Showing posts with label top whatever lists. Show all posts
Showing posts with label top whatever lists. Show all posts

Thursday, November 7, 2019

5 Reasons Cracked Has Always Sucked And You Just Didn't Know It


A note before we begin: I'm not actually sure when I wrote this article. The "Created On" date my computer lists is January 7th, 2016, but I'm pretty sure that's just when I got my new computer and transferred the file over to it. Given the dates of the linked articles, I probably wrote it closer to 2012 or 2013. Point is, it's been a while. In the time since, Cracked has gone absolutely off the rails. First, over half their readership got permabanned... for liking puns. No, seriously. John Cheese wrote a column about how much he hates puns (I guess Cheese doesn't think they're very gouda.) and got so much flak for it that they banned half the site. The writers who were left with brains in their heads instead of smoldering craters of rage decided to jump the rest of the way into the deep end, and now spend their days flailing their arms and shrieking madly about how all men need to die as punishment for the Ghostbusters reboot getting a bad review. So yeah, Cracked is no longer worthy of even a passing glance from any intelligent person. I decided to post this anyway, because I'm an asshole, because I wanted another article to post, and to prove that I was hating Cracked before it was cool, you hipsters.

Way back in 2003 I was inspired by a combination of Seanbaby and the Agony Booth to create my own website, full of all my artwork, role-playing character biographies, and various video game reviews. That site was Knight Productions and it sucked. In 2007 I was inspired again to create a blog with better reviews, less other stuff, and 100% less of Angelfire's bullshit.

While I was not actually inspired by Cracked.com, the website version of the now-defunct Cracked Magazine (aka the poor man's Mad Magazine), it has influenced me quite a bit since then, mostly by showing me that list-based articles are very easy.

Aside from videos, comics, and photoshop contests, the content on Cracked can be fit into two groups: regular articles, which are written by members of the community and pass through the hands of multiple peer reviewers and editors before they hit the front page, and columns, which are written by the site's permanent staff writers and go through absolutely no editing process before being posted.

There are also two types of columnists at Cracked. The first group uses this whole "no editing" thing to awesome effect, being as raunchy or frank as they want without the fear of some editor making mincemeat out of it. The second group uses it as an excuse to take a huge dump all over Cracked's readers once a week.

Guess which group we'll be looking at.



5. 7 Phrases That Are Great Signs It's Time To Stop Talking
By Christina H

On the surface Christina is hard to dislike. She primarily rants about things we all hate: phony people, obnoxious douchebags, the whole works. But then you read the articles and you notice a disturbing trend. She's not talking about specific groups of assholes...she's talking about everyone. Literally everyone is exactly the same to her: a phony, arrogant hipster who needs to get over themselves.

Think you have an interesting and unique personality? Stop pretending you're cool, PHONY. Think you have an interesting story to tell? No one cares but you, ASSHOLE. Think you're talented or skilled in any way? No, you're not, LOSER.

Like a lot of these articles, 7 Phrases That Are Great Signs It's Time To Stop Talking is kind of a misleading title. In this case a more accurate one would be 7 Excuses To Dismiss Legitimate Arguments. In the article Christina discusses 7 "red alert" phrases which she claims instantly let you know the person you're talking to isn't worth your time and can be safely ignored: phrases like "I'm not racist, but..." or "I don't care what anyone thinks of me." If you're not sure what the problem is here, I'm sorry you had to find out this way, but you are everything wrong with the world.

Real intellectuals don't look for petty excuses to ignore dissenting opinions because they know that ignoring dissenting opinions, no matter what your reason, breeds ignorance - of course it does, the word "ignorance" has the word "ignore" right there in it! You can tell a lot about the kind of people who do look for these excuses by looking at the comments to that article. "I hate philosophy." "Anyone who talks about morality outside of church is wasting their life." These are the people who like Christina.

Thing is, I don't believe Christina is stupid. If she was then she wouldn't be writing even semi-philosophical articles like this one. She'd be writing about Ke$ha, or Britney Spears, or about getting drunk and high. No, Christina strikes me more as a person who is at least moderately intelligent, but who is so terrified of being seen as "full of herself" that she's playing dumb in exchange for popularity. There comes a time in every smart person's life when they realize that the world does not want them to be smart, and an unfortunately large number of them will make exactly the same decision that Christina clearly did.



4. The 8 Stupidest Defenses Against Accusations of Sexism
By Luke McKinney

In simple terms this was a follow-up piece to one of Luke's previous articles, The 5 Most Ridiculously Sexist Superhero Costumes, but even saying that is giving this passive-aggressive temper tantrum too much credit. A more accurate name for this one would be "8 Comments On My Last Article That Made Me Totally Cry, You Guys."

Let's get one thing out of the way first: men who write articles about the media's portrayal of women are like white guys who write articles about the N word. I'm not going to say that you're not allowed to be bothered by it. Quite the opposite, in fact. Prejudice and discrimination should still bother you even if they're not directed at you, so sure, a man can absolutely write a post about how women are treated badly... but when it's every single post you make? When you spend hours a day writing article after article about that, and nothing else? People are going to start thinking you're compensating for something.

Besides, objectifying people is literally just what comic books do. Sure, men aren't sexually objectified as often as women, but despite what internet slacktivists tell you, there are other kinds of objectification out there. So yes, the women are the sort of half-naked vixens that prepubescent nerds wish they could get with, and the men are the chiseled slabs of trigger-happy testosterone that prepubescent nerds wish they could be.

Such a stupid premise couldn't possibly have found a better champion than Luke. He established his knack for ignorant bullshit back in 2007's 5 Recent Scientific Advances (And How They'll Destroy Us All). The primary argument in all of his columns is "I don't really know what I'm talking about, but if I remove all context then it doesn't matter." Eventually he moved on to writing social justice articles, presumably because he too realizes he's a moron and knows that now people can't call him out without being accused of hate crimes.

For the sexist costumes article he starts by only bringing up the weakest examples possible, then in a particularly glorious moment of stupidity attempts to prove Wonder Woman's costume is sexist (of course it is, see above) with not one but two pictures of a woman who is not Wonder Woman.

When astute (or at least vaguely awake-ish) readers pointed out that Luke had just made a complete ass of himself again, he responded with The 8 Stupidest Defenses Against Accusations of Sexism, otherwise known as Luke McKinney Calls His Readers Celibate Homos 8 Times, which is especially ridiculous since "call the other person gay" is his number 8 entry. He specifically points out how stupid of a defense that is, then proceeds to use it to defend himself for the rest of the article.

This wasn't the first time a Cracked columnist wrote an article like this, of course. Thing is, the other time was Seanbaby, who has built his comedy career on 1) being an arrogant and dismissive asshole, and 2) being so damn funny and charming that number one doesn't matter. By comparison, Luke is almost as uncharismatic as he is unfunny, and he tries to compensate for that fact by being a hundred times whinier.

Also, no, you don't need to tell me that Seanbaby is an asshole. Since writing this I have developed a much lower amount of respect for him. No, Seanbaby isn't cool, or smart, or even particularly funny. He just acts really confident about what he's saying, which tricks the simpler parts of your brain into thinking that he's making better points than he really is.



3. 5 Unhelpful People You Meet In Every Hospital
By John Cheese

I don't have an actual link to this article, as it seems that everything John Cheese ever wrote for Cracked has since been expunged from the site, presumably because even they realize that he's a total piece and are trying as hard as they can to distance themselves. To be honest, I'd congratulate them on their wise decision, but considering they were perfectly willing to ban half the site for him earlier, I doubt the decision was made for wise reasons. Anyway, I've left the url there just to show that there was a real article at some point, but the link will end up just taking you to Cracked's home page.

If a news story broke tomorrow about a bad crop of strawberries that was giving people food poisoning, Christina H would write an essay on how responding to the story is a sure sign of arrogance and selfishness. Adam Tod Brown would work it into another article on how the outdoors are evil. Luke McKinney would write an article called "5 Reasons Strawberries Hate Black People" and populate it with photos of kiwis. John Cheese would argue that we should all eat the berries anyway because it's not like we could have grown any better ones.

Most of his columns go about the same way: John starts off by ranting about some problem with modern society, then about halfway through he remembers he's a spineless coward and he does an abrubt 180 flip and starts defending the thing instead. If he can't come up with a reasonable defense for it, then he falls back on the easy response of "we're all just too stupid to understand."

