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6916  Media / Single-Player RPGs / Re: Worst. Ending. Ever. on: July 14, 2009, 07:16:05 PM
Lyrics don't translate well, unfortunately :(
6917  Media / Single-Player RPGs / Re: The Elder Scrolls II: Daggerfall is now free. on: July 14, 2009, 07:14:28 PM
You could be in town and rent a room at the inn for one month, practise on your mysticism skills so to get better at "unlocking doors", then rob all the shops around at night and become rich.

Yes, and then you could do the exact same thing, in every other town in the game, endlessly, with no variety, at all. I don't have the sort of patience for the infinite amounts of grinding that game requires.
6918  Media / Single-Player RPGs / Re: Worst. Ending. Ever. on: July 13, 2009, 11:49:33 PM
My thoughts on Chrono Cross' ending. And this is all spoilers, so I'm just putting up a warning and not coding anything out because that'd be really ugly, and I'm not really spoiling anything that specific anyway.

Ignore that stuff that Schala babbles on about after you beat the Time Devourer. About how people are sperm and the planet's an egg and Myth of Zervan or whatever. That's some (pseudo) necessary exposition to explain... something.

It's not important.

What's salient is the scene that -- no pun intended -- bookends the game. In the introductory cutscene, you see a book opening up with some text, apparently someone reflecting on their youth. In the good ending, of course, you see the last bit from the journal, which talks about Kid looking for Serge, and uh... more imporantly, is signed by Kid. So that you know who wrote the journal.

So basically the entire game can be taken... good god I'm tired I'll finish this tomorrow.

(Also: Section where Serge and leena are on the beach. Serge has forgotten everything. Leena says that their summer has just started. Kid, of course, keeps her memories of the thing, and her experience there has ended.

I have to wonder what would happen in the bad ending. You kill Lavos. Does time remain disunified? Does Serge keep all of his memories of everything?

I think in another sense, Kid's very much the main character. Serge is the arbiter of time and he gets things moving, but he's also kind of a victim of time, and his reward in the good ending, I guess, is being free to live his own life.

My thoughts are that CC's theme is more about how time's a bitch that destroys memories and childhood and people and places, and how every choice you make closes out another possible world, and how time has its victims -- in these alternate realities, or races like the dra... reptites.

CC's ending presents us with Kid searching fruitlessly for Serge while remembering the events that transpired in CC. In a sense, you know, looking at the ending song's subtitle -- The Unstolen Jewel -- well... that's Serge, basically. And it's this mostly likely pointless search for Serge that's giving Kid... some kind of meaning, because it's letting her relieve *that* adventure she had, or *that* moment in time. Even if it's not going to produce any results.

I mean, from wikipedia.

"Saudade (singular) or saudades (plural) (pronounced [sawˈdadɨ] in European Portuguese, [sawˈdadʒi] or [sawˈdadi] in Brazilian Portuguese, and [sawˈdade] in Galician) is a Portuguese and Galician word for a feeling of nostalgic longing for something or someone that one was fond of and which is lost."


"Saudade is the recollection of feelings, experiences, places or events that once brought excitement, pleasure, well-being, which now triggers the senses and makes one live again."


"Saudade relates to the Italian malinconia, in which one feels an interior satisfaction because it is impossible to find something, but one never stops thinking that one is searching for it."

So the final bits during the credit roll, where live-action Kid is walking along abandoned railroad tracks and stone staircases and weird antique stores or in isolation through a busy intersetion... THAT kind of thing leaves an impression on my mind because that's what I feel like a lot and more than I should, and it's what I do spending an inordinate amount of time doing in Bowling Green; wandering aimlessly looking for beautiful grassy knolls and bright sunlight and some small sense of adventure or discovery in a slowly dying town or just SOMETHING that'll take me back to whenever it was that it was still acceptable to spend an entire afternoon lying in the grass and watching jets fly across a full and faded moon.
6919  Media / Single-Player RPGs / Re: PSX vs PS2 rpg lineup on: July 13, 2009, 09:55:31 PM
C'mon, I can't be the only one who was laughing while getting zipper burn at the same time... can I?

You were the only one.

Because everyone else already had their flies open.
6920  Media / Single-Player RPGs / Re: Worst. Ending. Ever. on: July 13, 2009, 09:54:40 PM
I only played MGS3 and didn't actually get past the prologue bit where you don't manage to save the scientist and Ocelot is a creepy, meowing furry, but uh... yeah, I didn't like it iat all. Which is why I never got past the opening bit.

I think the improved camera from the expanded re-release might've helped -- non-rotatable cameras in an outdoor stealth game is bullshit, no matter how many people were able to get used to it -- but fuck that shit. I'm not buying a game twice, especially if it's questionable whether some minor changes would've made me like it.
6921  Media / Single-Player RPGs / Re: Megami Tensei Topic on: July 13, 2009, 08:24:02 PM

Best demon ever. Needs to be in a modern SMT game.
6922  The Rest / General Discussions / Re: RPGFan Super Game Journal Turbo II - The New Challengers on: July 13, 2009, 08:23:30 PM
Sorry dios gx not seeing it.
6923  Media / Miscellaneous Games / Re: New Mechwarrior Announced!!! on: July 13, 2009, 08:16:10 PM
I'm surprised rifleman's in it...

