game, and I'm glad to see things like ARMs getting more commonplace in the 3rd game. Making ARMs "special" just felt like an excuse to reduce the available technology to a more traditional RPG setting - swords and staffs for the most part, with the occasional special item or magic spell tossed in. My thinking is, if you've got guns in the world, if the world is an analog of the old west, or even later, then you should set up a combat system where guns are the baseline, and everything else revolves around that. Swords just don't make that much sense in a modern or near-modern environment... and yeah, that goes for FF7 and upward, too.
Closing Comments:
Making fun of Microsoft for this latest decision of theirs is too easy, and that's not how we do things here at DA. Your assigned topic is therefore to come up with some sort of justification, realistic or absurd, for why Microsoft's making people buy a bunch of extra stuff when they preorder an XBox. Get to it, I'll see you tomorrow.
-Chris Jones, just about to send out the 2nd round notifications...
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