It seems there's nothing too terrible for him to defend it, whether it be child abuse, surrendering to bullies, placing money above everything else, or giving up everything you enjoy. So it's a bit hard to choose just one column as being worse than the others.

And again, none of those links are going to work.

In the end, though, I think the title has to go to 5 Unhelpful People You Meet In Every Hospital. Again, to be fair he does at least start out by complaining about a real problem with society, in this case nurses and candy stripers who don't care about their patients, but as usual by the end of it he's rabidly defending their right to murder patients through neglect then casually laugh it off and move right back to gossiping with their co-workers. Unlike some of his other articles people have actually died thanks to the group he's defending, but the real reason this one takes the cake is that his own girlfriend very nearly also died at their hands, which he acknowledges in the article itself.

Yes, even the near-death of a loved one isn't enough to make him actually stand up for anything.



2. New Applicants
By John Cheese

Yep, it's John Cheese again. In this case, not only do I not have a link, I don't even know what the actual title for this one was. All I had written down is what you see above, and as mentioned none of Cheese's articles exist on Cracked anymore. I'm pretty sure the title was something along the lines of "The Biggest Mistakes Made By New Job Applicants" or something.

When Cheese isn't being an apologist he's being a money-grubbing, pompous elitist. Nowhere is this better illustrated then in this article. In the second entry on his list, Cheese tells the story of when he was a manager at an unnamed business. A teenage boy came in to apply and while he was filling out the application his father told the employees that his son played video games too much. Then, when the father and son left Cheese stamped "Do Not Hire" on the application and threw it away.

So, what lesson could an unemployed person looking for a job take from this story? That if your parents like to undermine you then you shouldn't bring them along while job-hunting? About the only lesson we can take from the story is that Cheese is an asshole. The story isn't even remotely related to the point he was trying to make anyway. (The point he was trying to make was about children asking their parents to fill out their applications for them.) Clearly, Cheese was just so proud of himself for stomping on a kid's attempt to get a job that he felt the world must know.



1. Comedians Destroying Hecklers Article
By John Cheese

Surprise! Okay, not really. Given what I've said about John Cheese before, it shouldn't surprise anyone that he's here a third time. Keep in mind, however, all of what I wrote about him came BEFORE he had half the site permabanned to suit his ego, and before whatever meltdown I don't know about that led the rest of the lunatics at Cracked to decide he was too crazy even for them, and finally say "no more Cheese before bedtime." [UPDATE: After actually bothering to look into it, turns out John Cheese was fired because he was literally a rapist. Just goes to show, whenever I call someone an asshole, I'm always right.] Also, there's still no link or title. I'm sure that's a huge disappointment to everyone.

Also, damn it, at least when I'm posting obvious filler because I'm too busy with other things to update properly, it's still things that I actually wrote myself. Where's MY top dollar comedy contract, internet?! Huh? WHERE?!


This article is actually the closest Cheese has ever come to getting anything funny or intelligent on the site, and as with his previous article, "The 9 Most Brilliant Pieces of Comedy Hiding on Youtube", it's entirely because the videos do all of Cheese's work for him. Not that I'm complaining. If this article had been just the videos then it would have been lazy as Hell, yes, but it would also have actually been funny. Cheese's recaps of the videos are so stupid and unfunny that they almost suck all the fun out of watching Bill Burr call a room full of drunks a bunch of assholes. Almost.

Okay, so it's already a lazy and unfunny article, but it's also a prime example of why Cheese sucks. When you actually do read the recaps (because you're a masochist like I am, I guess) you realize that Cheese clearly doesn't understand at all why the videos are funny and satisfying (that is, because they involve smart and witty people defeating stupid jerks), because Cheese prescribes to the Jamie Kennedy method of Human Worth = Money x Fame, and views all the videos in that light (that is, as wealthy and famous people humiliating weak nobodies).

It's obvious the reason Cheese loves these videos so much is because he likes to imagine himself as the comedians in said videos, handily dominating all of his many detractors, while also being so hilarious and insightful about it that even the people he's destroying have to laugh at his jokes and awe at his wisdom. Of course, the irony of the situation is that his amorality and ignorance not only ensure that he will never, ever be able to stomp out his enemies like that, they're also the entire reason why he has said enemies in the first place.

Basically, if he was smart enough to be able to prove all his enemies wrong, then he'd be smart enough to realize that they're actually RIGHT. I like to call this particular phenomenon the Stupid Asshole Paradox.

Thursday, October 17, 2019

Video Game Review: Windforge, Why Aren't You Good?!

Originally posted on October 18, 2014

With a game like this, a game that seems like it should be so good, it's difficult to tell from reviews alone whether or not it's worthwhile. I knew going in that the game had a lot of negative reviews, but it was impossible not to at least give it a try and I'll admit, I really, really wanted this game to be good. I mean, it just sounds like it should be awesome. It's basically like Terraria, a game I currently have nearly 2,000 hours of playtime in, with the ship-building mechanic from Space Engineers, and set in a richly detailed steampunk world of floating islands and flying sky whales. There's no way this isn't the greatest game ever made. Right?

Sadly, it's not the greatest game ever made. In fact, it's not a great game at all, or even a good game, or even a mediocre game. Windforge is a game which is fundamentally, fatally flawed. By way of explaining how, and because lists are easy to write, allow me to present to you The Top 3 Things Wrong With Windforge!

3. The Graphics
Here's the thing about the graphics: some of them actually look amazing. The flying whales and the krakens that live in the lower regions of the world, and the larger objects like the giant balloons and clocktowers, are all lovingly rendered. The watercolor background is pretty nice too. It's obvious that the developers really worked hard on the graphics. So what the Hell is up with this?

Click the picture for a larger image.

It looks blocky and awful, like my house is built from stacked up Lincoln Logs. This is because there's no blending or tiling with the graphics, which is weird because even Starbound and Terraria have that. Also, there's an awful lot of these blocks. In Terraria your character is three blocks tall, and in Starbound it's four. Here? Freaking eight! These blocks are tiny is what I'm getting at, which makes construction and destruction a massive chore.

What else makes construction a chore? The painfully bad attempt at 2.5D graphics. Everything is in this weird 3/4ths view which I'm sure the developers thought was just so cool, but really it just gets in the way. It's hard to know what block you're digging at with your jackhammer when you're mining, and it's hard to see what you're doing when you're building on a ship or a home base.

Also, what's with my furniture? Look at that. It looks like it's just painted onto the wall instead of actually sitting on the floor.

2. What Do These Numbers Mean?
I'll admit, math was never my big thing. I mean, I'm not completely stupid with numbers, but it never came as easy to me as other things. That said, what the hell do these numbers mean?

My ship weighs 524 widgets, but I have 1,389 whatsits worth of lift and 30,000 doodads worth of buoyancy! That's worth at least 100 million bananas!

My ship's mass is only 524, and I have 1,389 vertical thrust, so shouldn't I be able to move up and down fairly well? No, I can't. For that matter, why is my vertical thrust only 1,389? My three propellers provide a total thrust of 13,500 (4,500 x 3), so how is that counteracted so greatly by a mass of only 524? And shouldn't my buoyancy of 30,000 totally cancel out the mass issue anyway? Honestly, it wouldn't be that big of a deal if I just knew what these numbers meant. Is my mass 524 kilograms? 524 tons? Who knows? The fact that there are no units given for these numbers just makes them all feel arbitrary.

And no, I'm not so stupid that I can't figure out adding a few extra propellers will let me move again, but I shouldn't have to guess at it. And if you DO want me to have to guess at it, then why bother giving me the numbers at all? It's not like they matter.

This issue doesn't only affect airships either. It's also a problem with armor, weapons, pretty much everything. Earlier in the game my character picked up a set of bronze full plate armor. I was excited because it gave her 30 more defense than my old set of leather-bronze bandit armor, so I put it on and went out to fight some people, and noticed that the bandits who were previously dealing 46 points of damage a shot with their pistols were now doing... 46 points of damage a shot. Seriously, what the Hell do these numbers mean?!

1. Movement
So, if I was designing a game about floating islands and airships, and I had to name what I thought would be the single most important aspect of the gameplay, the one thing that I absolutely had to make sure I didn't screw up no matter what, I would have to say that would be a good jumping mechanic. I mean, we're dealing with a game world where one missed jump means, at best, you fall and break your everything on the next floating island down, or at worst you fall all the way into the planet's core and burn to death. That's not a pleasant way to go.

