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Wednesday, February 27, 2013

Why Final Fantasy Sucks, Part 3

Final Fantasy X was released in 2001. This marked the first time that a FF game was not under the direct supervision of creator Hironobu Sakaguchi, and the results were questionable to say the least. Although Sakaguchi still retained the position of Executive Vice President, his involvement in the franchise became limited as he geared up to open his own production studio, Mistwalker.
http://www.mistwalkercorp.com/

While FF X was a commercial success in the U.S., the game furthered trends that had alienated long time fans. It was a transitional period for the franchise, with old fans losing interest and new fans taking notice. Lets start with what FF X got right.


The summoning system of previous games has been completely redone. Instead of performing a single attack, summoned monsters, now called Aeons, replace the party entirely. Each Aeon has specific stats and abilities, and can fight independently until the battle ends, the Aeon is destroyed, or until recalled by the summoner, Yuna.

The Aeons and their summoners are a part of the main story, making this a natural transition. It lends a realistic element to the story and the game play, and brings the Aeons to center stage, allowing the player to form an emotional attachment to them and to Yuna. This is a good thing.

Second on the list is the main antagonist. Sin is a truly intimidating force, and in this regard it's because we don't really know what it is. It is explained that Sin is an Aeon that is reborn periodically and destroys the world, unless a summoner sacrifices herself to reset the cycle. However, we are only given hints to it's true form and power.



The mere idea of Sin is what drives the characters forward and provides motivation for the player. In the end, Sin is not really a villain but a supernatural force of nature. Other than destruction, Sin's motivations are never clear, and this element adds tension.

Third, and most significant, is the inclusion of Blitzball. For those who haven't played FF X, Blitzball is a reason to do so. I was never a fan of the trading card games of FF 8 or 9, but this time around we are given an addicting alternative to progressing the story.

Blitzball is a sport akin to soccer, except that it's played underwater. After the player reaches a certain point in the story, they are given control the Besaid Aurochs and may manage the team as they see fit.

NPC's (Non Player Characters) can be recruited throughout the world, trained, and used in games. This is the part of the game that really shines. Honestly, Square should have made Blitzball an independent game and called it a day.


With that being said, FF X suffered from the same effect as FF 8. The story is convoluted and confusing, and too much emphasis is placed on how the game looks. Admittedly, the visuals were probably a determining factor in drawing in new fans, but once the cut scenes were over we were left with a set of bland and over exaggerated characters trudging along in an uninteresting world.

This game reminds me of a big budget movie, with a plot that goes nowhere. Sure everything looks cool, but in the end is it something that leaves a lasting impression? The simple fact is that the characters, story, and overall atmosphere are all watered down with bright lights and flashy costumes.

That's what really bugged me about this game. It had potential, but it was just so self inflated. The characters were stereotypical, one dimensional, and overall forgettable. Take Wakka for example, and imagine the creative process in creating the character. He's lives on an island right? Simple, we give him a headband and make him talk like a Jamaican. Brilliant! Give me a break Square.

Alright, who's the pivot man?

Following the "success" for FF X, Square set a new precedent with their first direct sequel to a FF title. Final Fantasy X-2 (clever name...) followed an all female cast and picked up two years after the previous game. Returning characters Yuna and Rikku, along with newcomer Paine, are now a sensation as Spira's premeire pop group. Sadly...I'm not joking.


That's right. The woman who was solely responsible for sacrificing her own life in order to embody the ultimate destructive force, thereby delaying the inevitable end to the entire world...is now a pop star. After seeing the mind numbing opening scene of the game, and realizing that you have inadvertently subjected yourself to an experience that might very well give you a stroke, you realize that the absurdity has just begun. 

The Charlie's Angels-esque trio are on a quest to do...something...because...and must utilize the awe inspiring power of changing clothes. What the f**k??? This new class based combat system allows players to switch seamlessly between combat styles using Dresspheres and the Garment Grid. I couldn't make this up if I tried. 

Anyway, most of the game is pointless and does not require the player to complete a majority of the content in order to beat the game. The world is linear and mostly available from the beginning, making exploration and story progression largely a thing of the past.

Again, the story here is contrived and mostly works to diminish the story of FF X. It's clear that Square was simply trying to capitalize on the previous game and didn't put a lot of effort into this one, but as a gamer I have to ask; Was this a story that really needed to be told? Either way, at least Square made some money off of it. After all, that's what the video games are for, right? 

