Ah sequence breaking, for those that aren't familiar with the term it essentially means going through a game out of order. A classic example of this is Super Metroid where Samus can wall jump on one wall so you can get many power ups and access areas earlier than you should. Can sequence breaking be done with more modern games? I have seen it done in Legend of Zelda Twilight Princess but mostly more modern games are programed better so the player can't play outside of the rules. I want to talk about sequence breaking in Kingdom Hearts Birth by Sleep on the PSP.
In this game you can sequence break and get abilities that you either can't get on your first play through a world or that you can't get altogether. The way to do it is very simple, with any character (Ventus, Aqua, Terra) equip Sliding Dash. Sliding Dash lets you race across the screen in the direction that you're facing. Equipping two or three of these allows you to do multiple long range air dashes. This also makes some platforming parts of the game easier. Like collecting the parts of Cinderella's dress as Ventus. It also makes navigating the confusing mouse-hole area a bit easier. It allows you to pick up the Tornado Strike ability easily in Maleficent's castle. The best ability that it helps you get is Superglide. Superglide can only be gotten by Terra (I believe) because he gets the glide ability in his storyline.
To do this you must go to Disney Town and you can do this as soon as you can access Disney Town. Go through the sewers and you'll see a generator, hit it with a few thunder attacks to activate the platforms. Make your way up to Pete's Playroom and use the pinball table to put you back in the raceway area. You'll see a chest way on the other side of the screen, that's your destination. Defeat the enemies and don't fall. Jump on the crates and face the chest. Jump up as high as you can and move forward, use sliding dash twice towards the chest and you'll make it. In the chest is superglide, have fun!
STUFF!
It's about stuff! Whee, you never know what you'll find here!
Friday, October 12, 2012
Tuesday, October 2, 2012
Kefka Palazzo the Pixelated Psychopath (WARNING: LONG)
In
1994 Final Fantasy VI (commonly abbreviated FFVI) was released on the
Super Nintendo Entertainment System (SNES). It was a role playing
game (RPG) in which you played as multiple characters to save the
world from being enslaved by a self-proclaimed god of magic. Final
Fantasy VI was one of the first video games to tell a compelling
narrative. Every character has a story arc and overall the game has
excellent writing. What is truly intriguing about the game is the
main villain, Kefka Palazzo. Kefka is one of the most interesting
villains to come out of the medium of video games. He most likely
has anti-social personality disorder (APD) which is defined by DSM IV
as “failure to conform to social norms with respect to lawful
behaviors as indicated by repeatedly performing acts that are grounds
for arrest.” and “lack of remorse, as indicated by being
indifferent to or rationalizing.” (DSM IV) Kefka’s actions
through the course of the game make him a walking example of APD but
not much is actually known about him. He is given next to no
backstory giving his psychopathic behavior mysterious origins. Kefka
is a fascinating, fearsome villain who is absolutely compelling
throughout the game.
Anti-social
personality disorder (APD) was once referred to as psychopathic
personality disorder. It is a personality disorder that is very
scary because people who have it are often unaware that they have it.
Martha Stout (PHD) author of The
Sociopath Next Door
gives an example of Skip, a sociopath who manipulated his way to the
top of a big business. The author describes that Skip had these
behavioral tendencies from a young age. When he was younger, the
only satisfaction he would get in his otherwise boring life was
killing frogs. He started stabbing them with scissors and eventually
went on to blowing them up with fireworks. He was discovered by his
sister Claire who tried to tell their mother whose only response was
to “turn the record player up as loud as it would go’ (Stout 39).
This shows one of two things as the author doesn’t go into any
more detail about the mother’s response. One, the mother sees Skip
as a model child who would never do something like blow up frogs.
Two, the mother is flat out ignoring her daughter. Either way, her
response was not helpful and allowed Skip to become “super Skip”
(Stout 39). Skip’s behavior starts out mild and begins to escalate
to the point where he can manipulate people to his will. Kefka’s
behavior, unlike Skip, starts out extreme and only gets more extreme
as the game progresses.
The
plot of Final Fantasy VI is relatively complicated. It opens with a
young woman named Terra under mind control by the empire, currently
lead by Emeror Gestahl. Terra is forced to find what is called an
esper so the empire can harness its power rule the world. After
finding the esper, she connects with it somehow and it sends her into
a cave where she is rescued by the next main character Locke. Locke
and Terra travel to the desert castle of Figaro to meet Edgar, king
of Figaro. This is where we get our first introduction to Kefka.
The first thing that is apparent about Kefka is that he thinks very
highly of himself. His position in the empire is that of court mage,
in other words, he is a jester, a clown; which explains his
appearance for the first half of the game. He is accompanied by a
couple of soldiers and he is all too quick to abuse the first bit of
power that he has. Kefka utters a very over the top line “there is
sand in my boots!” (Final Fantasy VI, Nintendo) showing that from
the beginning he is very power-hungry. A better example is when he
arrives at Figaro; his mission is to retrieve Terra and bring her
back to the empire. When Edgar refuses, Kefka does the only logical
thing in his mind, burn the castle down. This is an example of
“reckless disregard for safety of self or others” as stated by
DSM IV diagnosis criteria. Terra, Edgar, and Locke escape and
continue on their way.
The
game progresses and we’re introduced to Sabin, brother of Edgar.