That said, this game has what might just be the worst jumping algorithm of any game I've ever played. You move too fast, and it's too hard to control where you end up. Even walking is dangerous, as stepping off a slope means the jumping algorithm takes over and sends you rocketing over the nearest ledge straight to your death. I found that latching my grappling hook on to the ground was a necessary step whenever I was near a ledge, so that when I fell I would at least be able to stop myself.

Oh yeah, and let's talk about the grappling hook. I'll admit it's fun to swing around on and feel like I'm a steampunk Spiderman. Even so, the grappling hook isn't much better than anything else. It's too fiddly and too slow to fire, it never seems to connect when you need it to, or else it connects to the wrong thing. Even when it does connect right, it's too unpredictable; sometimes you just stop and hang there, and other times you spin around at high speed, usually straight into your airship's propellers.

That brings us to the last mode of movement: airships. Airship movement is... passable. It's a bit wonky sometimes itself, mostly due to inertia and the difficulty of making yourself come to a complete stop. (Seriously, Space Engineers had the inertial dampener system for a reason, Windforge developers.) Also, my ship felt like it had a weird desire to keep drifting upward which always made it very hard to dock properly. Of course, there's also the weirdness of the numbers which I mentioned before, where you always seem to have either not enough thrust so you can barely move, or else too much so you rocket across the map with a slightest touch of the buttons. It's a good thing repairs to your airship are free, because you will crash into things constantly.

KR Rating: [2] BAD

I find that the games I give a rating of 2 out of 5 are generally ambitious failures, and this is no exception. It's clear to me from the detailed nature of this game that the developer really wanted to do a good job. The artwork is great, aside from the afore-mentioned problems. The game world is very interesting and well thought out. (Seriously, just watch this video - this world is amazing.)

It's just a shame that the game they built around this concept is so poorly built. Like Dr. Frankenstein before him, the developer brought his creation to life as a shambling mess that can barely function and will probably end up being the death of us all - I know it's sure killed me more than a few times.

Thursday, October 10, 2019

5 Reasons Nintendo Are The Kings Of Obnoxious Game Characters

Originally posted on November 4th, 2012

There's no denying that Nintendo have a lot of classic video game series and characters. Everyone knows Kirby and Zelda, and no matter how much you love Halo and Call of Duty if you have a heart there's got to be a place in it for the Mario brothers. Let's face it. Nintendo are the kings of gaming, no matter how much Microsoft and Sony may hate it.

Nintendo might also be the bridge-dwelling trolls of gaming, though, because all of their best games also include at least one extremely obnoxious character that seemingly exists only to piss you off. These are the five worst.

5. Navi, Legend of Zelda: Ocarina of Time
Following in the footsteps of the massively popular Super Mario 64, The Legend of Zelda: Ocarina of Time helped to popularize the 3-D action/adventure game genre. Even standing on its own, however, it's no exaggeration to say that Ocarina is one of, if not the best game in the Zelda franchise. The story and gameplay still hold up well even today, and the game also cemented main character Link's place as an icon of the homosexual community, for some reason.

This brings us to Navi, Link's fairy companion in the game. It was Navi's job to buzz around your head and help you out occasionally, whether by explaining things you might not have understood, or by pointing out items and characters that are far away or easy to miss. She also had the job of reminding you what storyline quest you were supposed to be doing, in case you forgot, and this is where her usefulness completely broke down.

If, like most people, you were content to spend your time scouring the world for heart containers, rupees, and collectables, you would be interrupted every half an hour or so by your fairy dive-bombing your head and screaming in a high-pitched, annoying baby voice: "Hey! Hey! Hey! Listen! Hey!"

Yes, Navi. We all know we're supposed to be going to fight the evil villain. We don't care. Shut the Hell up.

4. Tingle, Legend of Zelda: Majora's Mask
The direct sequel to Ocarina of Time, Majora's Mask sent Link, as a child, to an alternate dimension to stop an evil mask and prevent the moon from crashing into the world. It also released Navi from her duty as Link's helper, but don't think that means the game was without an obnoxious character. Mask introduced us to Tingle, a creepy, effeminate goon who wants to be a fairy.

Tingle was a horrid abomination in form-fitting spandex made for someone 50 pounds lighter. He ended every conversation with his annoying catchphrase, "Tingle! Tingle! Kooloo-Limpah!" You couldn't even ignore him because he was the only way to get the maps you needed to find your way around in the game. Even worse, unlike Navi he's still a recurring character in the series. Worse than all of the above, though, is that as a middle-aged man obsessed with fantasy and adventure, Tingle is the creepy, awkward guy all geeks are secretly terrified of becoming.

3. Baby Mario, Super Mario World 2: Yoshi's Island
If I have to explain to you why Yoshi's Island was awesome, then you obviously never played it. Go do that now. I'll wait. By which I mean I won't wait, but since this is text you can just go ahead and play it, then come back and finish reading later.

For those of you who were too lazy to play it when I told you to, this game takes place while the famous Mario is still a baby. His future arch-nemesis, Bowser (also a baby) kidnaps his brother, Luigi, in an attempt to stop a prophecy that they would ruin his future empire. You play as a series of multi-colored dinosaurs who carry baby Mario on a quest to defeat the baby Bowser, thus allowing baby Mario and baby Luigi to save the world in the future. Because Japan is weird like that.

Weirdness aside, Yoshi's Island is still the second best game in the Mario series, just above Super Mario World but just below Super Mario 64. The problem is baby Mario himself. Did you know that humans have a biological predisposition toward hating the sound of a baby screaming? Of course you did, and you now know why everyone who has played this game despises the little brat. Okay, so he only cries when you drop him (ie. when you get hit) and the annoying sound encourages you to get him back quickly, but that doesn't make it any better...especially when the bubble he floats in randomly decides to float just out of your reach, as it loves to do.

It gets to a point where your yoshi's death comes as a welcome release from the ungodly shrieking of the little vomitpile. If you've ever heard a hack comedian joke that babies are cute to prevent us from killing them, this is why.

2. Joey, Pokémon: Gold/Silver Versions and HeartGold/SoulSilver Versions
You know how the upcoming Pokémon: Black/White 2 is being heralded as the first direct sequel in the franchise? Well, punch anyone who says that in the nose, because it's not true. The first direct sequel was also the second regular series game: Gold/Silver. G/S is the perfect example of a sequel done right. It expands upon the original while still being its own thing. Also, spoiler alert: you get to fight your character from the first game and he is harder to defeat than God. (That's not a joke. In the Pokémon universe the supreme being and creator of the world is a pokémon named Arceus and yes, you can catch Him.)

G/S also introduced the Pokégear. It was a combination cell phone, map, radio, and clock - basically a smart phone from before anyone knew what a smart phone was. One of the cool things about the Pokégear was that you could store the phone numbers of certain NPCs you met along your journey and later if they had something good for you - sometimes an item, sometimes a rematch with high level pokémon - they would call you and let you know.

Unfortunately, while G/S might have predicted the smart phone they also predicted the obnoxious text messager. What I didn't mention was that the NPCs you stored in your phone would also message you just to talk sometimes, and never about anything worthwhile.

The worst offender of all was Youngster Joey. He was one of the first trainers you fought and the third phone number you got (after your mother and Professor Elm). He had only one pokémon, a purple vendor trash rat, and he would message you constantly to tell you how wonderful it was. Part of his annoyance was that you got his number so early, but even in the late game he was still the most common person to call you.

And that's how a random 7 year old boy inspired me to destroy the world. Don't worry, though. My Ho-oh only burns to death obnoxious text messagers. That doesn't describe you...DOES IT?!

1. The Dog That Mocks You, Duck Hunt
The infamous Duck Hunt Dog was the one that started it all and is still the quintessential annoying video game character. For those of you who are too young to remember the game, Duck Hunt was a light gun shooter game for the NES. It required the use of the Zapper, a pistol-shaped controller with a spring-loaded trigger that made a loud "SPANG!" sound whenever you pulled it, so that was pretty obnoxious.