Final Fantasy 11 was an MMORPG (Massively Multiplayer Online Role Playing Game), and therefor can't be judged by the same standards as the rest of the series. There's not much to say about it. It did all the things other MMO's do, just not as well, and has recently been taken offline so we'll move on. 

Final Fantasy 12, on the other hand, was actually a surprisingly good game. The story was solid, and the characters were likable and felt fleshed out. Combat was similar to that of Parasite Eve in that players could move around during a fight but still relied on the ATB (Active Time Battle) system. Most importantly, the game focused on character progression and provided an ongoing side quest to capture bounties on rare monsters. It felt like a Final Fantasy game.


FF 12 received high praise as one of the best RPG's, and games in general, on the PlayStaion 2. It was everything we wanted from a FF game. Unfortunately, if history has taught us anything, a return to the franchise's roots would be followed by another descent into madness.

Final Fantasy 13...sigh. I'm not sure I should even include this game in my review, because, honestly, I don't consider it to be a Final Fantasy game. It has the title, sure, but this game is such a drastic departure from everything we know and love about that franchise that it should be labeled as an entirely different game. 

It would be like if someone made a Die Hard movie without John McLane, that took place on Mars, and was about an army of Antelope who were fighting ghosts. It may be called Die Hard, but it wouldn't be Die Hard.

So anyway, FF 13 strips the game play down to bare bones. The player controls a single character through the entire game. Other characters are recruited, but follow a prescripted A.I. The combat system includes an auto battle feature, allowing the battles to take place without the players input. Actions can not be taken outside of battle, and after each battle the players health is fully replenished. Sound like a Final Fantasy game?

Further more the game is, for the most part, entirely linear. Move from point A to point B, repeat. Each character has only a few weapons which are upgraded late in the game, and combat is more action than strategy. 

Wait...can we fit more s**t on the screen?

This is not a Final Fantasy game.

At this point I'm pretty much just beating a dead horse, and anything I could say about FF 13 and it's subsequent sequels has already been said about previous titles. In the end, Final Fantasy has become a franchise that favors graphics over game play, and mass appeal over a connection with it's audience. It is being told without believing, it is sight without soul.

So what can be done to change this trend? First and foremost is a re connection with die hard fans. Final Fantasy has always been about telling a story, and forming an emotional bond with the characters. This should be the first priority. As gamers, we can not simply be shown a world, be must become a part of it.

In making changes to the structure of the series, hardcore fans have been abandoned in order to make a quick buck. That may line a developers pockets today, but tomorrow they will find themselves without an audience.  


So this concludes my review of the rise and fall of the Final Fantasy franchise. Ultimately, it is my hope that the series can find a foothold against it's descent into obscurity. We, as fans, deserve better. We demand better. Until then, we can always hope for that Final Fantasy 7 remake. 





Do you agree with the current direction of the franchise? What classic title would you like to see remade? Please comment below.



  









Monday, February 25, 2013

Top 10: Fun RPG's

It's easy to throw around terms like "ground breaking" or "revolutionary". The RPG genre is responsible for shaping the gaming industry and setting standards for modern classics. While these achievements shouldn't be discounted, today I'd like to focus on those RPG's that can be popped in and enjoyed at a moments notice.  This list will ignore story elements and character development and focus solely on game play. Some are hybrid games, some are traditional JRPG's, but they all share a common element; They are just plain fun to play.

10. 3-D Dot Game Heroes


Homage, or blatant rip off? We don't care...

3-D Dot Game Heroes is a game that is charmingly shameless. It pokes fun at gaming cliche's while simultaneously mimicking one of the greatest franchises of all time. Everything about this game screams "Legend of Zelda". From the dungeon layout and puzzle solving to the music, 3-D feels like the Zelda game that was never made. Developer Silicon Studio basks in it's self awareness in this wall to wall homage of classic NES games.

Memorable Moment: Tower defense side game.


9. Secret of Mana


Square's 1993 action role playing title combined real time combat with traditional RPG elements. The story was strong but it was the combat and character development that really shined. Players could switch between three characters, with different abilities, while the other two would follow a customizable A.I. Weapons, items and magic spells could be chosen on the fly with the use of the "Ring" Menu system. This allowed for fun, yet surprisingly strategic combat.

Memorable Moment: Any of the boss fights. They were awesome.


