Author Topic: Elfboy's 2011 Game Retrospectives  (Read 11896 times)

Dark Holy Elf

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Elfboy's 2011 Game Retrospectives
« on: January 12, 2012, 04:17:01 AM »
Same deal as last year. I've been lazy about getting this one started, so let's do this! Again, I count down all the new games I played this year, taking a look at each one, from worst to best. Discussion is of course encouraged!

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Dark Holy Elf

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Re: Elfboy's 2011 Game Retrospectives
« Reply #1 on: January 12, 2012, 04:17:27 AM »
14. Dragon Quest IX: Sentinels of the Starry Skies (Nintendo DS, Square Enix, 2010)

The unfortunate thing about counting down to my favourite game of the year is that this list has to start out on a negative note. Last year I opened with Devil May Cry 2, a game which, while mediocre, I was able to play through and say some positive things about. This year I won't be so kind.

Dragon Quest IX is not completely without redeeming features. It does have some small improvements from its far superior predecessor: avoidable encounters are one, actually having some ability to know what your skills points are working towards in-game is another. These polish improvements are appreciated, since they're something the series as a whole badly needs.

Unfortunately, aside from that, this game is bafflingly bad. Gameplaywise it's a vanilla Dragon Quest effort, which is to say, the same tired gameplay they've been churning out for two decades (only without the challenge of some of the early games!). Skillsets are shallow and uninteresting, with battles dominated by doing damage and healing as usual. There's a job system, but since you can't carry most abilities between jobs and changing jobs resets your level to 1, it might as well be the job system from the original Final Fantasy.

Plot and writing concerns are even worse. Dragon Quest games are known for their silent mains (which I've complained about in the past), but this game goes a step further and gives you a silent party. So literally the entire writing centres around one of the worst aspects of Dragon Quest, which is completing unoriginal fetch quests, finding NPCs and items which can solve problems as you move from town to town. In a vacuum this is forgivable; I can enjoy games with bad plots. But this game forces me to sit through its bland NPC dialogue with no ability to skip scenes and no ability to even speed up the slow text. What year was this game made in, again?

Apparently the game was made to have a Pokemon-like attempt at being a multiplayer phenonemon (something I only observed in its annoying decision to have one save file), but it's still an RPG, and I have no respect for an RPG that can't deliver a single-player experience. For me, all I can see is a game that has almost all of the many things the Dragon Quest series does horribly wrong, with almost nothing that any previous games (particularly VIII, with its excellent voice acting and interesting writing ideas) do right.

This game makes me want to channel Rob and decry JRPGs as a whole, since if there was ever anything evident of the genre's ability to remain stagnant when it so chooses, it is Dragon Quest IX. It's an embarrassment, and I'm just glad I played some other really good JRPGs this year to offset it.

The good: Some minor polish improvements to a series that lacks it
The bad: Dull and uninnovative gameplay, writing that is both bad and unskippable,
The ugly: One save file, borrowing the worst feature of a far superior RPG series!

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Grefter

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Re: Elfboy's 2011 Game Retrospectives
« Reply #2 on: January 12, 2012, 08:45:26 AM »
Good gods dude.

You really only played enough games this year that DQ9 even makes your list?
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Dhyerwolf

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Re: Elfboy's 2011 Game Retrospectives
« Reply #3 on: January 12, 2012, 09:50:09 AM »
I assumed he's counting down from worst to best and therefore anything new makes the list.
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Grefter

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Re: Elfboy's 2011 Game Retrospectives
« Reply #4 on: January 12, 2012, 01:03:29 PM »
One can always hope that people play enough games to feel the need to talk only about the good ones.
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Re: Elfboy's 2011 Game Retrospectives
« Reply #5 on: January 12, 2012, 02:32:35 PM »
Given whose topic this is, he needs to start at the bottom of his list to have any chance of talking about good games.  HEY-O~!  Up top!

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Shale

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Re: Elfboy's 2011 Game Retrospectives
« Reply #6 on: January 12, 2012, 07:56:39 PM »
Zenny = DQ9 fanboy. Got it.
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Dhyerwolf

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Re: Elfboy's 2011 Game Retrospectives
« Reply #7 on: January 12, 2012, 08:13:08 PM »
One can always hope that people play enough games to feel the need to talk only about the good ones.

