Thursday, Jun 25, 2009
Completion Stats:
Level: 80
Completion: 84 hours
Money: Over 8,000,000 yen
Compendium: 55% complete
Social Links: 17 of 22 maxed
The Journey
I've said it before, and I'll say it again: great game. Actually, I don't know what adjective to use. It's one of those game review cliches, what synonym for "good" to use. Fantastic? Outstanding? Spectacular? It's certainly a 5-star game, and a 9/10 on that scale. But we don't need to get into numbers.
Besides the fact that P3 sits very clearly inside it's sequel's shadow, my main problem with the game was the amount of combat, and the somewhat uninspired nature of the combat. I don't really know what I want out of my randomly-generated hallways, other than for them to maybe be not randomly-generated, and to maybe have some design to them.
(spoilers now for The Journey of Persona 3)
The team I used to clear Nyx was Aigis, Ken, and Mitsuru. A slightly non-standard party, to be sure, but I wanted a weird group. I like Ken more than Yukari, so I picked him as my main healer. And, as much as I hate Mitsuru's battle dialogue (and, well, her mannerisms in general), she was probably the best choice for nuker.
To get everyone's skills required me spending extra time leveling, until my whole party was in the high-70's. It's not like me to overpower content in RPGs, but I ended up doing it on accident, as the final boss caused me little to no trouble. And I was so prepared! I burned through all my gems to stock up on Sutras, Balms of Life, and Homonoculii (?!), most of which wern't needed.
The ending was satisfactory, even if the Bad Ending and the Good Ending share that initial dialogue exchange. I was afraid everybody was going to forget what had happened! But, luckily, Mitsuru remembered her past just in time to leap in slow-motion off the school auditorium's stage and make a dramatic exit with the other members of SEES.
Seeing Hugo (my character) cozied up with the robot was disconcerting to the say the least, but then again, you just look at Hugo, and you know he would be the type to fall asleep in the lap of a female android that's totally falling for him. He's just chill about it.
The Answer
(After my first night playing the Persona 3's epilogue, my thoughts on it spilled into a jumbled mess of words, replicated below. After that you can find some slightly more sound writing, although I've only played the game another hour and a half since. Spoilers in this, obviously.)
Maybe it's because he was near death. I'm not sure if you know your character is dead at the end of the main game or the start of the epilogue. In any case, I'll keep that tidbit of information down here. I was spoiled anyway by a review of P3:FES, not that I cared that much. (I have little issue with being spoiled in games)
That was last night, and tonight I started up The Answer, the epilogue to Persona 3 added in the FES re-release. (in case, you know, you haven't played P3 and are reading this anyway) I was just excited to be watching more of this story unfold; granted, P3's story wasn't that interesting, at least to me. It at least went beyond "we need to destroy the ambiguous evil in the world."
Plus, because The Answer is purportedly a 30-hour game, I figured maybe it would be more heavy on story and not follow the exact gameplay patterns of Persona 3. Hey, I might be wrong already!
Within 30 minutes you're set loose to go fight. I form my party, descend into the Abyss of Time, open the first door, and what do I find? More winding hallways filled with monsters! Huzzah! I cleared one floor and quit, my hopes for this epilogue a little dampered*.
I'm sure it will be a good time, but seeing the amount of assets recycled was a little disappointing. Everyone's wearing the same clothes (except Aigis, who's new robo-gear freaks me out), the battle dialogue is all the same, and the gameplay seems to be the same. Heck, I'll be fusing Personas in the Velvet Room like always! Maybe I was expecting too much, but I thought at least they would have thought up something cool for the combat, other than "it's harder," as explained to me before starting the game.
The Answer seems to be a new story wrapped around the same game, which I probably should have been expecting. Maybe something changes; after all, I never reached that second floor behind the first door. It's possible that everything changes there.
I probably just wasn't in the mood tonight. Oh, and hearing "I need your help!" every few seconds is sure to be tons of fun. At least they recorded her saying the names of all 170 Personas. Isn't that something.
* While a "damper" can be put on something, the act of putting said damper on something can not be referred to as "dampering." I used the word regardless.
Updated impressions
Mitsuru pointed out that the dungeon hub that is the Desert of Doors is "exactly like Tartarus." Everyone is expressing their exhaustion at having to fight again. Frankly, I feel the same way.