8. Super Mario RPG: Legend of the Seven Stars


Well there's a hefty title for ya. What can I say? It's Mario. This game takes everything we love about the franchise and rolls it all up into an addicting and entertaining RPG that is vastly underrated. The world is painstakingly crafted around the Mario universe and almost everything in this game is instantly recognizable. The addition of an original villain and two new heroes gives a fresh face to the franchise and puts the gang in a more fully realized world than ever before. More importantly, the game feels like Mario. I can't say enough good things about it so, for the sake of brevity, check this one out.

Memorable Moment: Yoshi Races!!!

7. Pokemon (1st Generation)


The trading card game that spawned a video game. The video game that spawned a cartoon. The cartoon that spawned countless movies. The movies that spawned more video games. Pokemon was, and still is, a phenomenon. A new game, and a new group of monsters, comes out every couple of years, but it was the first generation that got us hooked. Simple yet incredibly deep game play partnered with a fun, whimsical, environment kept us coming back again and again to find that next great catch.

Memorable Moment: Choosing a starter. Charmander 4 Life!

6. Parasite Eve



Parasite Eve was a rare specimen. Producer Hironobu Sakaguchi (Final Fantasy series) seamlessly blended RPG and Survival Horror elements into a revolutionary new title that was overshadowed by current RPG giant, Final Fantasy. The game is set in modern day New York City, with Aya Brea, a police officer, as the main protagonist.

When an opera singer named Melissa causes her entire audience to spontaneously combust, it's up to Aya to investigate what could be the next phase of human evolution and blast the hell out of anything monstrous. The game play here is fantastic. With Aya as the sole controllable character, players must balance survival skills, fire power, and a host of mysterious magical abilities. A must play for fans of the genre.

Memorable Moment: Mutating Rat.


5. Illusion of Gaia  



Another under appreciated classic, Illusion of Gaia was more "Legend of Zelda" than "Final Fantasy". Players take control of Will, a boy who is on a quest to find his long lost father. The game is set during an alternate reality of 16th century Earth, and players will explore real world locations such as the Inca Ruins, The Great Wall of China, and the Hindu temple of Angkor Wat. Will possesses a mysterious psychic power that allows him to transform into two alternate forms; Freedan, the dark knight, and Shadow, a solid form of pure energy. The game is a rare mixture of combat and puzzle solving elements that never grows stale as the game progresses. This is one that has aged gracefully and is still worth revisiting. 


Memorable Moment: Leaving the Inca Ruins on the golden ship.


4. Diablo 2: Lord of Destruction


The game that ended relationships. Diablo 2 and it's subsequent expansion changed what we looked for in an RPG, using story, setting, and mood simply as tools to drive it's incredible game play. A friend of mine once described the game to me, and It went something like this. "Well, ya see, there's Diablo. He's a demon, I think, and he's doing...something. So what you've got to do is...OH MY GOD IS THAT SWORD PURPLE?!?" Nobody cared what the story was. We didn't care what we were doing, only how we were doing it. The game play could accurately be compared to a heroin addiction, and players were obsessed with finding that next great piece of loot.

Memorable Moment: Cows. 'Nuff said.


3. Baldurs Gate: Dark Alliance


Baldurs Gate: Dark Alliance is a game that often gets over looked. A hybrid of action and rpg elements, this game combined frantic hack n' slash game play with a dungeon crawling atmosphere generally reserved for PC based RPG's. This game brought the world of Forgotten Realms into the living room and provided a refreshing change to the Action RPG genre. Dark Alliance utilized the random loot drop system made popular with Diablo 2, and told a story worthy of the D&D universe. In fact, die hard fans could even unlock Forgotten Realms' famous Drizzt Do'Urden as a playable character. 12 years after it's release, it's still a great game to get lost in.

Memorable Moment: Two Player Co-Op

2. Borderlands 2



Despite being released only last year, Borderlands 2 has made an irreversible impact on what we expect from a video game. It's cinematic, stylish, and never once shies away from game play. Gearbox really out did themselves with this one.  B2 is another hybrid, combining RPG elements with the game play of a modern shooter, coining the term "Shoot and Loot". Seamlessly blending humor, violence, and a plethora of over the top characters, Gearbox bridges the genre gap to create one of the most memorable titles in recent history. A must play for any gamer.