The bad ones are more fun to talk about. After all, think about that game have you spoken the most about in the past year!
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Luther Lansfeld

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Re: Elfboy's 2011 Game Retrospectives
« Reply #8 on: January 12, 2012, 08:47:29 PM »
You convinced me to send my copy of DQ9 to Super. Congrats.
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Grefter

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Re: Elfboy's 2011 Game Retrospectives
« Reply #9 on: January 12, 2012, 08:50:05 PM »
The difference is that I am a hateful vindictive arsehole where as the elves are actually good decent people who actually play games to have fun instead of out of some perverse attempt to understand why other people like them or out of some kind of self loathing.

Super will probably just enjoy it.
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Luther Lansfeld

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Re: Elfboy's 2011 Game Retrospectives
« Reply #10 on: January 12, 2012, 08:56:01 PM »
As much as Super pathetically and futilely tries to inflict pain on me, I am sending it for his enjoyment!
When humanity stands strong and people reach out for each other...
There’s no need for gods.

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superaielman

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Re: Elfboy's 2011 Game Retrospectives
« Reply #11 on: January 12, 2012, 11:53:50 PM »
I'm more looking forward to getting FF4:CC back so I can replay that. Mmm, shiny.
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Dark Holy Elf

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Re: Elfboy's 2011 Game Retrospectives
« Reply #12 on: January 13, 2012, 12:54:19 AM »
I rank everything new on these lists, yeah.

13. Mega Man X5 (PlayStation, Capcom, 2001)

I picked up the Mega Man X Collection a few years ago. It was a great purchase. Six mainline Mega Man X games, two of which are great, two of which are decent, and two of which... until the start of this year, I hadn't played. Now, maybe I wish I'd kept it that way.

Okay, Mega Man X5 is by almost all accounts, not the series' lowpoint, so it must do some things right. Just like its immediate predecessor, it lets you control one of two vastly different characters, and this time around they even took care to keep them somewhat balanced and let you switch between them between levels, which is good. Combine that with tried-and-true MMX gameplay and you should have something which is very fun to play. And indeed, there are times when it shows hints of this, such as the boss fights against Black Devil and the first stage of Sigma.

Unfortunately, it gets so much else of the gameplay horribly wrong that it's hard to forgive. Stage design is... generally forgettable. This isn't terribly unusual for the X games, but it's still not a reason to play the game. However, bosses are where the real goofs occur; most of the mavericks are so easy that I beat them on my first try learning almost nothing about how the boss actually worked. The design team implmemented a mechanic which makes bosses better the later you fight them (a reasonable idea given how MMX games are structured) but all it seems to have done is made most of the fights jokes. They're a bit better in the expected boss rush stage, but still not great, and that isn't where you want them to be better anyway! And it's not just a matter of ease; the core designs aren't exactly intriguing either. It's a real waste of a bunch of cute Guns'n'Roses references.

A MMX game having gameplay as disappointing as this one is already one worth skipping, but it's worth noting the missteps were not limited to gameplay. The dialogue is poorly written, poorly translated, and unskippable. The game tries to implement some bizarre, branching plotline involving stopping Sigma's plans (that can even result in four of the maverick stages being optional), but this is completely random gameplaywise and a mess writing-wise, so it certainly does the game no favours.

This was apparently supposed to be the game that ended the X series. I'm very glad it wasn't, because not only would we not have the amazing Mega Man X8, this would be one hell of a sour note to end a once-proud series on.

The good: Choice between two different PCs, some lategame boss fights
The bad: Weak stage design, weaker mavericks, a mess on the writing front
The ugly: The game giving you the damage-halving armour for free if you choose the "right" PC at the start

Erwin Schrödinger will kill you like a cat in a box.
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Grefter

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Re: Elfboy's 2011 Game Retrospectives
« Reply #13 on: January 13, 2012, 01:43:42 AM »
Don't mainline the brown MMX5.
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Re: Elfboy's 2011 Game Retrospectives
« Reply #14 on: January 13, 2012, 02:46:19 AM »
Yeah that about sums up MMX 5 from the little I played of it. Wasn't  there also some poorly implemented equipment system?  Did that end up being less pointless or less tedious than I seem to remember it being?

Dark Holy Elf

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Re: Elfboy's 2011 Game Retrospectives
« Reply #15 on: January 13, 2012, 02:53:13 AM »
I... honestly don't remember.

