Showing posts with label vita. Show all posts
Showing posts with label vita. Show all posts

Tuesday, January 12, 2016

I'm not buying games on sale this year

I love shopping for videogame sales, and it's sort of fun to "hold out" on buying a game until the price drops. I have bought and played some cool games from bundles and oh-my-gosh-it's-only-$1-sales, but now I have a giant library of unplayed games, many of which I don't feel excited to play.

If I were more disciplined, I'd resolve not to buy any more games until I've played more of the ones I already own. But instead, I'm going to restrict myself to paying full price for any new videogames I want (and yeah, I'm trying to buy fewer games in general too). If I buy a game for full price, then I'll feel more invested in playing it and maybe writing about it (how would you feel if you never played a game you paid $1 for? $20? $40?). Of course, I have the luxury of being a rich woman who can afford to buy games at full price too. And if the "thrill" of getting a good deal is gone, my videogame shopping can be more purposeful.

I'm also sort-of trying to play certain games before buying certain other ones. So here are the games I'm most looking forward to playing more of this year:

The Talos Principle - I love looking at this game, I feel smart when I manage to solve its puzzles, and the story is enough assassin's-creed-y to be exciting, but not so much that I feel cheezed out... yet, anyway. 

Undertale - I love the soundtrack for this game. I'm just stuck on the final boss fight the first time through--I did a pacifist run not realizing that was a new game+ thing? So it's really hard :-(. I love how the choice to kill or interact with enemies was more meaningful in this game. I just really suck at dodging stuff. 

Dragon Age 2 - When I play this game I feel like I don't want to rush through it to be "done" with it. Sure, I wish I could just skip all the combat and cut to the conversations, but sometimes the combat is narratively interesting too--like when you do the companion quest for the dwarf guy and he goes it alone, slaying guards left and right with his crossbow, only to find his brother and have him grovel before him... but oh wait, that's now how it happened! I also want to finish this game before playing Inquisition because I'm methodical like that.

Professor Layton and the Miracle Mask - great for if I can only get intervals of a few minutes to play something between entertaining my daughter. After I beat this one I'll have played all the Professor Layton games for the DS and 3DS, which I consider some sort of achievement, I guess. 

Steins; Gate - I'm at least halfway through this visual novel, and I've been sticking it out because I've heard so many great things about it. The SF elements are very interesting, but the internet-bro characters are really annoying (but I'm hoping the main character has some cool explanation for his weird personality). After I play this one I'll let myself play either Norn 9 or Code:Realize. I played through Amnesia (an otome VN) which I liked pretty well, although some of the consequences of conversation choices were frustratingly opaque. 

Animal Crossing: Happy Home Designer - sometimes I just want a break from frenetic games where the world is ending. When that happens I design houses for adorable animals. I love the Animal Crossing community on Tumblr--I like posting designs there occasionally. Accessible, shareable pixel art! I don't really ever plan on "beating" this game, it's just always there for me. :-)

Thursday, May 28, 2015

Does suffering increase hope? Danganronpa 2 thinks so.

Danganronpa 2 is a visual novel murder mystery game where you help solve the crimes. You're one of sixteen high school students stranded on an island, and you can't leave unless you murder another student and avoid detection. If someone can do that, everyone else remaining on the island dies and they can go free. But if you and the group successfully deduce the murderer, the murderer dies and the rest of you can continue to live to play this sick game.

SPOILERS for Danganronpa 2 below.

One underlying theme of the game is that your situation pushes you to a deep despair to allow you to enjoy a greater hope later on. The game presents this hope as vital to your continual survival in a world full of despair. 