Maybe I was expecting to much out of this game; I just figured The Answer would be more about the story and would give you some new gameplay mechanics and a new way to look at the game. Ultimately, being a condensed experience, this isn't the same Persona. There are more dungeons to burn through, more characters to interact with, but there's no Social Linking, and the fusion system feels gimped to me.
Part of my problem with The Answer is probably a larger issue, dealing with the nature of dungeon-crawling in general. RPG dungeons, especially this game's, feel very detached from the story itself. You don't even get Persona 4's clever, thematic dungeons; these are just a jumble of hallways, baddies, and chests, the only difference between each block of Tartarus being the walls and the Shadows.
In theory, SEES was "unlocking" the "mysteries" of the tower, but there's actually a very simple explanation for its exsistence: it's a big podium on which Nyx will stand when she needs to bring about the end of the world.
Really, if the crux of Persona 3's story was supposed to be Tartarus, and Shadows, and Nyx, and The Fall, then whatever that story was, I didn't care that much. At the start of the game, I was worried that P3's plot would be nothing more than "bad things pose a vague threat to all mankind." At some point, the story did go in a few directions, with the relationships between characters being the more interesting things to me.
The marriage of gameplay and story has evolved over the years. Games still have cutscenes, but there's the growing crowd of indie forward-thinking-types who want to do away with cutscenes and go for the Half-Life method of all scripted events. I like the Valve approach, but I'm not entirely against cutscenes; I mean, I'm playing a Japanese RPG. This is nothing but riding the rails and seeing what happens.
I really don't know what can be done to dungeon-crawling to better meld it into a game's world; I just know that P3 is, in my mind, a bad example of dungeon-crawling. The concept is terrifying in and of itself, and is reminiscent of old-school trends: one, big dungeon, with over 250 near-identical floors. Barely anything story-driven happens here, at least while you're leveling.
As Jeff Gerstmann once put it, "this is why I don't make games, because I don't really know what they should be doing." There are a lot of creative people out there, but maybe the JRPG scene isn't the most creative. Atlas at least seems a bit more foreward-thinking; the high school-sim/dungeon-crawling genre is something all their own, but even something as interesting and fresh as Persona is steeped in the traditions of old, good and bad.
Is my wish unrealistic? I don't know. All I know is Persona 3's approach to dungeon design is not something I'm in favor of. There are most definetly better ways to do it. That, along with the fact that there's no Social Linking, will probably make for a more bland Persona experience. At this point, the only carrot stringing me along is 10-20 minutes of dialogue between finishing blocks.
As I say at the end of most impressions, "we'll see." We'll see if The Answer can be more than a tedious revisiting of the Press Turn system. I think I'll try and finish it regardless. I was playing some this morning, even. The enemy was casting Ice, so I switched to a Persona immune to ice. Then it cast wind instead, which I was weak to, and I died. Fantastic!
Level: 80
Completion: 84 hours
Money: Over 8,000,000 yen
Compendium: 55% complete
Social Links: 17 of 22 maxed
The Journey
I've said it before, and I'll say it again: great game. Actually, I don't know what adjective to use. It's one of those game review cliches, what synonym for "good" to use. Fantastic? Outstanding? Spectacular? It's certainly a 5-star game, and a 9/10 on that scale. But we don't need to get into numbers.
Besides the fact that P3 sits very clearly inside it's sequel's shadow, my main problem with the game was the amount of combat, and the somewhat uninspired nature of the combat. I don't really know what I want out of my randomly-generated hallways, other than for them to maybe be not randomly-generated, and to maybe have some design to them.
(spoilers now for The Journey of Persona 3)
The team I used to clear Nyx was Aigis, Ken, and Mitsuru. A slightly non-standard party, to be sure, but I wanted a weird group. I like Ken more than Yukari, so I picked him as my main healer. And, as much as I hate Mitsuru's battle dialogue (and, well, her mannerisms in general), she was probably the best choice for nuker.
To get everyone's skills required me spending extra time leveling, until my whole party was in the high-70's. It's not like me to overpower content in RPGs, but I ended up doing it on accident, as the final boss caused me little to no trouble. And I was so prepared! I burned through all my gems to stock up on Sutras, Balms of Life, and Homonoculii (?!), most of which wern't needed.