Memorable Moment: Opening cinematic/Anything done, or said, by Claptrap.

1. Drumroll, please.....Kingdom Hearts


In an age of gaming ambiguity, two companies banded together and dared to ask the question that was on all of our minds; What would you get if you combined the world of Disney, Final Fantasy, and three orphan children inexplicably living on an island in the middle of nowhere. It was one of those rare concepts that made gamers everywhere stop and ask...what? Admittedly the idea seemed odd, however, what resulted was a uniquely charming and addicting title from two powerhouses of media entertainment.

Players take control of Sora, a boy who lives on Destiny Island with his two best friends Kairi and Riku. When an evil force transports Sora to a far away land, he learns that the dimensional rift has been shattered and parallel worlds are combining. Sora quickly meets two emissaries from King Mickeys court, Royal Guard Goofy and Court Magician Donald Duck. Together, the three embark on a quest to discover the secrets of the Keyblade and find Sora's lost friends.

Kingdom Hearts was a delightfully original game that drew players in with it's odd concept, but kept them coming back with it's incredible game play. The game utilized every weapon in it's arsenal, sending players to the familiar yet diverse worlds from the Disney universe. Locations vary from A Nightmare Before Christmas's Holloweentown to Winnie the Pooh's Ashdown Forest and all locations are beautifully crafted and fully realized.

Combat and character progression are both addicting and deep, combining finely polished hack n' slash with rpg elements. Players directly control Sora while Donald and Goofy follow a customizable A.I. that is natural and easy to use. Each world provides the team with a temporary  member in the form of movie protagonists, i.e. Aladdin, Tarzan, Ariel, etc, allowing for a more strategic experience.

While fairly linear, Kingdom Hearts provides countless side quests that are highly addictive. There are secrets around every corner and finding them is both challenging and rewarding. All of these elements combine to create a game that is, simply put, fun as hell. Whether a fan of Disney, Final Fantasy, or video games in general, Kingdom Hearts is a wonder to behold and a no brainer for the number one spot.



Do you agree with the list? What is your number one RPG? Please comment below.










Friday, February 22, 2013

Why Final Fantasy Sucks, Part 2

Final Fantasy 7 released to record breaking sales. It reached a wider and more diverse audience than any game in the franchise had known and was an instant hit with critics and gamers alike. It won countless awards, including numerous "Game of the Year" awards in 1997, and is featured in "Greatest Games" listed by nearly every mainstream gaming publication, such Gamespot and IGN.
http://www.ign.com/top/rpgs

Final Fantasy was now a household name. Unfortunately, the success of it's most recent title would be followed by a steady decline in both game play and storytelling. The eventuality of this landslide would lead the franchise to the state it is in today; An afterthought to modern gamers, and a nagging scar in the minds of die hard fans.

Expectations were high for Final Fantasy 8. With the success of FF 7 still fresh in their minds, gamers rushed out to purchase this newest masterpiece, and within two days of it's release FF 8 was the best selling console game in North America. At this point in it's lifespan, graphical achievements had taken root in the forefront of  the minds of gamers and in this respect, FF 8 was a phenomenal success.

The CG cut scenes were astounding. The first cut scene I remember seeing for FF 8 left two lasting impressions. The first was how amazing it looked. The second was how little it felt like a Final Fantasy game. Keep in mind it was a gut wrench reaction that would fade as I continued the game, but that first impression stayed with me and I came to the realization that, for better or worse, the franchise had changed




The game was by no means "bad", but there were certain issues that prevented it from being great. The biggest complaint was the "Draw" system. For the first time in a FF game, players were forced to leach magic spells from enemy opponents to be stored for later use, eradicating the more traditional act of learning spells organically through leveling. This system, more than any other, alienated gamers. The act was tedious and became a chore, breaking the natural flow of the game play.

Partnered with this was the "Junction" system. The idea of fighting, obtaining, and/or controlling magical creatures was no stranger to the Final Fantasy world, however, FF 8 took this idea to a new level and summoned monsters, i.e. Gaurdian Forces of GF's, became a staple in character customization. While this was a revolutionary idea at the time, it ultimately hurt the overall game play experience. Players were no longer improving their characters, but the GF's that were attached to them.

This effectively meant that, at anytime during the game, these GF's could be switched from character to character and anyone could be the parties mage, fighter, tank or any combination that was supported by the GF. A good idea on paper, this system took the focus off of character development and helped to emotionally distance players from the characters.