The group goes back to the hideout of the Returners, a resistance
group to fight back against the empire. After the Returners recruit
Terra, the characters split into three different scenarios before
regrouping at Narshe, where the story began. In one scenario we get
a scene that shows Kefka’s lack of mercy and disregard for
authority. Sabin, after being pulled by the river after a previous
boss battle meets a ninja named Shadow, the two of them sneak into a
camp for the empire. There we see Kefka talking with a man named
General Leo. Although Leo is a part of the empire, it is very clear
that he has morals as he wants to win the war with as few casualties
as possible. Kefka’s response is “We needn’t show mercy to
those who side with the Returners. …Which is good, because I never
seem to have any of the stuff.” (FFVI) It’s interesting that he
acknowledges the fact that he has no mercy but he isn’t bothered by
it. General Leo leaves Kefka in charge of leading an attack against
Doma (a nearby kingdom). He trusts that Kefka will complete the
attack without killing many people. As soon as General Leo leaves,
he ignores Leo’s instructions and poison’s the kingdom of Doma.
After arguing with a soldier he says this: “Idiot! Read my
lips—mercy is for wimps! There’s a reason ‘oppose’ rhymes
with ‘dispose’… If they get in your way, kill them! March!”
(FFVI) Kefka believes that mercy is for wimps and if he shows any
sort of mercy it would undermine his power. This also shows that he
is irresponsible because as soon as Leo left he turned his back on
him. Kefka also derives immense amounts of satisfaction from mass
murder as he says this while poisoning the water supply of Doma
“Hee-hee… Nothing beats the sweet music of hundreds of voices
screaming in unison! Uwee-hee-hee!” (FFVI) What this tells us
about Kefka’s character is that the only pleasure he gets in his
life is causing others pain.
In a flashback
at the beginning of the game, it is revealed that Terra was being
used as a weapon by the empire to attack the world of espers. Espers
are creatures that live in a world separate to the regular world.
The empire wants to capture the espers and use their power to take
over the world. In this flashback, Terra is wearing the slave-crown
from the beginning of the game and Kefka says “my sweet little
magic user… Uwee-hee-hee! With this slave crown, you’ll be all
mine!” I’m aware that this game was directed at the rated ‘E’
audience (10 and up) but that quote has some unfortunate
connotations. In the context of the story, Kefka and the empire was
using Terra as a weapon to cause destruction with her magical power.
However, saying ‘you’ll be all mine’ adds a different side to
it. It isn’t said explicitly but it can be implied that Kefka was
sexually abusing her. If not, that quote literally states that Kefka
views Terra (a woman) as an object. This shows that he has power
over her and can manipulate her to his whim. It also shows that he
is misogynistic and has no respect for people, especially women.
According to DSM V diagnosis of APD he will try to “…seek power
over others and will manipulate, exploit, deceive, con, or otherwise
take advantage, in order to inflict harm or to achieve their goals.”
(DSM V) What are Kefka's goals? As Martha Stout stated in her book,
the goal of any psychopath is “to win” (Stout 45), and Kefka
does.
Halfway
through the game, Kefka and Gestahl go to a place called the Floating
Continent. There, they release a force called the Warring Triad. Up
until this point, Kefka and Gestahl had more or less been working
together. Kefka had made it perfectly clear that he was going to
betray Gestahl when he had the chance. Upon releasing the Warring
Triad Gestahl realizes that they've gone one step too far. Kefka,
only wanting to win kills Gestahl and the Warring Triad is released
on the world. The power is so great that it kills two-thirds of the
world's population because it caused the continents to rearrange.
Still not satisfied with eliminating a majority of the world, Kefka
takes his place at the top of his tower ascending into godhood.
It's
at this point that it becomes clear that in addition to exhibiting
extreme anti-social tendencies, Kefka has developed a god complex.
He has already won but he insists that he can advance further. The
god complex is commonly associated with narcissistic personality
disorder. According to the A.D.A.M medical encyclopedia, people with
narcissistic personality disorder often “pursue mainly selfish
goals” (A.D.A.M 2011). Before the lengthy final fight against
Kefka, Terra tries to convince him that he is in the wrong. Kefka
gives a perfect example of how he has no understanding of humanity.
He states his own philosophy behind his madness:
“And
time will destroy all of those as well. Why do people insist on
creating
things that will inevitably be destroyed? Why do people cling to
life, knowing that they must someday die? ...Knowing that
none of it will have meant anything once they do?" (FFVI)
This
shows that he has no understanding of the joys of life. He has a
morbid 'we only live to die' philosophy and in a way it's sad.
Despite killing thousands of people, and taking over the world, he is
almost a sympathetic character at this point. The highly symbolic
battle begins as Kefka's psyche begins to crumble.
The
final battle is a tiered fight consisting of fighting multiple forms
before reaching Kefka himself the full image of the boss can be found
here.
The theme entitled Dancing
Mad
plays during the final fight and also adds some insight to his
character. The first part of the tier is an overly muscular thing
named Visage. Since Visage means someone's facial expression, the
expression on this thing is demonic and angry. If anything it is a
visage of madness, it shows all of Kefka's pent up rage. The first
part of Dancing
Mad
is an orchestral piece that reflects presence of this creature, and
is almost peaceful in contrast to its menacing appearance.