The ending was satisfactory, even if the Bad Ending and the Good Ending share that initial dialogue exchange. I was afraid everybody was going to forget what had happened! But, luckily, Mitsuru remembered her past just in time to leap in slow-motion off the school auditorium's stage and make a dramatic exit with the other members of SEES.
Seeing Hugo (my character) cozied up with the robot was disconcerting to the say the least, but then again, you just look at Hugo, and you know he would be the type to fall asleep in the lap of a female android that's totally falling for him. He's just chill about it.
The Answer
(After my first night playing the Persona 3's epilogue, my thoughts on it spilled into a jumbled mess of words, replicated below. After that you can find some slightly more sound writing, although I've only played the game another hour and a half since. Spoilers in this, obviously.)
Maybe it's because he was near death. I'm not sure if you know your character is dead at the end of the main game or the start of the epilogue. In any case, I'll keep that tidbit of information down here. I was spoiled anyway by a review of P3:FES, not that I cared that much. (I have little issue with being spoiled in games)
That was last night, and tonight I started up The Answer, the epilogue to Persona 3 added in the FES re-release. (in case, you know, you haven't played P3 and are reading this anyway) I was just excited to be watching more of this story unfold; granted, P3's story wasn't that interesting, at least to me. It at least went beyond "we need to destroy the ambiguous evil in the world."
Plus, because The Answer is purportedly a 30-hour game, I figured maybe it would be more heavy on story and not follow the exact gameplay patterns of Persona 3. Hey, I might be wrong already!
Within 30 minutes you're set loose to go fight. I form my party, descend into the Abyss of Time, open the first door, and what do I find? More winding hallways filled with monsters! Huzzah! I cleared one floor and quit, my hopes for this epilogue a little dampered*.
I'm sure it will be a good time, but seeing the amount of assets recycled was a little disappointing. Everyone's wearing the same clothes (except Aigis, who's new robo-gear freaks me out), the battle dialogue is all the same, and the gameplay seems to be the same. Heck, I'll be fusing Personas in the Velvet Room like always! Maybe I was expecting too much, but I thought at least they would have thought up something cool for the combat, other than "it's harder," as explained to me before starting the game.
The Answer seems to be a new story wrapped around the same game, which I probably should have been expecting. Maybe something changes; after all, I never reached that second floor behind the first door. It's possible that everything changes there.
I probably just wasn't in the mood tonight. Oh, and hearing "I need your help!" every few seconds is sure to be tons of fun. At least they recorded her saying the names of all 170 Personas. Isn't that something.
* While a "damper" can be put on something, the act of putting said damper on something can not be referred to as "dampering." I used the word regardless.
Updated impressions
Mitsuru pointed out that the dungeon hub that is the Desert of Doors is "exactly like Tartarus." Everyone is expressing their exhaustion at having to fight again. Frankly, I feel the same way.
Maybe I was expecting to much out of this game; I just figured The Answer would be more about the story and would give you some new gameplay mechanics and a new way to look at the game. Ultimately, being a condensed experience, this isn't the same Persona. There are more dungeons to burn through, more characters to interact with, but there's no Social Linking, and the fusion system feels gimped to me.
Part of my problem with The Answer is probably a larger issue, dealing with the nature of dungeon-crawling in general. RPG dungeons, especially this game's, feel very detached from the story itself. You don't even get Persona 4's clever, thematic dungeons; these are just a jumble of hallways, baddies, and chests, the only difference between each block of Tartarus being the walls and the Shadows.
In theory, SEES was "unlocking" the "mysteries" of the tower, but there's actually a very simple explanation for its exsistence: it's a big podium on which Nyx will stand when she needs to bring about the end of the world.
Really, if the crux of Persona 3's story was supposed to be Tartarus, and Shadows, and Nyx, and The Fall, then whatever that story was, I didn't care that much. At the start of the game, I was worried that P3's plot would be nothing more than "bad things pose a vague threat to all mankind." At some point, the story did go in a few directions, with the relationships between characters being the more interesting things to me.
The marriage of gameplay and story has evolved over the years. Games still have cutscenes, but there's the growing crowd of indie forward-thinking-types who want to do away with cutscenes and go for the Half-Life method of all scripted events. I like the Valve approach, but I'm not entirely against cutscenes; I mean, I'm playing a Japanese RPG. This is nothing but riding the rails and seeing what happens.