Back for a second time were "Limit Breaks", special attacks that varied between characters and could be used periodically. This system was introduced and made popular by FF 7. In FF 8, however, the attacks were accompanied by mini games, such as timed button mashing, that would determine the success of the attacks. Again, this helped to break the flow of game play and made combat feel more random and less strategic.

Game play aside, FF 8 was set in a fully developed world that combined future technology with medieval fantasy conventions. The city and landscape design offered the proper setting for a FF story to be told, however, the story itself was flawed. In this case the problem stemmed from a combination of complexity as well as over simplification. FF 8 proposes many new ideas to the universe and the story becomes convoluted   with information that the audience is expected to accept and understand. The structural hierarchy of it's society is never fully explained and we are thrust into a world that we can't really connect with.

The game presents a world that exists exactly as it is, but is never presented properly to the player. While this helps to establish a realistic environment in some games, here we are simply traversing a world we don't fully understand, with characters we don't really care about.





This reality is made even more complicated by the curious mental connection between Squall and Laguna, two characters who have some sort of mysterious bond that isn't explained until the later parts of the game. While this connection is initially intriguing, the sporadic switching between characters causes yet another break in the game play and further distances players from an emotional connection. Simply put, we are given too much to care about and not enough reason to do so. Combine these elements with seemingly endless plot twists (who was the sorceress again?), and a story which relies a bit too much on time travel, and the whole game becomes an over complicated mess.






Again, FF 8 was not a "bad" game and, despite it's flaws, was generally well received. However, praise for the game was often laced with criticism from hardcore fans. It was at this point that Square decided to take the franchise in another direction. Final Fantasy 9 is often considered to be the black sheep of the franchise, however, it was a step in the right direction.

Designers ditched the futuristic setting that had become commonplace, for a more traditional fantasy based world. The game play was simplified and more accessible to a larger audience, yet maintained the traditions that we had become accustomed to. Graphically, the game looked great. Again the designers took a more simplistic approach and favored cartoon-ish charm over realism.

The game play was a huge improvement over FF 8. The "Draw" and "Junction" systems were a thing of the past, being replaced by the class system that we all know and love. Every character in the game has individual stats, abilities, and strategic roles. Steiner plows through enemies as a heavy hitting tank, while Vivi hurls black magic. Meanwhile, Zidane steals crucial items for the parties use. Every character had a role to play, and this made them unique.

The most significant improvement over it's recent predecessors was FF 9's ability system. Most of the games equippable items came partnered with an ability. This ability, whether passive or active, could be used by a character as long as that specific item was equipped. After gaining enough ability points, or AP, the character would learn that ability permanently.

This system allowed for deep customization options while  urging players to scour their surroundings in search of that next great discovery. More importantly, this system felt organic and rewarded players for their patience. This level of customization and reward helps players to connect with the games' characters and immerse them in the world. It gives us the feeling that these aren't just video game characters, they are "our" video game characters.

While it seemed like Final Fantasy was getting back to it's roots, FF 9 had it's flaws as well. The character development was fantastic. Exploring the world and leveling up my team were fun, and discovering who these characters were was interesting, but there was no real driving force for the story. In this regard, the problem was the antagonists. Sure they committed awful acts and were generally bad people, but their motivations were never really clear. The villains were silly, fairly two dimensional characters and had no real goal other than gaining more power and controlling the world. It is a cliche plot device that works to move the story forward but is ultimately uninteresting.

FF 9 was an homage to earlier games in the franchise. In many respects it resembled earlier games both in design and philosophy. Hironobu Sakaguchi, creator of the Final Fantasy franchise, has stated that FF 9 was his favorite of the series because it was his "ideal view of what Final Fantasy should be." While critics hailed the game as a success, the opinions of the gamers were mixed. New fans of the series were put off by the games old school charm, while hardcore fans felt the game to be a rehash of the games they had already played. In the end FF 9 was a solid game that simply failed make much of an impression with it's core audience and ultimately furthered the decline of the franchise.

FF 9 would be the last title of the franchise that would be released on the PlayStation. In the coming years Square would suffer a loss that would irrevocably change the series. There were dark days ahead for Final Fantasy and it's fans, and this crucial loss would result in the most over inflated, self indulgent game in the series.

Check back next time for the "Epic" conclusion of Why Final Fantasy Sucks.