The
second part of the fight is against four different parts named Tiger,
Machine, Magic, and Power. In this tier there is a tiger's head
(Tiger), a a man on top of the tiger's head (Power or Magic),
intertwined with something mechanical (Machine), with a second man in
the back (Power or Magic). Two other images on this tier are two
crucified people, a man and a woman. With Kefka literally being a
God at this point, it could be some sort of religious reference. The
imagery is disturbing, and I think that each image offers a deeper
look into his psyche. The tiger head is a powerful symbol of Kefka's
constant anger, and aggresion throughout the story. It matches
another part of the DSM IV diagnosis indicating “irritability and
aggressiveness, as indicated by repeated physical fights or
assaults.” (DSM IV). The main characters fight Kefka about five
times before the final confrontation, Kefka being extremely violent,
was often the one to start those fights. In these fights, he would
often run away or have someone else fight you. Despite being
incredibly violent, he was also a coward.
The
third part of the fight is against Lady and Rest. Lady is simply the
top half of a woman on what appears to a pinnacle of some sort. Rest
is depicted as another man without a shirt in a relaxed position.
This shows Kefka's misogynistic side as Lady is depicted without
clothes. Her hair covers her breasts but there being only half of
her implies that Kefka values women as objects, more specifially only
their breasts and heads. Rest is depicted wearing a long robe and
being a muscular, more handsome version of Kefka. From a Freudian
stand-point, Lady could be Kefka's mother. Having only the top half
of lady would indicate that Kefka has an oral fixation. Kefka sees
himself as being more handsome than he actually is. Throughout the
game, he wears clown makeup because he was the jester for the empire.
However, he never takes it off and remains clown-like until his
transformation at the end of the game. Freud would describe Kefka's
behavior as an “oral aggressive personality” (Changingminds.org)
according to his psychosexual stage theory. Kefka often subjects
others to extreme verbal abuse, he never bites anyone but he says
“Die!!!” (FFVI) with a chilling amount of sadism. The fact that
Kefka kept the clown makeup on for a majority of the game is an
indication that he has a negative self image. All of the tiers of
the final fight depicted Kefka as he would like to be seen. In the
game he is a scrawny mage with a copious amount of makeup and
everyone around him finds him despicable. All of the tiers show a
different version of Kefka, the first showing a muscular, menacing
version. The second showing a powerful, confident version, and the
third showing a relaxed sexual version. The reality is, this isn't
who Kefka is, this is how he'd like himself to be, and how he'd like
the world to be.
This
is especially clear in the finale of the game where it is chillingly
clear that Kefka wants to shape the world in his image. Kefka has
literally ascended into godhood at this point and utters a chilling
yet sorrowful quote: “Life... Dreams... Hope...Where do they come
from? And where do they go...? Such meaningless things... I'll
destroy them all!” (FFVI). It is made perfectly clear that Kefka
has no understanding of anything that makes people human. He has no
understanding of love. His appearance is that of a giant purple
muscular angel with multiple wings. The background almost looks like
heaven, further showing that Kefka actually is a god. In a way, he
has overcome his god complex from earlier. As Martha Stout stated
earlier, the goal of all psychopaths is “to win” (45). Now that
Kefka has won I think he understands that it is lonely at the top.
He wants to be the only being that exists in the whole world. In the
course of the battle I think he realizes that he is wrong and
misguided. The battle isn't particularly challenging, in fact it's
so easy he almost forfits. He dies without a final speech indicating
that he possibly understands himself. He acknowledges his own mental
unhealthiness but all too late. The world is saved, and after a
resolution, Final Fantasy VI closes.
Final
Fantasy VI is one of very few early video games with a truly
engrossing plot. It is made better because of the excellent,
fascinating villain of Kefka. His story arc is almost like a cycle
of mental health treatment. Most people with APD will not
acknowledge that they have it. That makes them difficult to treat.
Kefka begins the story as a lowly mage with a small amount of power
but steadily gains more power and only abuses it. He kills thousands
of people, develops a god complex, and tries shaping the world in his
image. It isn't until the very end that he recognizes the error of
his ways acknowledging that he is truly sick. Earlier in the game,
he acknowledged that he had no mercy but did not seem to be bothered
by it. It isn't until he goes through his entire story arc that he
would want to seek treatment. Kefka is one of the greatest villains
to grace the medium of video games. He is a perfect example of how a
well written character can be deep, scary, and twisted.
References
- Final Fantasy VI [Computer Software]. (1994). Nintendo USA.
- Stout, Martha (2005). The Sociopath Next Door. New York, NY: Three Rivers Press.
- American Psychiatric Association. (2000). Diagnostic and statistical manual of mental disorders (4th ed., text rev.). Washington, DC: Author.
- American Psychiatric Association. (2011, June). General Diagnosis for Personality Disorder. Retreived from http://www.dsm5.org/Documents/Diagnostic%20Criteria%20for%20Personality%20Disorder%20(Comparison%20of%20DSM-IV%20DSM-5%20old%20DSM-5%20new.pdf
- (2010, April) A.D.A.M Medical Encyclopedia. Retreived from: http://www.ncbi.nlm.nih.gov/pubmedhealth/PMH0001930/
- Freud's Psychosexual Stage Theory. Retreived from: http://changingminds.org/explanations/learning/freud_stage.htm
- Final Fantasy VI Final Boss Image. Retreived from: http://images.wikia.com/finalfantasy/images/d/de/FFVI-lastboss_us.gif
Bibliography
(2010,
April) A.D.A.M
Medical Encyclopedia.