I really don't know what can be done to dungeon-crawling to better meld it into a game's world; I just know that P3 is, in my mind, a bad example of dungeon-crawling. The concept is terrifying in and of itself, and is reminiscent of old-school trends: one, big dungeon, with over 250 near-identical floors. Barely anything story-driven happens here, at least while you're leveling.
As Jeff Gerstmann once put it, "this is why I don't make games, because I don't really know what they should be doing." There are a lot of creative people out there, but maybe the JRPG scene isn't the most creative. Atlas at least seems a bit more foreward-thinking; the high school-sim/dungeon-crawling genre is something all their own, but even something as interesting and fresh as Persona is steeped in the traditions of old, good and bad.
Is my wish unrealistic? I don't know. All I know is Persona 3's approach to dungeon design is not something I'm in favor of. There are most definetly better ways to do it. That, along with the fact that there's no Social Linking, will probably make for a more bland Persona experience. At this point, the only carrot stringing me along is 10-20 minutes of dialogue between finishing blocks.
As I say at the end of most impressions, "we'll see." We'll see if The Answer can be more than a tedious revisiting of the Press Turn system. I think I'll try and finish it regardless. I was playing some this morning, even. The enemy was casting Ice, so I switched to a Persona immune to ice. Then it cast wind instead, which I was weak to, and I died. Fantastic!
Wednesday, Jun 3, 2009
No, this isn't about motion control, but I intend to write about that very topic eventually.
Giant Bomb's Endurance Run series of videos have been running 80 episodes strong so far. Jeff and Vinny have been playing Shin Megami Tensei: Persona 4 for a total of 16 weeks, or four straight months, with a total of 40-some hours played under their belt. They're almost halfway through the game, assuming they can achieve the game's real ending, although most people believe they haven't that capability.
Like a lot of the dorks* voraciously consuming this content, a full repertoire of new-found inside jokes under their belts, I went and found myself a copy of Persona 3: FES. I've played Digital Devil Saga 2 (which is not a great game) in the past, and, of course, the concept of Evokers was mind-blowing, so I had always been interested in playing this game. However, its hard M-rating impeded my ability to purchase it. Lucky for me, I held off long enough that I could get the updated FES version, which allegedly improves the main game and adds a new epilogue.
I suppose at some point I will try to review Persona 3: FES, but something has gotten in the way, and hindered my ability to enjoy the game to an extent. If I had played this game when it was released in 2006, I would have thought it a novel concept that needed further refinement of mechanics, especially on the high school sim side. Having experienced Persona 4, at least, I can see what the future held for this series, and it was an assuredly brighter one. The story is better, the Social Link system is more-refined and more-forgiving, not to mention more flexible; the character interaction is better and more absurd; there are more events along the lines of the school camping trip (P3 has two of those, neither of which are too exciting); you can actually control your party members; the list goes on and on.
I could nitpick things I think make Persona 3 better - giving one of your party members debuffs, or having getting up use a turn - but there's no doubt that Persona 4 is a better game than it's predecessor. Now, Persona 3 is a great game by all means. The concept is a novel one, and for a first go it was great. The problem is, I can see all the improvements that were made on both sides of the coin. This may have only been a problem starting out. I definetly got into this game, having played 60 hours in the span of a month. There hasn't been a game I played this much and was this into since World of Warcraft, and before that, Final Fantasy X, which I played for 40 hours until my progress was halted by the second-to-last boss. That seemed like a long time to play one game (that isn't an MMO), but I'm still not tired of Persona 3, even if it doesn't have a lot of the same narrative hooks its successor does. Actually, I would appreciate more in-game time to play the game; I don't think I can finish every Social Link in time, and I'm not entirely sold on the concept of playing this game again in "New Game +" mode.
The internet working the way it does, the world is my oyster in terms of what I can write about this game. It's a game I'm very interested in talking and writing about, and I'm not obligated to write a review in the formal sense, although I suppose I'd be interested in evaluating this game's quality. Granted, my audience is a small one, and I'm not sold on the concept of throwing another User Review into the mix, this being a small-fish-in-a-big-pond kind of situation.
But, if were to, say, evaluate the quality of Persona 3: FES in some capacity, what is the most fair way to approach it? Having seen what Persona 4 is, and having seen how it is in many ways a better game than Persona 3, I can't help but have my own experience with the latter be marred. Like I said, it didn't prevent me from enjoying this game, because I think it's fantastic** in many ways.
