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Welcome, welcome, to another year at Hogwarts! Oh, wait, my bad, wrong intro. *ahem*
The dark age of the law resulted from two events in the Ace Attorney universe: Phoenix Wright's disbarment, as well as the incarceration of the prosecutor known as Simon Blackquill. In the years since those two events, the public has lost faith in the courts, and evidence fabrication is at an all-time high. It's a very bleak period for the latest Ace Attorney game to be set in, but in reality, Dual Destinies comes out of the darkness shining brighter than any previous entry, and cements itself among the greatest games ever made.
Y'know what? Sometimes, things don't make sense. Sometimes, they're just facts of life. Why is the sky blue and not orange? Okay, maybe that makes sense...joking aside, there really are things that don't make sense. One of those things is game design. Have you ever played a game, and had the thought "wow, I...wouldn't have done that". Maybe it was some plot point, or possibly a gameplay mechanic, that just caused you to scratch your head and wonder what could have been going through the developer's head. This phenomenon recently came to me in the form of something in Resident Evil 6. This thing was me being infuriated that when the game was in an offline state, you couldn't actually pause it. So, because of this, I decided to write about how "Why Resident Evil 6 Makes Me Want An Offline Future", which would have been about how having a game have similar conditions in online and offline modes is stupid, and not something I wanted. For part of this blog, I thought I'd include how much I wrote of that blog.
Do you know who I am? I'm that moody, depressed guy who can sometimes actually be really happy and just wants to have fun, or is in a "I am depressed and nothing will ever be good" sort of state. Regardless of how I feel, that's sort of comparable to various characters throughout entertainment, and that ability to compare myself to them has let me become very emotionally invested in the games and media I drown myself in. However, these sorts of characters have been called "cliché" by some people, who have gone on to say that these characters are uninteresting in storytelling, and shouldn't have their themes revisited. Whenever I've mentioned how much I love Neku Sakuraba's character from The World Ends with You, Xl9 has said that he's a "card-carrying member of the Square Enix brooding teenager club". Yay direct quotes.
A common thought that many of us have probably had while playing a game is "I wouldn't have done that" or "wow, that was awesome, I wish I'd thought of that idea before!". Since I love video game storytelling so much, I've often thought about how stories in games could have played out in different ways, and how I would have liked them to go. Conversely, I've also wanted to implement different gameplay mechanics and such into games, because of their ideas appealing to me as a gamer. Thus, we come to the idea of this blog-series that I've watched grow, and that I want to put my thoughts into.
Well, this is weird. I'm sitting here, at my brother's hockey game (I don't normally go to these things), and my thoughts went into "what the Hell, I feel like writing"...well, my mom also said I had to watch the game instead of playing Dream Team, so there's also that. I can type on my phone and still "watch" (aka, think about this, and listen to Metal Gear Rising's OST and such). I'm not planning really anything for this blog, it's just me, talking about stuff, because I can. I have no idea what direction it's going in, and I am not going t edit out anything, so this is all just coming straight out of my head.
Emotions are perhaps one of he most raw and powerful things to exist in our world. Rage and greed have spawned world wars that have shaped how the world works today. Happiness and joy have created some of the things we enjoy most in our day-to-day lives. Sadness and grief have led to us remembering the fallen, burying the dead, and working for a better tomorrow. Things in our world 99.9% of the time inspire a feeling from us, visible or not, and often those feelings can drive us toward doing certain actions, as well as change our thought process when we do something similar in the future. Regardless of how a person looks at it, emotions are unavoidable, and are everywhere, and video games are no exception. In fact...they're so full of them in so many ways that it's almost unbelievable.
The Wii U is one hell of a machine. It has some impressive next-gen titles that look just as good or even better compared to ones on the PlayStation 4 and the Xbox One, and it's use of asymmetric single and multiplayer gaming is unique and fun. It has enough titles coming out in the next few months that I've actually decided to invest more money into my Wii U instead of getting a PlayStation 4. However, no one can deny the fact that it has been struggling since moving 3 million units in its first two weeks at launch, with sales slugging down to even below it's predecessor, the Wii. Even though Nintendo has tried it's best, the dwindling third-party support and unprepared for delays have wrought their terror.
Yeah, yeah, so I already did a list of Virtue's Last Reward's moments. However, after my recent replay of the game, I looked back at the list, and realize that my previous list is, well, bad. Pretty bad, and not in line with my actual thoughts about the game. I ignored some of the game's best parts, which is probably because I wrote the list in April, and hadn't touched the game in awhile at that point in time. So, guess what? I'm redoing that list, and adding in another twenty slots. Why am I doing this? Because it's got the best story in any medium ever, and all the moments below deserve to be highlighted.
I love Role-Playing Games. They can have wonderful stories, as well as engrossing combat systems, which just create this great experience not seen in some other genres. However, they all can have elements that are ones that, even if those fantasy universes existed...probably wouldn't really be there. So yes, this isn't about wooden airships or time-travel (because time-travel is legit), but about the conventions from the games themselves.
Grinding can mean a lot of things. It can mean high schoolers dancing in a way that makes me puke, it can mean pushing something against a spinning stone wheel, or it can mean battling lots of enemies in order to level up in a video game. Really only in RPGs, as far as my knowledge goes, grinding can be either a delight or a complete turn-off for a game, and a recent game has inspired me to talk about grinding in RPGs. I won't be going into every single possible game with grinding, but I will try to be broad with my thoughts.
Zero Escape: Virtue's Last Reward was developed by Chunsoft, and published here in North America by Aksys Games. It was released as Extreme Escape Adventure: Good People Die in Japan, and is a sequel to the cult DS game 999: Nine Hours Nine Persons Nine Doors. It's available on both 3DS and Vita, with the 3DS version being better for puzzles, and the Vita version being better suited for graphics. I received 999 one year ago today, actually, and after playing it some, was so glad I asked for it. I read that this game, it's sequel, was coming out, and din't originally plan on getting it immediately. Though, in the end, I ordered a copy the day it was released because I got excited for it, and decided to get one-day shipping, because, what the hell. It was the best decision I'd made in awhile.