Retreived from: http://www.ncbi.nlm.nih.gov/pubmedhealth/PMH0001930/
American
Psychiatric Association. (2011, June). General Diagnosis for
Personality Disorder. Retreived from
http://www.dsm5.org/Documents/Diagnostic%20Criteria %20for%20Personality%20Disorder%20(Comparison%20of%20DSM-IV%20DSM- 5%20old%20DSM-5%20new.pdf
American
Psychiatric Association. (2000). Diagnostic
and statistical manual of mental disorders
(4th ed., text rev.). Washington, DC: Author.
Final
Fantasy VI [Computer Software]. (1994). Nintendo USA.
Final
Fantasy VI Final Boss Image. Retreived from:
http://images.wikia.com/finalfantasy/images/d/de/FFVI-lastboss_us.gif
Freud's
Psychosexual Stage Theory. Retreived from:
http://changingminds.org/explanations/learning/freud_stage.htm
Freud,
Sigmund (1961). Beyond
the Pleasure Principle.
New York, London: W. W. Norton & Company
Stout,
Martha (2005). The
Sociopath Next Door.
New York, NY: Three Rivers Press.
Monday, September 3, 2012
Megaman Battle Network 3
The third game of the series is definitely it's peak. I'll be honest, almost everything is perfect! It isn't my favorite because some of the things introduced in this game make it hard to collect everything. These are just some minor complaints. Returning is Dr. Wily who wants to take over the world [OF COURSE!], nothing special there. I like the second game better because you could take the villains seriously, in this game the things the villains do is kind of downplayed. I'll admit some of the scenarios are a bit more frightening but they don't actually kill anyone. I'm not here to talk about the plot of a GBA game a lot of people have forgotten about! This is also the first game to come out in two versions, white and blue. There is really no difference between them aside from some palette swaps, some chips, and bosses. In that regard Blue is the better version, it has more bosses (1 more), and better version exclusive chips.
This game decides to completely revamp the formula of the previous games. Intact is the basic combat system, you select chips to attack, match up the same codes, make program advances, kill things! If it isn't broken, don't fix it. New to this game is chip classification, there's standard, mega, and giga. Mega chips were in the last game but were only navi chips that you got from bosses. This time mega chips are bosses and attacks/support chips that are better than average you can only have 5 of them in your folder (usually). Giga chips are the most powerful chips in the game and you can only have 1 in your folder, there are 5 of them in the entire game. Brand new to this game is the Navi Customizer. This allows you to well customize Megaman! This puts a brand new emphasis on the RPG element of the series which was downplayed up until this point. The way the customizer works is there is a grid and on the grid you place programs, there are some rules to it but there is a tutorial. The customizer can do a lot of things like give Megaman more HP, increase the stats of the megabuster, allow you to use more mega chips, and more! This is a welcomed addition to the series but in this game it can be a bit obnoxious (more on that later).
In the game there are several instances where you need to install a program into your customizer to advance in the game. Only problem is you likely don't want them there so every few minutes you're putting them in and taking them out. I don't mind one program like this, but three is a little overkill. Granted you need the second and third one for very short spurts but it's still annoying.
Returning to this game is the style change and it also got a massive revamp. In the second game this was present and it made some very minor changes and there wasn't much emphasis on it. In this game, there are many more styles to choose from! There is custom, team, shield, shadow, and bug. What is unique is how you get the styles. By meeting certain requirements in battle influences the style you get. I won't go into great detail but team style allows you to use more mega chips, custom style allows you to choose more chips in the battle menu, shield gives you various defense upgrades, shadow allows you to essentially be a ninja, and bug causes in-battle glitches (good and bad). The style change is awesome because it levels up depending on how many battles you fight. Each time it levels up you get a new program for your navi customizer. The style change is a double edged sword, I will explain. In the game if you want to get everything (and you do to access the post-game) you need custom style to get secret chips from viruses. Fair enough. BUT in order to get version 4 chips from bosses by killing them in 20 seconds or less, you need team style. No problem, you can keep two styles right? WRONG. This is the one fatal flaw of the whole system. If you want to collect everything, this shoots you in the foot. You might be thinking, how long does it take to get a style change? You get one once every 125 battles. That is a royal pain if you need to switch between them. This is perhaps the game's only real negative point.
Once again the highlight is the bosses. This time around there are too many bosses to list! This game has a ton of bosses! That makes it all the more awesome. The bosses do a fantastic job of matching the difficulty curve. Fair warning, this game does have a rather steep difficulty curve. All the bosses are relatively difficult and frustrating in their own right. Once again they are redesigns of the classic Megman bosses and they look pretty cool. Even Bubbleman is in this game and he is hilarious and incredibly difficult the first time you fight him...
My favorite part once again is the post-game. You know how I said the second game had a huge post-game? This one is exponentially larger! I'll just list a few things, the secret area, the job board, version 3 bosses, secret bosses, virus breeding, time trials, and BASS. HOLY CRAP THAT IS A LOT. So much that in my most recent playthrough I am hellbent on doing all of this and I am still busy! I won't spoil anything about the post-game but of all of the games in the series, this one has the best post-game by far. I highly recommend this game as a starting point because it has everything that is great about the series in one game. Purely on opinion, this is my second favorite in the series because the villains are really toned down. Also the chip classification system makes it near-impossible to form game-breaking combos. Overall this game is fantastic, give it a shot.