Let's get to the point, because it's taken me four paragraphs to do so. Would it be at all fair to reference Persona 4 when talking about Persona 3? Granted, because I'm not someone paid to play games and write about them, I don't really have any rules to follow when it comes to what I write about and how I choose to approach it. But, my circumstances are also different. Most "professional" game reviews are written for the window during which they're released. We all know games don't exist in a vacuum, so comparisons to similar games are logical, but in this case, I'm comparing P3 to it's successor, released two years afterwards. It may not seem fair, but at the same time, I can't just ignore it, because it did color my experience with the game.
Ahh, it probably won't hurt anyone. I would definitely recommend one play this game first, before Persona 4, so you can appreciate P3 for its firsts, what it did for the genre, and to see the progression of the arcane "high school sim/dungeon-crawler" genre.
* Within the group of people who enjoy the ER and think its funny, is the subset people who obsess over it, repeating funny things said in the day's video, followed by "LOL", in the comments, and think wearing one of these jokes on their own bodies would be a novel experience and one worth spending money on. Nothing against you guys! Well, maybe something.
** Note the jump in word-usage from "great" in Paragraph 4 to "fantastic" in Paragraph 6.
Giant Bomb's Endurance Run series of videos have been running 80 episodes strong so far. Jeff and Vinny have been playing Shin Megami Tensei: Persona 4 for a total of 16 weeks, or four straight months, with a total of 40-some hours played under their belt. They're almost halfway through the game, assuming they can achieve the game's real ending, although most people believe they haven't that capability.
Like a lot of the dorks* voraciously consuming this content, a full repertoire of new-found inside jokes under their belts, I went and found myself a copy of Persona 3: FES. I've played Digital Devil Saga 2 (which is not a great game) in the past, and, of course, the concept of Evokers was mind-blowing, so I had always been interested in playing this game. However, its hard M-rating impeded my ability to purchase it. Lucky for me, I held off long enough that I could get the updated FES version, which allegedly improves the main game and adds a new epilogue.
I suppose at some point I will try to review Persona 3: FES, but something has gotten in the way, and hindered my ability to enjoy the game to an extent. If I had played this game when it was released in 2006, I would have thought it a novel concept that needed further refinement of mechanics, especially on the high school sim side. Having experienced Persona 4, at least, I can see what the future held for this series, and it was an assuredly brighter one. The story is better, the Social Link system is more-refined and more-forgiving, not to mention more flexible; the character interaction is better and more absurd; there are more events along the lines of the school camping trip (P3 has two of those, neither of which are too exciting); you can actually control your party members; the list goes on and on.
I could nitpick things I think make Persona 3 better - giving one of your party members debuffs, or having getting up use a turn - but there's no doubt that Persona 4 is a better game than it's predecessor. Now, Persona 3 is a great game by all means. The concept is a novel one, and for a first go it was great. The problem is, I can see all the improvements that were made on both sides of the coin. This may have only been a problem starting out. I definetly got into this game, having played 60 hours in the span of a month. There hasn't been a game I played this much and was this into since World of Warcraft, and before that, Final Fantasy X, which I played for 40 hours until my progress was halted by the second-to-last boss. That seemed like a long time to play one game (that isn't an MMO), but I'm still not tired of Persona 3, even if it doesn't have a lot of the same narrative hooks its successor does. Actually, I would appreciate more in-game time to play the game; I don't think I can finish every Social Link in time, and I'm not entirely sold on the concept of playing this game again in "New Game +" mode.
The internet working the way it does, the world is my oyster in terms of what I can write about this game. It's a game I'm very interested in talking and writing about, and I'm not obligated to write a review in the formal sense, although I suppose I'd be interested in evaluating this game's quality. Granted, my audience is a small one, and I'm not sold on the concept of throwing another User Review into the mix, this being a small-fish-in-a-big-pond kind of situation.
But, if were to, say, evaluate the quality of Persona 3: FES in some capacity, what is the most fair way to approach it? Having seen what Persona 4 is, and having seen how it is in many ways a better game than Persona 3, I can't help but have my own experience with the latter be marred. Like I said, it didn't prevent me from enjoying this game, because I think it's fantastic** in many ways.