Not every religion sees hope as a virtue. Buddhists urge us to abandon hope or "give up all hope":
One of the most powerful teachings of the Buddhist tradition is that as long as you are wishing for things to change, they never will. As long as you're wanting yourself to get better, you won't. As long as you have an orientation toward the future, you can never just relax into what you already have or already are.
In Christianity, hope is a virtue. It's part of having faith to have hope that you will live after death, and assuming that Christianity is correct (that's where the hope comes in), that you will be forgiven of your sins and live eternally. In Danganronpa 2, Chiaki represents the Christian ideal of hope, especially since she saves the group from their deaths through her sacrifice and enables them to return to the world outside the game.

Chiaki represents Christian hope
Christian hope in anime games is all about believing in yourself.
Chiaki is the "regular" flavor of hope, and Nagito represents the diabolical inversion of hope. Nagito is one of your fellow students who seems a little too enthusiastic about the death game. His idea is that by helping to make a completely hopeless or despairing situation, he can actually increase hope when such a situation proves fortuitous.

He attributes this twisted sense of hope to his "ultimate talent," which is that he is ultimately lucky. If he participates in a lottery, he'll win it. If he plays Russian roulette, he'll succeed at not shooting himself.

He orchestrates his death so that the murderer is random. Because he's ultimately lucky, the person he wants to kill him does so unwittingly. If you and your friends hadn't figured it out, he would have ultimately contributed to the deaths of everyone except the murderer. In this way he's also kind of an inverted savior figure, but he is unsuccessful.



In the end, Chiaki does some kind of computer magic, and you're able to break free of the computer simulation and defeat the virus that represents ultimate despair. Why couldn't you go all super-powered earlier?

The way Danganronpa 2 ends, it seems like the authors are rooting for the "ultimate despair leads to ultimate hope" version of things (especially taking the original Danganronpa into account). It certainly makes for interesting, possibly benevolent motives on the part of the characters who set up the death games. 

Certainly in Christianity, there's an idea that everyone goes through "trial by fire," or that the difficulties of life will make you into a more faithful person. But taken to an extreme, this idea is a little disturbing. If hard things in life can make you more faithful or even "better," why not cause other people to suffer so they can reach their ultimate potential? I'd like to think that Christianity has some safeguards against this, like commanding adherents not to murder each other. But what if it was all simulated suffering? Why not incite despair to create hope in a safe environment? Right now my best answer is "because that doesn't seem right, fun, or good" which is pretty unsatisfying. Thanks, Danganronpa 2, for making me think about these things.

Monday, February 25, 2013

Virtue's Last Reward fixes all the annoying things about 999

Remember when I was whining that visual novels should learn a thing or two from sequential art/comics? I think a designer over at Chunsoft must have felt the same way, because Virtue's Last Reward (VLR) solved most of the problems I had with 999. VLR is the sequel to 999 and is in the same genre: visual novel with periodic escape puzzles.

The worst thing about the writing in 999 was that it was redundant to visual information. It was like they were expecting a blind person to play the game and describing physical attributes and degree of passion on comments when we had a picture of the person and their expression to learn that from. Thankfully, VLR cut back on this annoying literary technique. It made the dialogue go by faster and helped it feel like a game where characters are talking to each other and not a novel being read to you.

By far my favorite part of VLR, which I think other branching stories should adopt, was the story flow chart.
After you get one ending, instead of starting from the beginning and skipping through lots of text, you can go back to the last story-branching decision and choose the other option. Or you can go to some other branch and see how that part unfolds. You still end up skipping a lot of text, but compared to the alternative it is relatively painless.

The other nice part is that after you escape from a room once, you don't need to ever solve it again to escape. This feature isn't used very often though, because the designers made it so every single path has a different puzzle room to solve. So the writing is better and the branching story is easier to navigate.

Another aspect I liked was that the things you learn in some branches of the storyline unlock other parts. It made it feel more like you were building up to the "true" ending and less like you were just seeing all the possible endings. The fact that your character can sometimes remember things from other timelines makes this like... a modernist visual novel? Or you know, just ridiculous sci-fi. There are so many crazy reveals and it made me look forward to each ending. I can't believe I actually LIKED the ridiculousness of it all. I'm looking forward to the sequel.