This game decides to completely revamp the formula of the previous games. Intact is the basic combat system, you select chips to attack, match up the same codes, make program advances, kill things! If it isn't broken, don't fix it. New to this game is chip classification, there's standard, mega, and giga. Mega chips were in the last game but were only navi chips that you got from bosses. This time mega chips are bosses and attacks/support chips that are better than average you can only have 5 of them in your folder (usually). Giga chips are the most powerful chips in the game and you can only have 1 in your folder, there are 5 of them in the entire game. Brand new to this game is the Navi Customizer. This allows you to well customize Megaman! This puts a brand new emphasis on the RPG element of the series which was downplayed up until this point. The way the customizer works is there is a grid and on the grid you place programs, there are some rules to it but there is a tutorial. The customizer can do a lot of things like give Megaman more HP, increase the stats of the megabuster, allow you to use more mega chips, and more! This is a welcomed addition to the series but in this game it can be a bit obnoxious (more on that later).
In the game there are several instances where you need to install a program into your customizer to advance in the game. Only problem is you likely don't want them there so every few minutes you're putting them in and taking them out. I don't mind one program like this, but three is a little overkill. Granted you need the second and third one for very short spurts but it's still annoying.
Returning to this game is the style change and it also got a massive revamp. In the second game this was present and it made some very minor changes and there wasn't much emphasis on it. In this game, there are many more styles to choose from! There is custom, team, shield, shadow, and bug. What is unique is how you get the styles. By meeting certain requirements in battle influences the style you get. I won't go into great detail but team style allows you to use more mega chips, custom style allows you to choose more chips in the battle menu, shield gives you various defense upgrades, shadow allows you to essentially be a ninja, and bug causes in-battle glitches (good and bad). The style change is awesome because it levels up depending on how many battles you fight. Each time it levels up you get a new program for your navi customizer. The style change is a double edged sword, I will explain. In the game if you want to get everything (and you do to access the post-game) you need custom style to get secret chips from viruses. Fair enough. BUT in order to get version 4 chips from bosses by killing them in 20 seconds or less, you need team style. No problem, you can keep two styles right? WRONG. This is the one fatal flaw of the whole system. If you want to collect everything, this shoots you in the foot. You might be thinking, how long does it take to get a style change? You get one once every 125 battles. That is a royal pain if you need to switch between them. This is perhaps the game's only real negative point.
Once again the highlight is the bosses. This time around there are too many bosses to list! This game has a ton of bosses! That makes it all the more awesome. The bosses do a fantastic job of matching the difficulty curve. Fair warning, this game does have a rather steep difficulty curve. All the bosses are relatively difficult and frustrating in their own right. Once again they are redesigns of the classic Megman bosses and they look pretty cool. Even Bubbleman is in this game and he is hilarious and incredibly difficult the first time you fight him...
My favorite part once again is the post-game. You know how I said the second game had a huge post-game? This one is exponentially larger! I'll just list a few things, the secret area, the job board, version 3 bosses, secret bosses, virus breeding, time trials, and BASS. HOLY CRAP THAT IS A LOT. So much that in my most recent playthrough I am hellbent on doing all of this and I am still busy! I won't spoil anything about the post-game but of all of the games in the series, this one has the best post-game by far. I highly recommend this game as a starting point because it has everything that is great about the series in one game. Purely on opinion, this is my second favorite in the series because the villains are really toned down. Also the chip classification system makes it near-impossible to form game-breaking combos. Overall this game is fantastic, give it a shot.
Friday, August 31, 2012
Megaman Battle Network 2
Starting with the second game, the series got miles better. The second game being my personal favorite. The gameplay introduced in the first game is mostly intact. Move around your 3 by 3 area, use battlechips, kill the enemy. This takes that and improves it threefold. First, the combat is faster and much more stylish. There is an emphasis on what are called Program Advances. Meaning you take 3, sometimes 4 or more battlechips in a certain order, and they make a combo attack. For instance, combining sword, widesword, and longsword makes the program advance called Lifesword. It's a sword with an extended range that does 400 damage. Next they introduced the * code. The * code means that that battle chip can be used with anything. You can pick out some J coded chips and a * coded chip and use them all at once. The game even improved on the plot (which I will get into) and my favorite aspect of the series, the postgame.
The plot this time around is really dark and kind of grim. It focuses on a criminal organization called Gospel and their plan to create a 'suprnavi' (*spoiler* that would be Bass). To do this they need certain programs located throughout world. Here's the thing that makes the plot dark, they are legitimately evil! They kill people, a lot of people, and when they're not doing that they're putting people in serious risk. Here's a brief rundown of what they do, blow up a subway station, try to crash a plane, infiltrate a secret Net-Police meeting and kill half of them, attempt to gas an 8 year-old, overthrow a country's net-government, the list goes on! Gospel is legitimately intimidating but the payoff at the end of the game where you learn about the leader is meh.