Let's get to the point, because it's taken me four paragraphs to do so. Would it be at all fair to reference Persona 4 when talking about Persona 3? Granted, because I'm not someone paid to play games and write about them, I don't really have any rules to follow when it comes to what I write about and how I choose to approach it. But, my circumstances are also different. Most "professional" game reviews are written for the window during which they're released. We all know games don't exist in a vacuum, so comparisons to similar games are logical, but in this case, I'm comparing P3 to it's successor, released two years afterwards. It may not seem fair, but at the same time, I can't just ignore it, because it did color my experience with the game.
Ahh, it probably won't hurt anyone. I would definitely recommend one play this game first, before Persona 4, so you can appreciate P3 for its firsts, what it did for the genre, and to see the progression of the arcane "high school sim/dungeon-crawler" genre.
* Within the group of people who enjoy the ER and think its funny, is the subset people who obsess over it, repeating funny things said in the day's video, followed by "LOL", in the comments, and think wearing one of these jokes on their own bodies would be a novel experience and one worth spending money on. Nothing against you guys! Well, maybe something.
** Note the jump in word-usage from "great" in Paragraph 4 to "fantastic" in Paragraph 6.
Monday, Jun 1, 2009
Edit: Am I being overly dismissive of Natal? You bet. It's part reactionary, and part my continuing lack of interest in most types of games or new, innovative forward leaps in games. There's no doubt this is a big deal, and has the potential to "change everything" as it were, I just don't want to buy one.
We'll skip the boring bits, like everything before the Project Natal video, because I don't really care.
Leading up to the launch of the Wii I was a huge skeptic of the controller. I wasn't convinced that the sort of "traditional gaming environment" (whatever that is/means) could adapt to this absurdity, and I wasn't convinced that developers would have enough ideas to sustain the console for its required five years or so. I think the latter turned out to be somewhat true; last year, Nintendo themselves had something like three total releases: Smash Bros., Wii Fit, Wii Music. Not a lot to get excited about. The Wii had its Boom Bloxes and such, but there is a lack of anything to get excited about on the Wii.
I'm afraid that this technology could be subject to the same fate; the fact that it's clearly well-developed and extensively thought-out (the live demos were very convincing) won't necessarily change that. Also, when Mattrick (I belive it was him) sort of hinted at this being a way to extend the life of the Xbox 360 without developing a whole new system, I was worried even more. That either means (1) this is how the ten-year cycle will finish, or (2) this is where the five-year cycle finishes for the 360, and where Natal takes over as part of the next generation. Neither scenario is appealing; as an add-on, sure, but not as a central part of the Xbox 360. There's no way developers could make enough Natal games to keep people interested in the technology.
I thought Molyneaux's demo was impressive, but it's not something I really want to do. Are you ready to make the leap into the uncanny valley of having a genuine conversation with a fake kid who expresses sort-of-real emotions? It creeps me out. Maybe it's because I tend to lack common human emotions. Plus, you know at some point, Milo will tell the Lionhead chick she's an inferior being, and it's going to be like Terminator or something. Maybe the technology would work best in Persona 5. Imagine that! Not only could you express emotion to fake people, but you could even pantemime the action of summoning a Persona! (Evoker or card, your choice - I'll take the suicide route)
The thing with Natal is that it just seems like a hassle. I'm still not interested in being "immersed" into games. To discuss the concept of immersion in games is opening a whole new can of worms, and a broader topic on gaming I won't write on now. Summary: I don't care. Just give me the dang controller. In my mind it was bad enough to have to make hand seizure motions to swing the sword in Zelda; now, potentially, I have control over not only the sword, but also "my" entire body. Ughhh. Let me retreat to my postmodern living room.
That trend of people in video game press event videos continues to disturb me. I don't know who's to blame for it; most likely Nintendo, which led to Microsoft following suit, and finally Sony. I can broadly label these people as "dey hipstas," but they come in several sub-categories. It's a lot of happy people in unrealistic social situations (for game-players, at least), sitting on Ikea-looking furniture, enjoying the fun of gaming. Being gamers, if you will. Do these people even exsist? They must all live in New York apartments. Maybe that's why I've never seen any of them.
It seems like Microsoft has a good lineup. I don't know that they suck to their "fall release" guns like they did last year, but there's plenty to get excited about this fall, I guess. Once again, I don't really care. Here's my summary of the other things shown:
The Beatles: Rock Band: More of the same.