Anyway, I wish they'd make more Mechwarrior games like Mechwarrior 1. Big, open-ended, and with heavy adventure game elements. MW2: Mercenaries was sort of close but it suffered from Daggerfall syndrome -- crappy random missions and buggy as hell. MW4: M was a lot closer I thought.
6924  Media / Single-Player RPGs / Re: Worst. Ending. Ever. on: July 13, 2009, 08:12:47 PM
whiny milktoast

Milquetoast. It's milquetoast. The words are etymologically related, sure, being that the character's name Milquetoast, from whom the word milquetoast is taken, is BASED on milktoast because of how bland and inoffensive it is, but it's milquetoast. The word. You want. Is milquetoast.

I attribute the crappiness of XII's ending to Matsuno leaving S-E. He probably had a much cooler ending in mind and it somehow got mangled.

After reading your spoilered-out text, FFXII sounds like it just keeps getting progressively more incoherent as it goes along. I got to like 30 hours in the game and there was nothing indicating that what you were talking about was ever going to happen.

20 min+ ending

Good god WHAT? No game should have more than five minutes of continuous non-interactive stuff.
6925  Media / Single-Player RPGs / Re: JRPGs are total shit, WRPGs are THE shit on: July 13, 2009, 06:27:36 PM
The avatar is from something back in January where someone suggested putting cheesy romance novel covers as your avatar. Being me, I put up a boxshot of Softporn Adventure, because of Roberta Williams' rack, but then I decided that was in poor taste so decided to parse "romance novel" as "romance language" instead.

Actually I'm a russian major though.

anyway with WRPGs the golden age was sort of before really high quality graphics (In a technicaly sense, I mean) were all that possible. I mean, with JRPGs, it wasn't till you got to the PSX that settings started getting REALLY creative. Most SNES and Genesis RPGs have rather genericy looking settings too, and it wasn't till the really late stages of the system that a lot of diversifaction started happening.
6926  The Rest / General Discussions / Re: RPGFan Super Game Journal Turbo II - The New Challengers on: July 13, 2009, 06:16:56 PM

Thor is also a horse dildo >:(


Mara :3c

Anyway beat Maou Hel in Devil Children, went to Sand Land. Kuul isn't usable right now so my party consists entirely of non-partner demons, most of which now have over 100 HP, and I'm getting killed as hell by things. This is about where I got in the PSX version before my saves deleted themselves.
6927  Media / Single-Player RPGs / Re: JRPGs are total shit, WRPGs are THE shit on: July 13, 2009, 04:28:08 PM
I really shouldn't have said that because I can understand why others like certain WRPGs like Oblivion or Fallout 3.

Dude, Oblivoin is pretty artless in every sense. That's one of the things that annoyed Morrowind players a lot, going to Oblivion. With Morrowind you had this setting that was a giant volcanic island with a volcano that spewed diseased ash that turned people into mutant vampires and cultists, and in the nicer parts you had forests of giant mushrooms, or weird sort of mediterranean looking buildings, or buildings made OF giant mushrooms. It was a pretty original setting.

And then Oblivion's this generic, green, fantasy valley.

As I said, you want an artful setting, look towards Planescape.

If you want a more artful SCI-FI WRPG, look towards Europe or older games.

Star Control 2 -- which I already mentioned, and already mentioned being more marginally an RPG -- has incredible music (unless you use the completely shitty remix packs or 3DO music) and some really fantastic race portraits and storytelling.

Wasteland, Fallout's predecessor, has a lot more personality than any of the Fallout games, really.

http://www.mobygames.com/game/dos/wasteland/screenshots Browse some pictures here.

Albion has an absolutely gorgeous setting although I cannot find any decent screens of it. This is about the best sort of: http://www.mobygames.com/game/dos/albion/screenshots/gameShotId,314885/

I'm also really fond of the artistic direction in Alien Logic and the uh, various BAT games.

Fantasy-wise, Xeen had some creative enemies:


The first couple of Might and Magic games were pretty interesting setting-wise too, in that they were fantasy games, but were also sci-fi because the main enemies/controlling factors/sort-of-good-guys in the games were a bunch of intergalactic scientists/elder cods, and the worlds in most of the original 5 games were large research colonies floating around a sun. But nobody knew that.

And then you have Iffermoon, which is another sci-fantasy game, which is gorgeous, freeware, and reviewed on this site. It's sort of like The Spirit Engine ina sense, but better.

There's also Wizardry 7 and 8, which are famous for things like musket-wield space rhinocerouses.
6928  Media / Single-Player RPGs / Re: Worst. Ending. Ever. on: July 13, 2009, 03:48:17 PM
Like, ultra-dick

A delicious flame-broiled dick, covered in mustard, on a warm poppyseed bun?