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Shale

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Re: Elfboy's 2011 Game Retrospectives
« Reply #16 on: January 13, 2012, 07:12:08 PM »
Searching for "MMX5" and "less tedious"....no matches.
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Dark Holy Elf

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Re: Elfboy's 2011 Game Retrospectives
« Reply #17 on: January 14, 2012, 07:14:38 AM »
12. Final Fantasy IV: The After Years (PlayStation Portable, Square Enix, 2009/2011)

And now onto games I will say mostly positive things about!

Final Fantasy IV is one of those games I'm pretty outspoken about, feeling that it, like many other of the old RPGs, isn't as good as the sheen of nostalgia makes many people think it is. I don't see a terrible amount it does especially well by modern standards in either writing or gameplay. Still, I eventually did end up playing its sequel (once it was packaged into a single portable game and not the overpriced mess that was its Wiiware release), and overall I was pleasantly surprised.

In a switch of usual way of doing things, I'm going to talk about some of the negative first, since the way The After Years is structured, it's inevitable. The first half of the game is divided into a gaggle of short quests starring various stars of the original Final Fantasy IV as well as some new characters, and these... vary significantly in quality. At their worst, some of them feature parties of pure, skillsetless fighters, mind-numbingly easy randoms beaten by holding down the A button, or both. This is completely unacceptable.

Some quests seem to do some things better (notably Rydia's), but even they serve mostly to whet one's appetite for the really good gameplay stuff, which happens almost exclusively in the last two quests (which is much better than it sounds, as the last quest is half the game). Once the game gets rolling there's a lot to like about its gameplay. It features probably the most polished version of classic Final Fantasy ATB, with the notable addition of a button which temporarily speeds up everything. The game allows you to choose any five of a cast of roughly twenty rather diverse characters (even if the balance could be better). The game throws something like forty different boss battles, many of which are effective homages to prior Final Fantasy appearances, and all of which as a collective pretty much play around with FF4 battle design as much as they possibly could.

As far as the game's writing goes, it's a mixed bag, but mostly negative. I will say that I like the idea of setting a game when the heroes of the previous game are all grown up... I'd really like to see more sequels set a generation later instead of either shortly later or centuries later, as seems the norm. And some of the game's character concepts, such as the adult Palom, are a lot of fun. But mostly, it reads too much like fanfiction, at times getting into the realm of really bad, such as most things related to Edward or Kain. It's actually quite a mercy when the plot mostly goes away in the second half.

It's a strange game, and not one of the stronger games I've played over the past year. Yet, it's one I could easily see replaying, just because you can so easily pick up and play the second half. If the whole game were nothing more than an experiment at perfecting classic ATB spliced with a fun dungeon romp, I could see it rising several places on this year's list. As is, though, it suffers a bit; it's a hard game to defend at its low points.

The good: Great implmentation of ATB, last two dungeons are terrific
The bad: Boring gameplay in certain quests, fanfic-like writing
The ugly: Edward's obsession with his 17-years dead girlfriend

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Maybe.

Luther Lansfeld

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Re: Elfboy's 2011 Game Retrospectives
« Reply #18 on: January 14, 2012, 06:46:23 PM »
For a game that you say you like, there isn't much positive in this review!

<--- After Years fangirl, obv!
« Last Edit: January 14, 2012, 06:48:39 PM by Ciato »
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Re: Elfboy's 2011 Game Retrospectives
« Reply #19 on: January 14, 2012, 09:50:19 PM »
That is because in his heart he knows it sucks and he likes things that suck.
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Dark Holy Elf

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Re: Elfboy's 2011 Game Retrospectives
« Reply #20 on: January 15, 2012, 06:01:05 AM »
11. Blue Dragon (Xbox 360, Microsoft, 2007)

From a sequel to the fourth Final Fantasy, to a sequel to the fifth. Technically Blue Dragon may not be a sequel to Final Fantasy V, but with its class system, not to mention some of the staff that worked on the game, it can be hard to tell.

Of course, as far as I'm concerned, FF5 is a pretty good game to model yourself after, if you're an RPG. Blue Dragon is able to deliver just as its spiritual predecessor did, with a fun class system which encourages mixing and matching abilities from multiple classes. The system is also quite transparent, with the game's manual clearly outlying which skills are learned by which class at which class level, and what they do. (See? Manuals still have a use!) And it's not content to merely mimic FF5, instead throwing in a clear improvement: multiple skill slots for secondary abilities, and the ability to gain more as the game goes on by investing in a certain class. It all comes together for a particularly enjoyable character-building experience.