Regardless, it was incredible for the time. Oh, sure, it's old technology now that we have the Wii and the Kinect and the PlayStationMove. And sure, light gun technology had already been around for about 50 years from the first light gun toy (Seeburg's Ray-O-Lite machine) in 1936 to Duck Hunt's release in 1984. Oh, and yes, it's also true that Duck Hunt wasn't even the first NES game to use the Zapper. That honor belongs to the more obscure Wild Gunman. The point is, shut up. It was considered awesome and groundbreaking for the time, no matter how stupid that is.

Anyway, when you started the game your trusty hunting dog would jump into the bushes to scare out the ducks, which would then fly around the screen for a while before fleeing. You had to shoot them before they got away, at which point you scored some points and your dog would appear to hold up the ducks you caught.

...unless you didn't manage to shoot any. If that happened then your dog would instead pop up sporting a shit-eating grin and laugh at you. It was the ultimate insult. You failed at your goal and you're already feeling bad about that, then your only ally in the game betrays you and humiliates you even further.

It's not even like it happened because you suck. As the game goes on the ducks get faster until there's no way you could hit them. Couple that with the inaccuracy of those stupid light gun controllers and you end up with a game that forces you to fail and then humiliates you for it.

Why? Because Nintendo are dicks, that's why.

Thursday, May 23, 2019

5 Obscure Video Games That SHOULD Have Spawned Major Franchises

One undeniable fact of the universe is that the best man doesn't always win. For every two-bit hack getting paid to write articles online even though they're wrong about everything and can't go three sentences without a typo, there's someone like me who has impeccable grammar, is always right, and also gets paid nothing and has maybe 5 regular readers of my blog.

Just the same, for every Final Fantasy, every Mario, and every other franchise that everyone knows and that everyone will always instantly buy the next game in the series even if the last one was trash, there's a dozen other games that were just as good, if not even better, but that never made it anywhere, for whatever reason. Here are my personal top five examples that the world isn't fair.



5. Warlords Battlecry
Warlords Battlecry was a spinoff from the Warlords series of turn-based fantasy games, changing the genre from turn-based strategy to real-time strategy. One thing you'll notice is a lot of the games on this list are very similar to other, far more popular game series. In this case, the other series is, of course, Warcraft.

Warcraft actually came first. (Compared to Battlecry at least, Warlords beat the first Warcraft by four years.) However, Warlords Battlecry was far better. It had more factions, BETTER factions, and introduced the idea of a persistent hero leveling system in an RTS two years before Warcraft tried to play it up as new and innovative.

Of course, Warcraft had Blizzard money behind it, and that's all there is to it. On a more fair note, Warcraft 3 was also far more moddable compared to Battlecry, so it does have that going for it.



4. Legend of Dragoon
Developed by Sony Computer Entertainment back before they sucked (as bad as they do now) Legend of Dragoon was one of the best RPGs released for the original Playstation. The game revolved entirely around the main characters' ability to transform into the titular Dragoons, magical super-soldiers with the power of dragons.

The other major draw of the game was the precision combat system. Whenever you attacked an enemy, two symbols would appear on the screen and move toward one another. If you pressed a button when the symbols met, you could execute combination attacks. I have lousy timing so it was never very good for me, but whatever. It was a good system that has been re-used a lot of times in various RPGs over the years. Remember this system, because it will become important in a bit.

Despite receiving universally high scores from independent critics and becoming a cult classic, every major review site of the day BLASTED the game, giving it scores of around 3 or 4 out of 10, which any gamer knows is something that almost never happens. Most of the reviews were clearly written about the first chapter of the game. Every single one of them revolved around the precision combat system, which they claimed was "exactly the same as Final Fantasy's Limit Break system", which is a lie so ballsy they might as well have claimed the sky was neon green. The reviews were all such blatant bullshit that sites were petitioned to re-review the game. The few that did just gave it the same review they already had.

I don't want to be a conspiracy theorist and claim that Square-Enix recognized a legitimate and powerful competitor and paid critics to destroy it. All I'm saying is that every name worth buying totally blasted the game, flat-out dismissed its best feature, and name-dropped its primary competitor right there in the review.

So, I guess, I am absolutely saying that Square-Enix paid critics to kill Legend of Dragoon.



3. Tactics Ogre
How to introduce this series... Tactics Ogre is what Final Fantasy Tactics was supposed to be. Yeah, that works. I don't just mean that as some backhanded way of saying that Ogre is better, either. No, I mean it literally.

Developed by Quest, the series began as Ogre Battle: March of the Black Queen. That one was... actually pretty terrible. It had some cool ideas, but was bogged down by an extremely complicated system where battles could take hours to finish and you had very little control in combat. The follow-up, Tactics Ogre: Let Us Cling Together, revamped the entire concept, practically inventing the tactical combat system that any RPG fan will undoubtedly recognize from other games like, just for a wild example, literally everything that Atlus has ever published ever.

Ogre also set up an intriguing story in a consistent world. Landmasses, politics, and characters carried over between games. The storytelling was deep, involved, and dark without being hopeless.

So what went wrong? Square-Enix went wrong. Since publishers Atlus weren't very active in the United States at the time, Quest went with a company called Enix for the western release of March of the Black Queen. Enix agreed, on the grounds that the game would be a limited release only, and receive no marketing. Years later, another company called Squaresoft pulled the exact same trick with the sequel. That's right, Quest got screwed by both halves of Square-Enix before the companies' merger.

Soon afterward, lead designer Yasumi Matsuno left Quest along with several other senior designers, and eventually went to work for Squaresoft. Quest tried to keep the series going, but it was over. Soon enough Square-Enix bought Quest in its entirety and killed off the series for good. Meanwhile, Yasumi and his team went to work on spiritual successor Final Fantasy Tactics, later taking the name Ivalice Alliance.

So, why am I complaining? Because, as I've said before, Final Fantasy Tactics sucks. Okay, okay, I'll admit that it did some things right, namely adding the mix-and-match customization system that everyone loved. But Ogre has better storytelling, a more compelling world and characters, and just generally really, really deserves to be its own thing.

There was a remake, made by Square-Enix and Ivalice Alliance, of Tactics Ogre: Let Us Cling Together for the Playstation Portable, that added new story content, gave you the ability to play through every branch of the story on the same save file, and was just generally the best thing ever. Too bad apparently nobody liked it except for me, and so the odds of us ever getting another Tactics Ogre are slim to none.



2. The Guardian Legend
Take old school Legend of Zelda, add in a splash of 1942, make it better than both of them, and top it off with a cool robot girl who can transform into a spaceship. That's the recipe for The Guardian Legend.

As "The Guardian" ("full name Strongest Warrior System D.P., pet name Miria"... but that's only in the Japanese manual because they hate us) your job is to blow up the alien planet Naju before it collides with Earth and kills everyone. To accomplish this you'll explore a vast overworld, defeating enemies and collecting upgrades and weapons, then travel into the "corridors", where Miria transforms into a spaceship and blasts through waves of enemies in order to activate the artificial planet's self-destruct mechanism.

The game features a robust upgrade system, and a style of gameplay that is both challenging and unique, being basically two games in one. That does mean each half is smaller than its equivalent, but it's still quite big. Try an overworld map even larger than the first Zelda's, and with roughly 2/3rds as many shooter levels as 1942.

Unfortunately, the reception at the time was almost all negative. Referred to as "mediocre at best" by Electronic Gaming Monthly, the highest score it ever got from any official publication was just shy of an 8 out of 10. A big part of this can be put on the game's stupidly complicated password system. The Guardian Legend came out near the end of the "password" era of gaming, when games were getting too complicated for password saves to be viable. TGL's passwords are all 32 characters long, and include both upper and lower case letters, numbers, and the symbols "?" and "!". Yeah, they're stupid.

Fortunately, emulators and save states exist now, removing the need for those stupid passwords. You can still use the passwords, of course, and ironically they actually make it even better now. Why? Because of "The Lost Frontier". That's the fan nickname for the region outside the playable bounds of the game, which you can reach by inputting certain passwords. The result is Super Mario Bros' Minus World, if Minus World was actually cool - an endless series of (admittedly very glitchy) procedurally generated maps to explore.



Honorable Mentions
Number 1 is coming soon, but first few that didn't quite make the cut.