Essentially every game needs an earthbound ending: you can keep playing after it's all done, and go around and look at the aftermath of what's happened.

BTW, Balto 2 had a horrible ending. I mean, it was a horrible movie. Don't get me wrong. But there as so little closure there that it *fucked with my head*. This was also in 9th grade when I had to read like, Call of the Wild, and that kept reminding me of it.
6929  Media / Single-Player RPGs / Re: Worst. Ending. Ever. on: July 13, 2009, 11:29:14 AM
Secret of Mana.

Flammie dies, Sprite just gets sent off to god-knows-where, and intsead of conclusion it's like HEY RANDI LOOK IT'S SNOWING! and chirpy music plays. What?


Everyone comes back to life and there's no explanation on who the hell the bad guys even were.

Secert of Evermore.

Sort of. The goofy "WAIT WAS IT ALL JUST A DREAM?" bit at the very end was stupid and sort of bizarre, especially since it wasn't.

There. That's every game I ever played to completion.
6930  Media / Single-Player RPGs / Re: JRPGs are total shit, WRPGs are THE shit on: July 13, 2009, 01:35:48 AM
-The open and rich world of Skies of Arcadia. And i mean an open world that has different scenarios, not the same thing repeating over and over
-The weapon creation of Vagrant Story
-Character, monster and overall aesthetics of VS (that one is going to be almost impossible, Yoshida's style is quite unique)
-The ship battles from Skies of Arcadia
-The puzzle/dungeon/fighting mix of VS

The problem, here, is that those features are incredibly specific to the two games you mentioned. Even among other JRPGs. Skies of Arcadia, to my knowledge, is the only JRPG that handles ship combat like that, and VS, to my knowledge, is the only JRPG that handles *weapon making* like that.

VS and Skies of Arcadia are also extraordinarily dissimilar games. I hope you're not asking for a game with every feature from both of them. That cou;dn't be pulled off well.

-The open and rich world of Skies of Arcadia. And i mean an open world that has different scenarios, not the same thing repeating over and over

This is sort of odd, as I'm not sure what you mean by having "different scenarios" instead of the same thing repeating over and over, as I can only think of three games that really do that Daggerfall and Darklands in the most literal sense possible, and Oblivion primarily out of incredibly similar quest design in the various cities.

Most WRPGs have pretty open-ended worlds, though. I'd need something a little more specific to work with here. Especially about the events being different.

I would say that I think Ultima 7 might suit you really well. Every town is very unique, every NPC has unique text except for a very few really minors ones. It also, like SoA, has a lot of weird secret areas to find.

Fallout 1 is also open ended and really well developed, but it's smaller. Every area does have a unique purpose and quest though.

Star Control 2, the more marginally an RPG -- no stats and very actiony combat -- has some of the creepiest and best exploration though. A lot of planets are fairly empty, but there's weird things in space like rainbow worlds or planets with artifacts and critters on them. Same for the starlfight games I guess though I'm less familiar with them.

-The weapon creation of Vagrant Story

Actually, beyond knowing that it exists, I seriously never played VS enough to know how the weapon creation system worked. Could you explain it to me? I didn't have a manual either which was probably part of it.

I can't think of a lot of games in general that have weapon making though. Gothic 2 does in some sense but i never played it that much.

-Character, monster and overall aesthetics of VS (that one is going to be almost impossible, Yoshida's style is quite unique)

I'm going to just pretend that you asked for a game with a unique visual style, and given that, Planescape: Torment works quite nicely. It's sort of Dr. Seuss on acid at a BDSM store. Albion's art always struck me as really unique, especially iiiiiiin the Iskai areas, where all of the buildings are organic and really pretty looking.

I don't know. I don't really pay much attention to the graphics in games unless they're either really good or really bad. I honestly just thought VS looked grainy and sepia toned, which would be a lot of games. Sorry.

-The ship battles from Skies of Arcadia

I don't really remember how these worked either, although there were a few sci-fi and... pirate oriented wrpgs that had both on-land and ship based combat. The Buck Rogers games, Sid Meier's pirateses, Whale's Voyage, the starflight games all come to mind. There are more. I don't have firsthand experience with them though.

-The puzzle/dungeon/fighting mix of VS

Most dungeon crawls released after 1988 do this. Wizardry 6, for instance, has a TON of puzzle solving/adventure gaming elements. Ultima Underworld 1 and 2 maybe did it the best, though, especially how UU1 basically had this whole civilization underground and was basically framing the dungeon crawl as this big epic quest. That had lots of puzzle solving, really, and interactivity (you could make popcorn if you felt like it, for instance).

Dungeon Master was an AWESOME example of this as it had kind of a simple physics system, where items had weight and could be throw, so youcould hit switches across cliffs or drop items on pressure plates -- which probably sounds really minor, but consider this was like 1989 for a second and that the game was basically completely consistent in its physical rules and workings -- along with having word puzzles and other fiddly things I cannot remember very well because I'm tired.

Block-pushing puzzles like VS uses have been out of style for a very long time in western gaming though and including them in a modern game is generally considered pretty tasteless
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