The game's battle system is also quite good. It's a CTB affair, which is a good place to start as far as I'm concerned, but the spice is added in the form of the game's system of charging up attacks, which allows them to gain power or area-of-effect radius (depending on the attack) in exchange for taking longer to resolve. This feature combines a timed hit-like mechanic with an interesting CTB quirk that gives the player plenty of choice and it's a lot of fun.

Musically the game is great, and serves as a reminder to why Nobuo Uematsu is regarded as one best in the business. Whatever your stance on the love/hate that surrounds the boss music, Eternity, (mine is love), there's a lot to like here, both in more pastoral background tracks that are mellow yet catchy, and in the high-strung, metal-inspired pieces that are used for mechanical dungeons and most of the game's (excellent) battle themes. For the rest of its aesthetics, the game has Toriyama character design

The game has two serious flaws that keep up from being the great game it should be, though. The first issue lies, somewhat predictably perhaps, with the writing. Shu is simply one of the worst talking main characters to grace an RPG, combining many of the worst tropes associated with that sort of character: annoying, incredibly stupid, yet nevertheless seems to exist in a world that proves him right. The supporting cast doesn't really recover from this, with a second (Marumaro) also managing to be annoying, and the rest being fairly bland. The only really bright spot is Nene, the trollish main villain whose zany schemes to make people suffer for no other reason than his amusement must at worst coax a smile out of the player. Yet, even he's nowhere near enough to offset the worst writing that surrounds the PCs, including one particular incident on disc 3.

Still, I could forgive the game, as I did Grandia 3, if the gameplay was consistently great. Unfortunately, it's not. While the final dungeon and endgame bosses are a joy, up until that point, there's a long stretch midgame which is just incredibly easy, putting to waste all the good things I said above about the gameplay. It's not even a game that manages to be fun while it's easy, because things like animations are a bit too slow for mindlessly destroying things with black magic to be enjoyable. It's a real shame because the game gets so good when it's even modestly challenging, but too often it isn't.

Overall, Blue Dragon is, simply, the most disappointing game I played this year. Not because it's bad... it isn't. But because I saw a game that truly had potential to be great... it could have had great gameplay, great aesthetics, and writing which was at least inoffensive. Unfortunately it fell short of that and instead is merely an above average RPG experience.

The good: Great class system, solid gameplay, music
The bad: Midgame challenge, Shu, much of the writing in general
The ugly: The suicide counseller Shu scene. Ugh.

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Luther Lansfeld

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Re: Elfboy's 2011 Game Retrospectives
« Reply #21 on: January 15, 2012, 07:27:37 PM »
While I haven't played the game, I'm not sure I am 100% sold on the class system. It felt a little unbalanced to me; Black Mages skillset just seems to destroy most of the other classes and White Magic is clearly second. A lot of the gameplay seems to devolve into relatively degenerate strategy of "use black magic, heal MP, use black magic". Do you think that the end of the game forced more diversity in the class system?
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Re: Elfboy's 2011 Game Retrospectives
« Reply #22 on: January 15, 2012, 07:57:54 PM »
I dunno, this could just be hard mode talking here, but I'm finding that Black Mage does have a notable weakness. Namely, it's squishy as hell. You really do need the tankier folks in order to keep the back rank standing and blasting.

Dark Holy Elf

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Re: Elfboy's 2011 Game Retrospectives
« Reply #23 on: January 15, 2012, 08:04:46 PM »
Black magic is pretty great of course, but it's very obvious that other things did have a place... I was certainly using various buffs and special effects in the final dungeon (as well as physical skills, since there are magic/element spoilers), and at worst you don't want to just go pure Black/White Mage, as Excal notes, since their durability is ass. Midgame enemies (in Normal Mode) being bad makes the best pure offensive option (in this case, spamming black magic) look like the only thing worth doing, which is unshocking as it'd be pretty true of any game! As far as the actual system goes, though, it's pulled off very well.

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Meeplelard

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Re: Elfboy's 2011 Game Retrospectives
« Reply #24 on: January 16, 2012, 12:56:06 PM »
Wouldn't "Game has a hard mode...that requires DLC (if free)" be considered on your "The ugly" list cause its such an odd decision?


(Granted, its possible the devs realized the game was a little too easy, so tried to make up for this by tossing DLC Hard Mode for people who wanted more after the fact, but that's just overthinking the scenario.)

In an event, good reads like last year.
[21:39] <+Mega_Mettaur> so Snow...
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