Was the graphical design of FF 9 the right choice? Did you prefer realism, or old school charm? Please comment below.








Saturday, February 16, 2013

Why Final Fantasy Sucks, Part 1

Oh Final Fantasy, you cruel mistress. No other game from my childhood evokes as many memories of late nights in my room, or entire weekends wasted. It was a game that defined a genre, and yet has become synonymous with disappointment.The Final Fantasy franchise has become the proverbial Icarus  Flying too high, too fast, only to come crashing down with melted wings.

For a decade, Final Fantasy embodied the definition of excellence and only grew more popular with every sequel. As a teenager, a Final Fantasy sequel was the only game that I would reserve before-hand, and buy on the day of it's release. Keep in mind, this was at a time when a video game was not showcased at every stage of it's development.

We most often bought games that we had played at a friends house, or bought them blindly in the hope that they would live up to our expectations. For years the Final Fantasy franchise met and exceeded those expectations in a way that left us dizzy at the possibility of even further greatness.

Most of us know the story of Square's humble beginnings. Struggling from the video game crash of 1983, Square was purportedly on the verge of bankruptcy and Final Fantasy was to be the company's last game released before they closed their doors. Developer Hironobu Sakaguchi had planned to leave the video game industry and go back to school if the game was not a success. The games title was a personal statement for the developer.

In the U.S. Final Fantasy found it's audience and was released with a degree of commercial and critical success in 1987, single handedly saving the company and opening the door for more games to be produced. From there Square grew and became more ambitious. The sequels introduced innovative game play mechanics that were simply unheard of at the time and have since become staples in RPG genre. Did you enjoy creating and customizing your class in Mass Effect? Well, you have Final Fantasy to thank for that.

Fast forward 4 years. Final Fantasy 2 (4 in Japan) has made waves in the U.S. Over the next few years the game gathered a loyal fan base and reignited U.S. interest in RPG's ( I personally have spent an embarrassing number of hours playing it ). Then suddenly, seemingly from out of nowhere we were introduced to Final Fantasy 3 ( 6 in Japan ).

The game rendered fans speechless and we knew immediately that we had discovered something special. The innovations to game play mechanics were in line with what we had come to expect from a Final Fantasy game, offering a simple yet strategic combat system while allowing for overwhelmingly deep customization options.

A more mature story line, a wealth of complex characters, and the enthralling steam punk world all combined into one of the most engrossing experiences we had witnessed in a video game. And I think it goes without saying that the music is bar none some of the best that has ever been rendered in 16-bit.


FF 6 was a masterpiece, there is no denying it, but where could Square possibly go after that? The series had reached a level of popularity it had never known and fans couldn't be happier. We were so enamored with FF 6 that we couldn't even conceive what the next phase would be. However, rumors began circulating that yet another Final Fantasy game was being developed. 

At the time, the PlayStation had made it's way onto the market along with the Nintendo 64. Which system was superior was a matter of taste and gamers were split on the issue, however, the choice became clear for Final Fantasy fans when it was announced that the franchise had been acquired by Sony and Final Fantasy 7 would find a home on the PlayStation.

The announcement for FF 7 sent a shock wave through the gaming community. The three dimensional capabilities of the current generation consoles promised a more fully realized world than we had ever experienced. The fact that the game was no longer licensed by Nintendo was an after thought and gamers couldn't wait to sink their weekends into this new creation. The hype for this game was so substantial that this was the first time I ever remember seeing an advertisement for on television. 

FF 7 was released in North America in 1997, which was the year I entered High School. I don't remember my first day of High School, but I remember the first time I played Final Fantasy 7. This game kicked our ass. It sucked us into it's world, pounded our brains into submission, and left us begging for more. 

The fact that 15 years after it's release fans are still clambering for a remake on a modern console is a testament to it's popularity. It has even spawned a full length film that picks up where the game ended. To this day if someone pops in an old copy of FF 7, I can sit down and watch them play it from beginning to end. That's how good it is.


FF 7 was such a monumental success, critically and commercially, that we knew it was only a matter of time before yet another sequel was announced. In retrospect FF 7 was a bittersweet experience ( Not because I still shed a tear every time I hear Aerith's theme music....because ugh.....I totally don't ). Everything about the game is the definition of classic, unfortunately, this would mark the high point of the series. It would all be down hill from here. Check back for "Why Final Fantasy Sucks" Part 2.