Psi-Ops: The Mindgate Conspiracy - A pretty damn good third person shooter from the days before the market was completely saturated with those. Featured a decent amount of polish, an intriguing story, fun gameplay with cool psychic powers, a totally pretentious title, and a cool song by Cold. Despite being critically acclaimed and being remembered as a cult classic, it had the misfortune of coming out alongside such titans as Half-Life 2 and Grand Theft Auto: San Andreas, and so it disappeared into the sea of other one-shot titles.

Beyond Good and Evil - One of the most criminally underrated games of all time, Beyond Good and Evil follows the story of Jade, kickass heroine and photojournalist, on her quest to expose the evil DomZ. Envisioned as the first part of a trilogy, the game was considered a commercial failure. It did eventually get an HD remaster, and Beyond Good and Evil 2 is actually in the works now, disqualifying it for this list, but it's worth mentioning nonetheless.

And now...







1. Vectorman
Developed by BlueSky Software, Vectorman had everything. It was fun, it looked marvelous, and it had lots of heart. Draws included a cool transformation system, humorous minigame rounds between the gameplay stages, and near-Playstation-quality graphics... on the Sega Genesis! The point is, Vectorman is the greatest video game ever God damn made, and if you disagree I will cut you.

If any game deserved fame and fortune, it's Vectorman. This should be one of the great franchises of all time that everyone knows and loves. People should be camping out in front of their local GameStop for a copy of Vectorman X 12: Warhead's Revenge. But they're not. Chances are, you never even heard the name "Vectorman" before you read this post.

What happened? Sega happened. BlueSky created a plan for Vectorman 3 for the Sega Saturn, but their relationship with Sega ended before the game could be greenlit. Sega kept the rights to Vectorman, and refused to let anything be done with them, just for the Hell of it. ...ha, no, that would be BETTER. Actually, Sega had plans to make their own Vectorman game, with absolutely none of the stuff that made the original so great, and not even in the same genre. (Speaking of, fans of Guilty Gear should be finding this story extremely familiar right now.)

Sega showed their NEW and IMPROVED Vectorman at the 2003 E3 to universal disdain, and that was the last anyone ever heard of this franchise. As for BlueSky... some of their people went on to found VBlank Entertainment, and to create Shakedown Hawaii and Retro City Rampage DX. So that's cool.

Tuesday, May 21, 2019

Video Game Review: Final Fantasy Tactics: War of the Lions

Originally posted on October 11, 2012.

I'm going to be posting two updates this week, in part to make up for missing last week, and in part because I wanted this up to go along with something I'll be posting this Thursday.



If you're a gamer and you're more than 6 years old then you've heard of Final Fantasy Tactics, and if you've known me for any length of time then you know I hate it with a passion. It occurs to me, however, that I've never entirely explained why I hate it. (Aside from when this was first posted 6 and a half years ago, but ignore that.) With that in mind, allow me to present to you the biggest problems I have with Final Fantasy Tactics... or more specifically with the PlayStation Portable remake, The War of the Lions.

Settle in, this is going to be a LONG one.

Gameplay: Too Random, Too Easy to Lose Everything
The main draw of Final Fantasy Tactics has always been the level of customizability for your characters. Even though I know the Job system has been around since the first Final Fantasy, this is the game that established the mix-and-match system that has been used in numerous titles since. You can do a lot here. You want to make a ninja with super jumping and a sword that turns people into frogs? You can do that. You want to make a heavily armored tank who teleports around the battlefield and bonks people with a book? Weird, but you can totally do that too, as long as you're willing to put forth the effort of searching out rare items, grinding out JP - job points - to purchase all of those abilities, and if you save your game compulsively.

See, it's really easy to lose all of the stuff you've worked on getting. Enemy knights can use the Rend skills to destroy your super-rare equipment, and enemy thieves can steal it. There is no protection given to even unique items, and there is no way to get your items back. Ever. Of course, you can just equip your character with the Safeguard skill to prevent item destruction... if you're okay with completely wasting your one and only support ability slot.

You can even lose your characters if you're not careful. When participating in random battles you'll find the game loves to put you up against hordes of massively powerful enemies, but even if it doesn't you can still lose your people. When a unit is reduced to 0 HP in this game, with a few exceptions, they are downed for a 3 count at which point they are dead forever. If you fail to successfully cast Raise or Arise on a fallen ally - which is entirely likely given the pathetic success rate of those spells, which is usually about 50/50 at best - then kiss your hard work good bye!

Speaking of which, that leads us to the bigger issue. Basically everything you can ever do - buffing your allies, hurting your enemies, etc - has only a small percentage chance of actually working. While you'd think this chance would get steadily higher as you become more and more awesome over the course of the game the opposite is actually true, as your enemies also become stronger and gain higher resistances.

The worst is reaction skills. As the name implies these are skills which activate as a reaction to some event, almost always being attacked, like counterattacking an enemy who hits you, or boosting magic power when struck by a damaging spell. Reaction skills, like basically everything else, have only a percentage chance to activate which is higher or lower depending on the skill in question. Skills like your basic counterattack will activate fairly regularly but anything cooler, like Parry (blocks melee attacks) or First Strike (stops enemy attack and attacks first) will activate so rarely you'd might as well not even have them equipped.

That's pretty much the game in a nutshell right there: the cooler what you're trying to do is, the less chance it has of actually working. Anything more badass then a basic character using basic attacks will fail so often they'd might as well not even exist.

Story: Life Sucks, You Suck, Then You Die
Let's get this out of the way: The War of the Lions is a very well told bad story. Anyone who disagrees with that either didn't pay attention to the story, or only played the first chapter.

And yes, the first chapter is really good. You play as Ramza Beoulve, a nobleman even amongst noblemen, from the most prestigious family in the world, charged with fighting against the rebels who intend to tear the kingdom apart. As the chapter goes on, Ramza begins to question the greed and arrogance of the nobles. He realizes it's their inability to discipline themselves that led to the rebellion in the first place. Finally it all comes to a head when Ramza's best friend's sister is killed, essentially for being a "worthless peasant." Ramza finally decides he's had enough; he renounces his birthright and determines to change the world!

Spoiler: He fails.

Except, wait, that's not a spoiler. They tell you that at the beginning of the game. What is a spoiler is HOW he fails. Despite the game heavily implying that Ramza is going to join the rebellion against the nobles... he doesn't. Actually, he does the opposite. He continues working for the nobles, but as a mercenary. He still works exclusively for the nobility, and he still exclusively takes on jobs that pit him against the rebellion, he just doesn't answer to the nobles directly anymore. Basically, we're playing a wishy-washy coward who's too scared to stand for anything. What a wonderful main character.

Long story short: after murdering literally every good and idealistic person in the world, Ramza is killed as well, his name and deeds are stricken from the history books, and the world enters into a 1,000 year Dark Age which it's only just coming out of at the narrator's time.

Oh, and that's not the Bad Ending. It's the ONLY Ending.

Allow me to take this time to give some advice to any aspiring writers. As both a fan and a writer of DARK stories, there's a trick to making them work. Here it is: things suck, but they get better. That's the important part. Things have to get better. If they don't, then why am I bothering to play the game?

That's the reason why Tactics Ogre: Let Us Cling Together (which I have often cited as being better than this game, and for good reason) had a great story, while this game's story is a load of trash. Tactics Ogre starts you off as a member of an oppressed ethnic minority being faced with genocide. You're asked to do a lot of morally questionable things along the way, and a lot of good people get hurt... but in the end you unify the country under its single rightful ruler, and usher in an era of prosperity. Things get better.

In Final Fantasy Tactics the world sucks, you suck, and then you die. The end.

There's Really Not Even That Much Customization
So yeah, I mentioned how you can do a whole lot with your characters, like making a black mage who wears heavy armor and can jump 500 feet in the air. But if you want that armored mage to also have a sword you can go to Hell.

Each character has five ability slots: two skill command slots (one of which is taken up by that class's default command set, for example "Black Magick" for black mages), one reaction skill slot, one support skill slot, and one movement skill slot. Trust me when I say each slot has a lot of good skills for it that you'll probably want to use. Buuuut, you can't.

Even worse, there are skills you need to have to avoid becoming gimped, but that means any other skills are useless. For example, if you're making a character to use for physical attacks then they need to have the Dual Wield skill to attack with two equipped weapons, or else they won't be able to deal enough damage to keep up in the later game. But what if you also want the Defend skill or the Concentrate skill which makes all attacks always hit, or the Arcane Defense skill to resist magic? Too bad. Melee attackers need Dual Wield, period. Oh, and forget about taking the Equip ___ skills so you can use the equipment you want regardless of class, because that's an enormous waste of your one and only precious support skill slot.

