Tagged: RPG

Newsflash! Obscure Japanese MMO changes its name after Beta Test

In news that is of interest to exactly 0.00001% of the English speaking world, Koramgame has announced a name change for their heartwarmingly cute Japanese MMO that just ended its first week of beta testing.

Originally known as ‘Heartwarming Romance of the Three Kingdoms’, feedback through the beta test has led the publisher to change the name to ‘Heartwarming Muguu Diary’. The reason I took an interest in this game is because of its original title and connection to the Three Kingdoms period. The artwork is incredibly cute but the character design of heroes like Liu Bei and Lu Bu are such a dead-on match to those of Tecmo Koei’s Dynasty Warriors series that I was ready to watch the litigation fly.

It’s unclear if the name change is due to any kind of conflict with Tecmo Koei but the Google translated explanation does make sense. As popular as the Three Kingdoms is, not everyone in Japan is crazy about it and by focusing on the Muguu — the cute, blue bunny invaders, ever-present in the game — they could appeal to an even wider audience. The ‘diary’ refers to the player having daily adventures alongside the Muguu whose story is pretty fresh compared to the centuries-long chronicling of their Three Kingdoms co-stars.

I spent quite a bit of time stumbling through the beta and will hopefully have a shoddily produced video up soon as I desperately wait for the next one to start.

Parameters: an RPG in microcosm

Maybe you played NEKOGAMESParameters today, the Flash game that boils down the RPG genre into a single screen of level-grinding, boss-dueling spreadsheet “action”. Maybe you did it real fast and posted your top time to Twitter. Me? I hit 99:99:99 on the counter before I managed to get halfway through but I stubbornly stuck with it to 100% completion. Above (and if you click through) you can see my final stats and all blocks uncovered. I guess that’s technically a spoiler but I’ll let it slide since you can practically see all of the game as soon as you start and the surprises aren’t really visible here.

Done Playing: Infinite Space (Nintendo DS)

So much potential, wasted!

My interest in Infinite Space started all the way back in the dark ages of E3 2008. That’s twenty-zero-EIGHT, almost two years ago, that I first saw concept art from the game and couldn’t get it out of my mind. Back then it was known as Infinite Line and pretty much ever since all I could think about was scouring the depths of space for Tetris-like chunks to bolt onto my spaceship. Seriously, this post I made in September ’08 was pretty much the first and last time I saw the game until this past week when I finally got to play the full retail release.

The anime intro video was a nice touch that I haven’t seen since Castlevania: Order of Ecclesia and the combination of 2D and 3D elements throughout the game helps it stand apart from about 90% of the games on the DS at this point. I was also pretty fond of the ship management system where you first have to:

  • Find or unlock access to ship blueprints
  • Come up with the money or resources to have a shipyard build it
  • Assign a party member as Captain

Once your new ships are operational you can find or buy new parts that come in little colored Tetris-like pieces that augment their abilities. Red chunks effect weapon stats and effects, yellow add secondary abilities for your crew, and so on. The catch being that these pieces must fit within a gridded silhouette of your ship and are most effective when you put a colored chunk in its matching highlighted area. I love the interior design aspect of it but suffering through a JRPG just for combat that’s slow and too Rock/Paper/Scissors-y wasn’t worth it.

A missing sister, a sassy Han Solo-type mentor, and a mysterious kid that an entire planet is trying to keep from going into outer space didn’t bode well right from the start and it didn’t take long before I was shutting the game down for good. It’s really sad because I’ve spent years waiting to finally play it only to wind up enjoying one-third of its design. Maybe I should just stick with Captain Forever for my interstellar, colored-block, ship building kicks.

P.S. I talk a bit more about the actual combat gameplay on this podcast if this post has you intrigued for more.

Done Playing: Mass Effect 2 (Xbox 360)

I finally managed to get the cryptic end-game choices just right in order to unlock a specific Achievement and thought it was well beyond time to make my first (and last?) post on Mass Effect 2. Rather than attempt to pussy-foot my way around any spoilers, and with little interest in simply explaining how the game plays, I thought I’d put on my Something-to-Say hat and jab at a big idea for a little bit. I’ll take no credit for coming up with this as I’ve heard tentative whispers echoing the same sentiment since we all started working through the game, but I will throw my voice behind it: Mass Effect 2 could be the touchstone for a new generation of games.

I’m not trying to say fantasy and swords and swarthy English accents are going away, there will always be people passionate about making and playing RPGs like that. But the way Bioware has boiled down the traditional role-playing elements while whipping their shooter gameplay to a deliciously frothy consistency has yielded an experience that has me ready for more; a second playthrough, a new book, Mass Effect 3. That I — the guy whose RPG lust peaked and crashed with Final Fantasy VII — am anxious for anything I can get my hands on probably says it a lot better than anything I can put into words.

Beyond myself, though, Mass Effect 2 shows that you can mix role-playing games with more than just grid-based strategy as long as you tailor the experience accordingly. RPG fans don’t need the bro-heavy antics of Gears of War or the cruel challenge of Ninja Gaiden. Fans of those action-oriented games most likely don’t want a laundry list of sidequests or endless skill trees and gear to manage. Mass Effect 2 almost effortlessly combines the two while tapping into this modern age of mashups where spastically short internet media is subconsciously changing the experiences we enjoy. Eighty hours of gameplay is a great return-on-investment but most people don’t feel they need that exhaustive of an experience these days.

Boil it down and it’s not much different than aping Halo’s console-shooter controls, Kill.switch’s cover mechanics, or the ubiquitous good/bad morality system of half-a-million other games. It’s like Bioware took those little iterative steps for ten years, jumped into a time machine, and brought it all back to 2010. Instant evolution without all that tiresome waiting. I’m getting way over my head here but I wanted to put this out there so when Final Fantasy plays more like Brute Force than Blue Dragon (yeah, think about that!) I can say I kinda saw it coming.