6 vs 7. Which Final Fantasy game did you prefer? Please comment below.




Monday, February 11, 2013

The Golden Age

Remember the golden age of video games? What's interesting is that that term represents a different period in time for each person who will read this. For me, the golden age was the era of the Super Nintendo.

Already being enamored with the idea of video games, the SNES represented an evolution in the only form of media that I identified with. An evolution that spat in the face of non-believers and said "That's right, we're not going anywhere." What was remarkable about the SNES is that it took the first step in attracting a wider range of audiences. No longer were the days when video games were a novelty, only to be viewed in dingy arcades, or as an after thought, a mindless waste of time to those whose did not understand. Video games were suddenly a viable form of expression.

Of course the Atari 2600, and later the NES, helped bring gaming into the home, but the SNES was that first system I remember that people were excited about. It was the first system that non-gamers were attracted to. In fact, I have a vivid memory of the day I got a Super Nintendo. To me it was the most monumental experience of my lifetime, but even at that time I was astounded at the number of adults who would gather around my families floor model box television set and watch me play Super Mario World.

It was at this moment when I felt like the hours wiled away in front of a T.V. set were justified. The moment when I was no longer a child playing with toys, but a part of the world. With approval came a level of understanding from my parents and those others around me who couldn't, or refused to, understand why my face was always glued to the screen.

Before the release of the Super Nintendo, playing a video game had been a personal experience to me. As the years went by and Nintendo cemented its brand name in the annals of history, word had gotten out and video games were becoming a shared experience. I couldn't begin to count the number of hours spent exploring dungeons with my cousins, or sharing fighting moves with my friends. The end boss of the latest Mega Man game, and the secrets to performing fatality moves in Mortal Combat, became commonplace conversations on the school yard. Phrases such as "Let me just beat this level", and "As soon as I get to a save point." became viable rationalizations for children everywhere. Video games were no longer a hobby. They were fast becoming a way of life for an entire generation. It was what we did, and we loved doing it. It was a great time to be a gamer.

While my friends were mostly interested in the newest trends and graphical achievements, I couldn't help but be drawn back, time and time again, to the phenomenal RPG's (Role Playing Games) that the Super Nintendo had to offer. Of course today the term RPG is everywhere. Most modern games, from shooters to platformers to puzzle games, have elements reminiscent of old school RPG's. Anyone who has played Mass Effect or Assassins Creed, or even Call of Duty, have experienced these elements. However, my fascination at the time was with what is now known as the JRPG (Japanese Role Playing Game). These games focused less on graphical achievements and more on story telling and character development.

The first time I played Final Fantasy 2 (4 in Japan) was a benchmark moment in my life. Not being an RPG fan at the time, I was initially put off by the game play mechanics. I didn't understand it and had no interest in learning. Luckily, over the course of a weekend, my boredom kicked in and I decided to sit down and give this new game a chance. It wasn't long until I was hooked.

The story was captivating and I found myself actually caring about the characters. More than simply propelling a sprite through obstacles, I became a part of that digital world and the events that transpired there. I was no longer playing a game, but was embarked on a journey of revelation and self discovery. This was the first time a video game had made an emotional impact, the first game that had me invested in the outcome. It was the time when I stopped being interested in the bells and whistles of the age of graphical advancement and realized that there could be a deeper meaning to things.



Playing a JRPG is more akin to reading a novel than playing a video game. You are a narrator of sorts, telling the story of three dimensional characters in a fully realized world. You follow these characters through good times and bad, and ultimately you take something away from the experience that can stay with you throughout your life. These games cemented my interest in the fantasy genre and led me to the works of J.R.R Tolkien. Later my interests evolved and I became fascinated by the subtle character developments of John Steinbeck and Kurt Vonnegut. I realized that story telling was a means of expression and human analysis. It was this experience that first sparked my interest in writing.

Now I could talk about Final Fantasy 2 for hours, but I really just wanted to give you an idea of how a video game can influence the person one becomes. I have friends today who share similar stories, and I am sure it was the same with many gamers of my generation. The SNES brought video games into the home and it's games had a lasting impact on their audience. It helped to shape the face of modern gaming and made it relevant to a larger audience. In my opinion, this was the true beginning of the video game movement.

What was your Golden Age of video games? Was there a game that influenced you in the same way? Please leave a comment below.