Tony Hawk: Ride: IMMERSION.
Modern Warfare 2: Liked the setting; more of the same.
Final Fantasy XIII: Still into it, despite the lackluster demo.
Shadow Complex: More into Yung Clifford's awesome Bill Gates shirt.
Joy Ride: Not quite the social experience MS would have you belive.
Crackdown 2: Sounds great, although I never bought the original.
Splinter Cell: Too many strange, automatic things happening.
Left4Dead 2: Why, Valve?
Forza 3: Has cars.
Halo 3: ODST: More of the same.
Other Halo: Please branch out Bungie.
Alan Wake: Not the mind-blowing experience I had heard of.
Felicia Day: Uhhh....
We'll skip the boring bits, like everything before the Project Natal video, because I don't really care.
Leading up to the launch of the Wii I was a huge skeptic of the controller. I wasn't convinced that the sort of "traditional gaming environment" (whatever that is/means) could adapt to this absurdity, and I wasn't convinced that developers would have enough ideas to sustain the console for its required five years or so. I think the latter turned out to be somewhat true; last year, Nintendo themselves had something like three total releases: Smash Bros., Wii Fit, Wii Music. Not a lot to get excited about. The Wii had its Boom Bloxes and such, but there is a lack of anything to get excited about on the Wii.
I'm afraid that this technology could be subject to the same fate; the fact that it's clearly well-developed and extensively thought-out (the live demos were very convincing) won't necessarily change that. Also, when Mattrick (I belive it was him) sort of hinted at this being a way to extend the life of the Xbox 360 without developing a whole new system, I was worried even more. That either means (1) this is how the ten-year cycle will finish, or (2) this is where the five-year cycle finishes for the 360, and where Natal takes over as part of the next generation. Neither scenario is appealing; as an add-on, sure, but not as a central part of the Xbox 360. There's no way developers could make enough Natal games to keep people interested in the technology.
I thought Molyneaux's demo was impressive, but it's not something I really want to do. Are you ready to make the leap into the uncanny valley of having a genuine conversation with a fake kid who expresses sort-of-real emotions? It creeps me out. Maybe it's because I tend to lack common human emotions. Plus, you know at some point, Milo will tell the Lionhead chick she's an inferior being, and it's going to be like Terminator or something. Maybe the technology would work best in Persona 5. Imagine that! Not only could you express emotion to fake people, but you could even pantemime the action of summoning a Persona! (Evoker or card, your choice - I'll take the suicide route)
The thing with Natal is that it just seems like a hassle. I'm still not interested in being "immersed" into games. To discuss the concept of immersion in games is opening a whole new can of worms, and a broader topic on gaming I won't write on now. Summary: I don't care. Just give me the dang controller. In my mind it was bad enough to have to make hand seizure motions to swing the sword in Zelda; now, potentially, I have control over not only the sword, but also "my" entire body. Ughhh. Let me retreat to my postmodern living room.
That trend of people in video game press event videos continues to disturb me. I don't know who's to blame for it; most likely Nintendo, which led to Microsoft following suit, and finally Sony. I can broadly label these people as "dey hipstas," but they come in several sub-categories. It's a lot of happy people in unrealistic social situations (for game-players, at least), sitting on Ikea-looking furniture, enjoying the fun of gaming. Being gamers, if you will. Do these people even exsist? They must all live in New York apartments. Maybe that's why I've never seen any of them.
It seems like Microsoft has a good lineup. I don't know that they suck to their "fall release" guns like they did last year, but there's plenty to get excited about this fall, I guess. Once again, I don't really care. Here's my summary of the other things shown:
The Beatles: Rock Band: More of the same.
Tony Hawk: Ride: IMMERSION.
Modern Warfare 2: Liked the setting; more of the same.
Final Fantasy XIII: Still into it, despite the lackluster demo.
Shadow Complex: More into Yung Clifford's awesome Bill Gates shirt.
Joy Ride: Not quite the social experience MS would have you belive.
Crackdown 2: Sounds great, although I never bought the original.
Splinter Cell: Too many strange, automatic things happening.
Left4Dead 2: Why, Valve?
Forza 3: Has cars.
Halo 3: ODST: More of the same.
Other Halo: Please branch out Bungie.
Alan Wake: Not the mind-blowing experience I had heard of.
Felicia Day: Uhhh....
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