Mages have it just as bad. Mages need to have the Manafont skill, which restores some MP to them whenever they move. Without this skill they will run out of points to cast their spells very quickly, even if using the Halve MP skill. But what if you want your white mage to be able to teleport or fly, to get healing or raise spells to an ally who needs it more easily? Too bad because you need Manafont, period.



As I said, I know I often compare this game unfavorably to Tactics Ogre: Let Us Cling Together, but even on its own merits, this game suffers from fundamental, fatal flaws. The thing is, both games were made by the same team... and Tactics Ogre came first! Ogre suffered from poor marketing in the States, the studio shut down, and most of the team were hired by Square-Enix, eventually becoming the Ivalice Alliance.

Final Fantasy Tactics was a huge step backward for this team. That said, they did fix a lot of the problems in later entries in the series, eventually culminating in the actually pretty good Final Fantasy Tactics A2... and then they fell off the face of the Earth.


BAD

PROS:CONS:
+ Established the mix-and-match Job Class system which would be perfected in other, better games.- Trying to do anything at all is a complete crapshoot.
- Delita should have been the main character.
- Should have been Tactics Ogre.

Thursday, April 4, 2019

Top 10 Monster Hunter Monsters

I've talked about this series a bit before. I also brought it up in my post about character creation in games, so yeah, you might have figured I like the series.

You also might have noticed I named the player avatar as the number one lamest game hero of all time. That is because Monster Hunter holds a unique place among games: it is the absolute best terrible game franchise of all time.

I usually try to avoid gushing on the blog. I even refused to review Avatar: The Last Airbender specifically because I didn't want to gush. That rule is getting put on hold for this review. I love Monster Hunter, I'll say it. I love this franchise in much the same way and for much the same reason that I love stabbing sharp objects into my eye sockets. Below are the 10 best things that Monster Hunter has ever stabbed into my eye sockets.



Does whatever a spider can... which is mostly "be terrifying" and then "eat you."

10. Nerscylla
Arachnophobes, you may wish to pass over this one. Nerscylla is the first and as yet only temnoceran in the series, a giant and terrifying spider, which eats actual wyverns.

The most truly terrifying aspect of the Nerscylla, however, is that it's actually smart. See, the Nerscylla is weak to electricity, and it knows this. In order to counter this effect, it hunts down Gypceros wyverns and skins them, covering itself with their rubbery hides to ward off electrical attacks.

The Nerscylla also has a subspecies in the Shrouded Nerscylla, a desert dweller which covers itself in the flabby and disgusting skin of the dreaded Khezu in order to protect itself from the cold desert nights.

From its disturbingly agile movements, to its frightening skin-cloak, to its extendable scissor-mandibles, to its lair in the Sunken Hollow where the player can find real dessicated Gypceros corpses suspended from the ceiling, this is just generally one of the more disturbing monsters out there.... or at least it was until Monster Hunter World did all of that stuff over again with the Vaal Hazak. Speaking of, Vaal came so close to making this list itself, but Nerscylla takes it thanks to bonus points from actually having a reason why she covers herself in rotting dragon skin.



Not pictured: The new pair of trousers you'll need after the fight.

9. Diablos
Diablos is the unholy lovechild of a dragon, a bull, and Ol' Scratch himself. Even in a world of scary giant monsters, the Diablos is every bit the horrifying monstrosity its name implies, and one of the most violent wyverns that loves nothing more than charging and goring people on its giant horns. Also, it has the most terrifying roar in the entire game, hands down.

The crazy thing about the Diablos is this: it's a strict herbivore, eating only desert cacti. It doesn't attack out of hunger and it has no natural predators. It attacks everything it sees just because.

The Diablos reaches the next level in Monster Hunter Generations Ultimate with the introduction of a new deviant subspecies, the Bloodbath Diablos, a Diablos badly wounded by a hunter and driven so insane with rage that it's now capable of boiling its own blood into a devastating explosion of steam.

GOD. DAMN.



Beautiful. Deadly. Astalos.

8. Astalos
I loved Astalos from the first time I saw it in Monster Hunter Generations. Just look at the thing. From its beautiful stained glass wings, to its wicked earwig-style pincer tail, to the stone-splitting blade of lightning it can summon from its head crest everything about this wyvern is completely awesome.

It only gets better when you see it in action. Astalos is one of the "Fated Four", Monster Hunter Generations' quartet of flagship monsters, alongside the bubble-blowing Mizutsune, the enormous woolly Gammoth, and the fiery bladed Glavenus. Astalos' element of choice is lightning, which it uses to knock out swarms of bugs for it to devour alive, and occasionally to tear apart hunters for it to also devour alive.

It also has a deviant subspecies in Generations Ultimate, the Boltreaver Astalos which I will allow the game itself to describe to you.

Whoever gets caught in the lightning shot by the unique Boltreaver Astalos will vanish without a trace, leaving only their shadow behind.



Eater of worlds, but he'll start with you.

7. Deviljho
Take everything that made the Diablos scary and multiply it by 10 and you've got the Deviljho. At least the Diablos keeps to the deserts. Deviljho, on the other hand, is an invasive species, going anywhere in the world in a quest to sate its endless hunger. It can invade almost any high rank mission, bursting out of the ground like an unholy pickle from Hell to terrorize unfortunate hunters.

To be fair, it's not the Deviljho's fault. It needs to eat constantly in order to maintain its extremely high body temperature. Oh, and you want the Deviljho to eat. Yes, you do, because if it ever gets too desperately hungry it becomes the Savage Deviljho. Savage's basic state is the same as its normal form's rage mode and can become even more enraged, wreathing its entire body with its dragon breath.

If it gets to an actual starving state its green scales fade to gold and it becomes even more powerful, capable of creating eruptions of dragon energy with each step. Probably best not to think about how that works, and just be grateful this particular form only appears in one game.



Commence bombing run. Better yet, just commence running.

6. Bazelgeuse
Alright, now take everything that made Diablos scary, multiply it into the Deviljho, then give it the ability to fly. Now you've got Bazelgeuse.

The first time you get killed by this beast in Monster Hunter World's hard mode, you're likely to not even realize what it was that did you in. This is exactly how it happened for me, when I was calmly minding my own business, saw a shadow approaching, and then simply DIED.

Even when you do see it coming, Bazelgeuse is not one to trifle with. The ash-black scales it drops from its underside are actually explosives, just waiting for Bazel or some foolish hunter to set them off. When Bazelgeuse enters his rage mode, forget about that as his explosives go off instantly, often with enough force to down a hunter in one shot. Blast Resistance won't even protect you from them, as that only applies to the Blastblight status effect.

Where Bazelgeuse is most dangerous, however, is when he takes to the skies, making runs like a World War II era bomber, salting the Earth with his lethal charges, then coming in for a deep slide that sets off the whole bunch.

Oh, and like the Deviljho, Bazel can appear anywhere in the world to ruin your day.



The original true flying wyvern.

5. Rathalos
At this point players have seen so many flying wyverns, bird wyverns, and even piscine wyverns like the Plesioth that all have the same basic shape and many of the same moves, it's easy to dismiss Rathalos, but this is the monster that started it all.

Those of us who played the first game will always remember Rathalos as the first true wyvern we saw when he came barreling in on us during a completely unrelated mission. At a point where most of us hadn't seen anything more dangerous than the raptor-like Velocidrome, this behemoth came in launching powerful fireballs and swinging around his venomous stinging tail, and sent us running for our lives.

Rathalos has a counterpart in the Rathian, the smaller, green-tinged female of the Rath species, which specializes more in poison with less fire attacks, and both have recieved more and more powerful subspecies over the years. There may be many copycats, but none of them have matched the levels of coolness reached by the King of the Skies and the Queen of the Land.



Cloud Strife, Guts, and Mike Cthulhu, eat your hearts out.

4. Glavenus
Glavenus had me sold from the first time I saw his intro scene in Monster Hunter Generations. For those of you who hate yourselves too much to watch that video (or in the very likely chance the video disappears as YouTube videos are wont to do), our bladed friend is challenged by a Rathian, who for her trouble nearly has her wing cleaved off and runs away in fear after a single attack, leaving Glavenus to trot off the victor, mowing the lawn with his just insanely sharp tail blade as he goes.