The villains this time around are Airman (Megaman 2), Quickman (MM2), Cutman (MM1), Shadowman (MM3), Knightman (MM6), Magnetman (MM3), and Freezeman (MM7). As for optional encounters (secret bosses included) there is Gutsman (MM1), Toadman (MM4), Gateman (original), Thunderman (also original), Snakeman (MM3), Heatman (MM2), Protoman (various), Pharohman (MM4), Napalman (MM5), and Planetman (original but stupid). Once again the bosses are the highlight because there are some unique gimmicks. When you fight Toadman, he stands on lily pads that travel across his end of the battlefield. Against Cutman, there is a gigantic boulder in the middle of your battlefield forcing you to go around in a circle. Lastly, Knightman is invincible unless he changes color. The bosses are really fun if a bit easy (if you know what you're doing).
The difficulty for this game is definitely there, Airman (first boss) is piss easy but after him it gets more and more challenging. Quickman is incredibly difficult the first time you fight him, as is Shadowman. The game has kind of a difficulty spike part way through but it's relatively easy all the way through, even the final boss is easy. It's a lot harder than the first one because this time the bosses have a lot of hp and they do a lot of damage! This is a good thing.
What this game has over all of the others (except maybe the third one), is an expansive postgame. The first game had a postgame but there wasn't much to it. This game has a gigantic postgame. In the course of the story you get licenses that admit you to different parts of the game to progress the plot. You only get two of them and there are 6 in total. You can go after the rest of them and doing so allows you to access some of the harder areas in the game. In this game there is an area called the Undernet, for plot purposes you only need to 3 or 4 areas of it, there are 8 areas of this place. After beating the game you can get access to Undernet 7 and 8 and even the secret WWW area. That is where the secret bosses Napalman, Pharohman, and Planetman lie. The game definitely keeps you busy with the postgame because there is a lot to do. I highly recommend this game, it's not the best in the series but it is my favorite.
The plot this time around is really dark and kind of grim. It focuses on a criminal organization called Gospel and their plan to create a 'suprnavi' (*spoiler* that would be Bass). To do this they need certain programs located throughout world. Here's the thing that makes the plot dark, they are legitimately evil! They kill people, a lot of people, and when they're not doing that they're putting people in serious risk. Here's a brief rundown of what they do, blow up a subway station, try to crash a plane, infiltrate a secret Net-Police meeting and kill half of them, attempt to gas an 8 year-old, overthrow a country's net-government, the list goes on! Gospel is legitimately intimidating but the payoff at the end of the game where you learn about the leader is meh.
The villains this time around are Airman (Megaman 2), Quickman (MM2), Cutman (MM1), Shadowman (MM3), Knightman (MM6), Magnetman (MM3), and Freezeman (MM7). As for optional encounters (secret bosses included) there is Gutsman (MM1), Toadman (MM4), Gateman (original), Thunderman (also original), Snakeman (MM3), Heatman (MM2), Protoman (various), Pharohman (MM4), Napalman (MM5), and Planetman (original but stupid). Once again the bosses are the highlight because there are some unique gimmicks. When you fight Toadman, he stands on lily pads that travel across his end of the battlefield. Against Cutman, there is a gigantic boulder in the middle of your battlefield forcing you to go around in a circle. Lastly, Knightman is invincible unless he changes color. The bosses are really fun if a bit easy (if you know what you're doing).
The difficulty for this game is definitely there, Airman (first boss) is piss easy but after him it gets more and more challenging. Quickman is incredibly difficult the first time you fight him, as is Shadowman. The game has kind of a difficulty spike part way through but it's relatively easy all the way through, even the final boss is easy. It's a lot harder than the first one because this time the bosses have a lot of hp and they do a lot of damage! This is a good thing.
What this game has over all of the others (except maybe the third one), is an expansive postgame. The first game had a postgame but there wasn't much to it. This game has a gigantic postgame. In the course of the story you get licenses that admit you to different parts of the game to progress the plot. You only get two of them and there are 6 in total. You can go after the rest of them and doing so allows you to access some of the harder areas in the game. In this game there is an area called the Undernet, for plot purposes you only need to 3 or 4 areas of it, there are 8 areas of this place. After beating the game you can get access to Undernet 7 and 8 and even the secret WWW area. That is where the secret bosses Napalman, Pharohman, and Planetman lie. The game definitely keeps you busy with the postgame because there is a lot to do. I highly recommend this game, it's not the best in the series but it is my favorite.
Friday, August 24, 2012
Megaman Battle Network
This series did not start out well. The first is arguably the worst of the 6 games (yeah there are 6!). It at least introduces the aspects that made the series good (although it isn't the first one I played). You play as Lan (bad pun, I know) with his net navi (navigator), Megaman. The first thing that I like about the series is the setting. It's set in the near(ish) future, keeping with Megaman fashion, it never pins down a year (ie 20XX). In this future the internet is accessed with net navigators, or navis and the internet is a place that you physically explore and you can fight viruses and other enemies. Lan lives in ACDC town (another bad pun) with his mother, father, and his friends; Dex, Mayl, and Yai. The objective of the game is to follow the plot and stop the evil Dr. Wily from launching the Life Virus which would shut down the entire internet (somehow). So the plot is pretty half assed.
What is interesting to note about this game in particular is that there was a manga (Megaman NT Warrior) that accompanied it. The manga is actually really good, I only own the first two issues and they cover the events of the first game and start into the second game. My only guess is it got discontinued because I've never been able to find it again. There was also a TV show that went alongside with the games but wasn't really in canon with them.