Glavenus is a beast and easily the best of the many badass members of the Brute Wyvern family. His enormous sword tail can take down most hunters in a single swing, especially if he uses it with his mouth-assisted spin attack that hits everything in a wide area around himself for enough fire and bleeding damage to probably kill you instantly. In the chance that doesn't cut it, he can just spit molten steel from his mouth to finish you off.

It also has a unique variant subspecies, the Hellblade Glavenus, and that should be all I need to say about that. If the name Hellblade alone isn't enough to get you pumped and ready to fight this monstrosity, then this clearly just isn't the game series for you.



The one thing that made Monster Hunter Tri's underwater mechanics bearable.

3. Lagiacrus
I know this one is likely to be controversial.

Lagiacrus was introduced as the flagship monster of Monster Hunter Tri. He's built up as a foil and rival to the original flagship monster Rathalos. Both are weak to the other's element, Lagi's title is "Lord of the Seas" compared to Rathalos the "King of the Skies", they even made an impressive video of the two battling for the game's intro sequence. The comparison is a worthy one, as the sea serpent is definitely a worthy competitor and a blast to fight.

Lagi also got two subspecies, land-based Ivory Lagiacrus, and the terrifying Abyssal Lagiacrus, a water-only battle that's widely considered to be more dangerous than the actual elder dragon it shares its arena with.

Of course, therein lies the problem. There is one mark against Lagiacrus and that is that, well, he IS a sea serpent and as such relied heavily on the underwater combat mechanic that so many players of Tri hated. To be fair, I can see why. Fighting underwater was slow, forced the player to worry about breathing, and opened the player up to attacks from above and below. That said? I don't give a damn. I never minded fighting in the water, especially not if my opponent was Lagiacrus.

Even the removal of underwater combat couldn't keep Lagi away for long. He returned in Monster Hunter Generations as a land-based battle, getting a boost to his land speed and strength, and a brand new arsenal of fancy tricks with his ball lightning.

On a personal level, while he's not the BEST, Lagiacrus is my own favorite. I love snakes and Lagi is the best snake, earning the title of my personal favorite monster.



When your monster's primary inspiration is H.R. Giger, you know you've got a winner.

2. The Magalas
This mysterious black dragon plagues you for the entirety of Monster Hunter 4's story. It attacks the ship you spent a fourth of the game building, wrecking it and leaving you stranded at Cheeko Sands. It attacks your allies, the Ace Hunters, during a mission and requires you to go save them.

It's strong. It's deadly. It's freaking creepy, possessing no eyes yet able to see you perfectly. Even beyond its own power, the pollen-like scale shards that it's constantly shedding have the added effect of driving other monsters into a mad frenzy, greatly increasing their abilities.

When you finally kill this crazy thing it's in an epic confrontation right near your own home town. The day is saved, the danger has passed... until you get the message that more frenzied monsters are appearing than ever before.

Oh, right, did I say Gore Magala was dead? Yeah, about that... turns out a dead Gore Magala can revive itself by shedding all of its black scales and becoming...


Not the Devil, but the Wrath of God.

Meet Shagaru Magala, the first true elder dragon of MH4. With one roar the sky darkens, everything starts exploding, dark energy is flying everywhere... then you finally kill it and the sun comes out from behind the clouds as triumphant music plays.

Hell yes! This is why we play Monster Hunter. This, right here. Say what you want about Capcom, but they know how to make an epic boss battle.



Part warthog, part alligator, part mountain range.

1. The Mohrans
The colossal Jhen Mohran lives in a great ocean of sand and is rarely seen by humans. Like Dune's Shai-Halud, the Jhen Mohran is simultaneously seen as an omen of prosperity due to the rare minerals and ores that are left in its wake, and as a terrifying behemoth due to its propensity for destroying entire cities.

While the Jhen Mohran might not be the most powerful monster or the weirdest, damn is it the most fun to fight. The battle takes place in two parts, first on the deck of a ship skimming across the sand at high speed as the Jhen keeps pace beside you, and then as a desperate last stand on the outskirts of Loc Lac as Jhen prepares to flatten the city that dares to stand in its way.

Both battles involve a tremendous array of weaponry available to you, from the hunting gong that can stun Jhen's sensitive ears, to cannons and ballistae, and a giant bow-mounted drill called the Dragonator.

Monster Hunter 4 ups the ante, introducing the Jhen's cousin, Dah'ren Mohran, a grisly battleship of a beast capable of launching stone missiles that can disable the dragonship's weapons.


And part drill press.

While I personally give it to the Jhen, which I feel has the better design (Dah'ren is just too chunky and monochromatic for my tastes), every single thing about both of these monsters gives the feeling of an epic encounter against a force of nature mere humans can't possibly hope to resist, with the fate of thousands of innocent people in the balance. I'll say it again, this is why we play Monster Hunter, and the Mohrans definitely earn their spot as the best monsters in the series.

Thursday, February 14, 2019

Seven Things that Superhero Stories Need to STOP DOING

Between the glut of Marvel movies we've been getting, and my own masterplan to watch every terrible-to-almost-decent series of Power Rangers, I've been watching a whole lot of superhero stuff lately. Below are 7 things I really wish that superhero stories would stop doing.

Oh, and before I begin, I'd like to point out one thing - this isn't necessarily a negative review for any of the stories I mention below. A lot of them are good or even great... but that doesn't change the fact that there are some things they need to stop doing.

7. Secret Identities For Their Own Sake
Do note, I'm not complaining about secret identities as a concept. I totally get why there is a need, on occasion, to fight from the shadows. I get that.

This entry is about secret identities that seem to exist just because heroes are "supposed" to have secret identities. To give an example of what I mean, I'll tell you when I first started thinking about this one. It's when I watched the original Mighty Morphin' Power Rangers. I found myself asking, "why are the Rangers using secret identities?"

The usual explanation is to avoid the villains knowing who you are for fear of them going after your friends and family. Fine, except that Rita Repulsa and Lord Zedd already know who the Rangers are, and target them out of costume regularly. The first fight in the entire franchise is out of costume, in fact. There's no one to hide from and they know it.

Alternately, sometimes it's to avoid the heroes getting in trouble for vigilantism, such as is the case with Batman. Again, fine, except the Rangers aren't vigilantes. They fight monsters that no one else can handle, and there's nothing in the show to suggest that the rest of the world has anything but undying love for the Rangers.

Maybe there was a logical reason why the Rangers needed to hide who they were, but the show definitely never told us, unless you count "because Zordon said so" as a logical reason. It felt like it was only being done because "the rules" for superhero stories say you need to have a secret identity... and yeah, that's probably exactly why they did it. Mighty Morphin' wasn't a good show, what do you expect?

6. Heroes Never Kill
Before you say it, no, I'm not saying that every hero needs to be The Punisher. No one is saying that Batman and Superman need to start just executing random street toughs. ...but seriously, why hasn't Batman just killed the Joker already?

You're never going to rehabilitate the Joker. Even if I believed that it was possible to rehabilitate somebody like Joker, why does he deserve that chance? More pertinently, why is it our responsibility to give him that chance? Why is it the obligation of all the good and innocent people in the world to just keep turning the other cheek and agreeing to let ourselves be victimized over and over until Joker finally decides he's done killing people?

Hell, not only are you never going to rehabilitate Joker, you're never even going to actually keep him locked up, and you definitely should know this now that he's broken out for the gazillionth time. Every time you take Joker back to Arkham, you do so with full knowledge that he WILL - not might, WILL - break out and go kill more people, including... wait, including Jason Todd, the second Robin?! Then you saved the Joker's life when Jason Todd came back from the dead and tried to do your job for you?! WHAT THE HELL IS WRONG WITH YOU, BATMAN?!

5. Heroes Also Never Cheat
Obviously cheating is bad... in certain circumstances. If you're playing a game, yes, cheating is bad because it goes against the spirit of competition. If you're in school, yes, cheating is bad because cutting corners costs you the opportunity to learn and really only hurts yourself. In those circumstances, yes, cheating is bad.