The gameplay is where it truly excels, it's a mix between action, strategy, and rpg (the latter will become apparent in later installments). The game opens with you in your house and your parents call you to fight off a virus that's in the fridge (I think). One other thing to note is that in this future EVERYTHING is run by computers and that relates to exploration which I'll get into later. You jack into the fridge, meaning you send Megaman in there) to fight the virus. There you meet the most basic enemies in the game, Metools/Mettaurs! Yep a classic Megaman enemy is in this game and there are many more to come. In the fight you're introduced to the controls. Every fight in the game takes place on a 3 by 6 grid. It is broken in half, a 3 by 3 area is yours (indicated by blue) and the other 3 by 3 area is the enemies (indicated by red). You get a menu with your selection of battlechips (weapons). You can select any chip of the same code for instance you can get a widesword C and a timebomb C. Or you can select two or more of the same chip. In battle you can move around your 3 by 3 area and use selected chips with the A button. You use your megabuster with the B button, it does crap damage but it is upgradable to do decent damage. Your objective in each battle you get in is to delete the enemy as fast as possible.
It's the 'as fast as possible' part where the fun comes in. There's something really satisfying about destroying enemies in less than a second. Depending on how fast you kill an enemy you get a ranking from 1 to S. Based on your ranking you might get a new battle chip. This is what I really like about the series. The basic premise of the Megaman series was beat the bad guy, take his power. This is the same thing taken to the nth degree. You can get battle chips from EVERY SINGLE ENEMY IN THE GAME, INCLUDING BOSSES (you can actually get 3 different ones from bosses).
The basic flow of the game is to run around following the plot. You can use the R button to jack into different places. This is the exploration part of the game, you never know what you can jack into. Sometimes it might be a TV, or in some instances a tree! The areas inside TV's and such are just large squares where you can encounter viruses (sometimes unique ones) and you can often find items. You can use the L button to talk to Megaman when in the real world so you never really get lost. Another high point of the game is the bosses. What this series does well is it takes bosses from the original series and reimagines them. In this game we have Fireman (Megaman 1), Iceman (Megaman 1), Colorman (original for this game I think), Stoneman (???), Elecman (Megman 1), Bombman (Megaman 1), Magicman (don't know), and Bass (various installments) for the villains. As far as people you can challenge to net battles (that's what they call it) we have Gutsman (Megaman 1), Skullman (Megaman 4), Woodman (Megman 2), Sharkman (original for this game I think), and Protoman/Blues (Megaman 3 and on). There are two secret bosses, Pharohman (Megaman 4) and Shadowman (Megman 3). A boss battle consists of dodging attacks, landing your own and depleting their hp before they kill you. Straightforward really.
I want to talk about the negative aspects of the game first, it's piss easy. Bosses barely have any hp and if you have strong enough attacks you can kill them before they have a chance to attack. Second, the area design is awful, absolutely horrendous. It's designed in such a way that there are no definitive areas, it all looks the same. There's no indication that you are going where you need to go, in other games if you pause it, it tells you that you're in Den Area 2 or whatever. Not this one. When I played through this game, I had to pull up a map online to figure out where I was going, you shouldn't have to do that! One other thing, when ever you get into a boss 'scenario', the part of the game where the boss shows up, you have to go into some computer and stop them or whatever, is awful. Fireman's scenario is okay and Stoneman is tolerable but once you get to Iceman, that's when it becomes unbearable. In other games when you get to the boss area, you go through 3 or 4, on rare occasions, 5 areas to get to the boss, following whatever the gimmick is. In this game, starting with Iceman, each boss area is 5-7 areas long. 5-7 long areas. Sometimes you have to go through more than once! The gimmicks usually consist of puzzles, for Fireman you have to put out fires with an ice program that has limited uses. For Iceman you have to slide on ice, melt it, and figure out where the hell you're supposed to go. For Colorman (I like this one) you go through various short areas flipping switches to turn on paths to get to the switch at the end. For Elecman (holds back rage) you explore vast areas trying to collect batteries to put in a certain order to light the path forward. Sound fun? It isn't. Of course that's the puzzle they reuse in the final area of the game. What really makes this game unenjoyable is how slow it feels. Especially if you use a navi chip (an attack you get from a boss) it takes a full 10-15 seconds to do the animation. This game is the worst installment in the series but it gets better, boy does it get better.
What is interesting to note about this game in particular is that there was a manga (Megaman NT Warrior) that accompanied it. The manga is actually really good, I only own the first two issues and they cover the events of the first game and start into the second game. My only guess is it got discontinued because I've never been able to find it again. There was also a TV show that went alongside with the games but wasn't really in canon with them.
The gameplay is where it truly excels, it's a mix between action, strategy, and rpg (the latter will become apparent in later installments). The game opens with you in your house and your parents call you to fight off a virus that's in the fridge (I think). One other thing to note is that in this future EVERYTHING is run by computers and that relates to exploration which I'll get into later. You jack into the fridge, meaning you send Megaman in there) to fight the virus. There you meet the most basic enemies in the game, Metools/Mettaurs! Yep a classic Megaman enemy is in this game and there are many more to come. In the fight you're introduced to the controls. Every fight in the game takes place on a 3 by 6 grid. It is broken in half, a 3 by 3 area is yours (indicated by blue) and the other 3 by 3 area is the enemies (indicated by red). You get a menu with your selection of battlechips (weapons). You can select any chip of the same code for instance you can get a widesword C and a timebomb C. Or you can select two or more of the same chip. In battle you can move around your 3 by 3 area and use selected chips with the A button. You use your megabuster with the B button, it does crap damage but it is upgradable to do decent damage. Your objective in each battle you get in is to delete the enemy as fast as possible.
It's the 'as fast as possible' part where the fun comes in. There's something really satisfying about destroying enemies in less than a second. Depending on how fast you kill an enemy you get a ranking from 1 to S. Based on your ranking you might get a new battle chip. This is what I really like about the series. The basic premise of the Megaman series was beat the bad guy, take his power. This is the same thing taken to the nth degree. You can get battle chips from EVERY SINGLE ENEMY IN THE GAME, INCLUDING BOSSES (you can actually get 3 different ones from bosses).
The basic flow of the game is to run around following the plot. You can use the R button to jack into different places. This is the exploration part of the game, you never know what you can jack into. Sometimes it might be a TV, or in some instances a tree! The areas inside TV's and such are just large squares where you can encounter viruses (sometimes unique ones) and you can often find items. You can use the L button to talk to Megaman when in the real world so you never really get lost. Another high point of the game is the bosses. What this series does well is it takes bosses from the original series and reimagines them. In this game we have Fireman (Megaman 1), Iceman (Megaman 1), Colorman (original for this game I think), Stoneman (???), Elecman (Megman 1), Bombman (Megaman 1), Magicman (don't know), and Bass (various installments) for the villains. As far as people you can challenge to net battles (that's what they call it) we have Gutsman (Megaman 1), Skullman (Megaman 4), Woodman (Megman 2), Sharkman (original for this game I think), and Protoman/Blues (Megaman 3 and on). There are two secret bosses, Pharohman (Megaman 4) and Shadowman (Megman 3). A boss battle consists of dodging attacks, landing your own and depleting their hp before they kill you. Straightforward really.
I want to talk about the negative aspects of the game first, it's piss easy. Bosses barely have any hp and if you have strong enough attacks you can kill them before they have a chance to attack. Second, the area design is awful, absolutely horrendous. It's designed in such a way that there are no definitive areas, it all looks the same. There's no indication that you are going where you need to go, in other games if you pause it, it tells you that you're in Den Area 2 or whatever. Not this one. When I played through this game, I had to pull up a map online to figure out where I was going, you shouldn't have to do that! One other thing, when ever you get into a boss 'scenario', the part of the game where the boss shows up, you have to go into some computer and stop them or whatever, is awful. Fireman's scenario is okay and Stoneman is tolerable but once you get to Iceman, that's when it becomes unbearable. In other games when you get to the boss area, you go through 3 or 4, on rare occasions, 5 areas to get to the boss, following whatever the gimmick is. In this game, starting with Iceman, each boss area is 5-7 areas long. 5-7 long areas. Sometimes you have to go through more than once! The gimmicks usually consist of puzzles, for Fireman you have to put out fires with an ice program that has limited uses. For Iceman you have to slide on ice, melt it, and figure out where the hell you're supposed to go. For Colorman (I like this one) you go through various short areas flipping switches to turn on paths to get to the switch at the end. For Elecman (holds back rage) you explore vast areas trying to collect batteries to put in a certain order to light the path forward. Sound fun? It isn't. Of course that's the puzzle they reuse in the final area of the game. What really makes this game unenjoyable is how slow it feels. Especially if you use a navi chip (an attack you get from a boss) it takes a full 10-15 seconds to do the animation. This game is the worst installment in the series but it gets better, boy does it get better.
Tuesday, August 21, 2012
Megaman Battle Network Series Retrospective
Since I can't seem to focus on one thing for more than five minutes I want to talk about a series that got me through middle school. The Megaman Battle Network series, Megman spinoffs are notoriously bad. From the decent but at times unfairly difficult Zero series to the Starforce series on the DS. The Starforce series, while having a more involved plot but simplistic gameplay makes the games piss easy. It is essentially the Battle Network series in 3D but it doesn't work. That's not what I'm going to talk about, I want to talk about the Battle Network series, all 6 of them. It's a series that I enjoy greatly and most of the games are worth checking out. MOST of them. Stay tuned (I'm continuing to assume that someone out there somewhere actually reads this) for overviews of all 6 games.
Everfree NW Day 3, The CMC'S!
Day 3 was rather simple because we only did a couple of things. We got some things autographed, I got my Fluttershy autographed by Andrea Libman! After that, we saw the CMC panel which was great and of course Liam asked another great question (slipped my mind what he asked). Since Sunday was a short day (I went home after the CMC panel) I don't have a lot to say. In the 24 hr. gaming area we played some super smash bros and a bunch of people were playing MLP karaoke (that's a thing now) and it was really entertaining. All in all this was the single greatest con I've ever been to (ignore the fact that it was my second con :/). Great job to all the staff, thank you all who attended and all who made it what it is. I look forward to more Everfree and to all bronies reading this, we're awesome! To those that didn't know, there was an auction held at Everfree to raise money for children's hospital, the auction raised over 13000 dollars! Bronies, give yourselves a round of applause! If you donated, give yourselves two rounds of applause! Till next time everypony, I'll go back to writing random crap about video games.
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