But when you're a superhero facing off against evil villains... when losing means that you die, your friends and family die, everything you care about and everything you've fought for are wiped out forever... then why on Earth would you ever fight fair? And I do mean "EVER." I'm not just talking about cheating when you have to - if someone wants to kill everyone you love and you give them a fair chance to do so, even if it's because you're sure you'll win anyway, then you're a traitor. A person who isn't willing to cheat, is a person who clearly has nothing worth winning for.

4. All the Villains are Secretly Good
Hello there, Marvel. I see you've been doing this one a lot. Every villain is a well-intentioned extremist who wants to fix the world but is going about it in a bad way, even villains that were never actually like that in the comics. If you're not sure what I'm talking about, just watch Avengers: Infinity War. Notice how Thanos is a contemplative individual, who is dedicated to his cause of trying to curb overpopulation, is willing to make the same sacrifices he demands of everyone else, and who sheds real tears for those who've fallen at his hands? Yeah, in the comics... he's trying to impress a chick, and he cares nothing for what happens along the way or who it happens to.

That's not to say that I don't enjoy this kind of villain every now and then. I really liked Movie Thanos, I did! But it shouldn't be every single villain ever. From a storytelling perspective, it's boring to see the same villain archetypes presented in every single story. It also hinders my enjoyment of a work when I find myself feeling that the bad guy's arguments are making more sense to me than the good guy's are. From a moral perspective, it feels like you're training people - either intentionally or unintentionally - to think that this is what evil looks like, especially when you combine this with...

3. Heroes Save the World (But Don't Fix It)
I mentioned Infinity War already, so I'll keep going from there. I talked about how complex and sympathetic Thanos is in the movie, but the Avengers... well, they're the opposite. They have no counter-argument to anything Thanos says, and no better plan for how to deal with the real, serious problem he's taking on. The closest anyone comes is Gamora, whose entire argument consists of one line and who is instantly silenced afterward. The Avengers themselves have no motivation beyond "we got hurt and now we're pissy."

(And before you say it, yes, I realize that this is exactly what Marvel was going for and I'm sure the next Avengers movie is going to build more on it. Again, I'm not trying to criticize individual movies, but rather to make a point.)

This is something TV Tropes refers to as "Villains Act, Heroes React". It doesn't even just apply to superhero stories, or even just to movies. In Grand Theft Auto 4 Niko Bellic, the murderous criminal, comes across as a veritable saint because all he does is in response to things other, worse people did to him first.

The short version is: it's easy to look wise and heroic when all you ever do is thwart the stuff everyone else tries to do. Everything in the world has flaws. Every grand plan has sacrifices to be made, and every creation has imperfections. Trying to make a real change in the world means losing your purity and risking being seen as the villain. It's much easier, and makes you look so much wiser and braver, to just point out and attack everyone else's flaws. This isn't heroism, it's sophistry.

2. Evil is Mindlessly Destructive
...and hates music and fun, and wants to kill everybody because smiles piss them off. This sort of black-and-white morality is one of the biggest problems with superhero stories.

"But wait!" I hear you screaming. "You just talked about how you hate superhero stories trying to have conflicted and complex villains! You don't know what you want!"

Except the issue above wasn't really about villains being too complex or interesting, it's about superhero stories presenting "trying to fix problems" as being something that evil people do.

Furthermore, this point and the two above it aren't actually mutually exclusive. Quite often they're brought together and it makes all three of them exponentially worse. The villain is doing what they do because they believe it's right, except they're also a ludicrous, black-hat pantomime villain who kills for fun so they're impossible to take seriously, AND the hero has absolutely no counter argument or better plan which makes them look stupid and lazy.

So, again... from a story perspective everyone involved looks like a bunch of morons, and from a moral perspective it feels like you're training people to think this is what evil looks like, and conditioning them to ignore any less overtly destructive forms of evil, like greed.

1. Trying to Justify All the Above
When I reviewed Pokémon Black and White Versions I talked about the villains, and how I always understood that pokéballs were a seriously messed up concept, but that it didn't really irritate me until they brought it up. Well, this is basically the same thing.

Every point that I've complained about here has a reason why it's done that way.

Evil is mindlessly destructive so that we don't get confused about who the bad guys are supposed to be, and because we want to see a struggle with lots at stake.

Heroes save the world but don't fix it because making huge changes to the status quo of your world makes it more difficult to make a serialized story.

Villains have sympathetic motives because it makes them more compelling.

Heroes don't cheat because writers don't want to encourage kids that read comic books to think "if Superman cheated to beat Lex Luthor, then I can cheat to pass my test!"

Heroes don't kill because you don't want to lose your villains.

Heroes have secret identities because... okay, this one never entirely made sense.

The point I'm making here is that, while I'd like to see more stories that are willing to push the boundaries and challenge the status quo, I totally get why they do these things so much. I can accept that this is just how stories are written... until the writers themselves bring it up, only to have all of their arguments be logical fallacies, poorly argued, or both. If you have nothing to say, just don't bring it up.

Thursday, January 17, 2019

8 Rules To Follow For Character Creation or Customization in Video Games

As I mentioned in last week's post, I have a thing for character customization in games. It's what attracted me to a lot of my favorite game series and I'm willing to forgive almost any number of flaws in a game as long as the game does it well. Done right, it allows you to more deeply immerse yourself into the game's world and can add entirely new levels of replayability. Tactics Ogre remains one of my favorite games for just this reason, as I basically played it like a Lego set, making my own characters, giving them all backstories, and playing out battles between them in Training mode.

That said, don't think that character creation is a "get out of jail free" card for any game. In fact, it can easily become the one thing I hate about a game if it's done poorly. Following are the rules I would like for every game moving forward to follow with regards to character creation and/or customization.

8. Give me options.
Don't get me wrong. Being an artist myself, I totally get that making tons of alternate designs for a character is tough, and can take a lot of time and resources that could be better spent on other aspects of the game. That's the reason why this one is so low on the list.

That said, it is still important that you give me options. This is especially true if you're making the sequel to a game that had way more options than your current game does. You hear me, Soul Calibur 6?

7. If you're going to give me alternate outfits, make them look different.
I'd like to give special mention here to the first Dissidia, where most of the characters had terrible palette swap outfits that were 2 shades off from their default.

That's an extreme example, but this is a far more widespread affliction than that. Other offenders include The Lord of the Rings: The Third Age, or for that matter the far more recent The Lord of the Rings: Shadow of War, where most of the armors you can find look pretty much the same except with a line going in a different direction, or a spike here or there. Boring. If you're going to half-ass it this much, you'd might as well just make palette swaps. Speaking of...

6. If you're only giving palette swaps, then give me LOTS of them!
Palette swap costumes aren't ideal, but I can still work with them, and I have before. I spent almost all of Dynasty Warriors: Strikeforce with Lu Xun palette swapped to white, role-playing him as a paladin with fire powers.

So my request is, if you're going to just do palette swaps, give me LOTS of them! Palette swapping is super easy so there's no excuse to only give me one color change that's just two steps off from the original, and no I'm not going to let it go, Dissidia.

Or hey, better yet, give me a color slider so I can make my own palette swaps.

5. Give me control.
Obviously, the point of character customization in a video game is to be able to put a part of yourself into whatever game you're playing, whether it be role-playing as an imaginary character, or creating an idealized fantasy version of yourself. So, even more obviously, I need to have control over who and what my character is.

This one is a fairly rare offense, but it does happen. Examples include Final Fantasy Tactics A2 not giving you the option to name your characters, or Fable forcibly covering you in scars because it's impossible to not take damage.

4. Don't make my created characters worse than the defaults.
Speaking of Final Fantasy Tactics, Tactics RPGs - especially those made by Ivalice Alliance and the former Quest Corporation - are a major offender on this front. Apparently nobody told them that the point of character creation is supposed to be to allow me to make my own characters. Instead they seem to be under the impression that character creation is just about recruiting expendable idiots to fill out my party until I figure out how to recruit the special people.

I'm not playing Tactics Ogre because I think Denam and Catiua are cool. I'm never going to use your characters, and giving them bonus stat points and access to exclusive classes is just an insult.

Actually, this one happens a lot more often than you'd think, and affects more than just character creation. Other examples include Galactic Civilizations II's spaceship builder, where the preset ships all come with more stuff on them than their chassis' weight limits should actually allow, meaning ship building is pointless because the presets (which, incidentally, are also the only thing the AI uses) are always better.

3. Make me feel like I'm a part of things.
Here's a surefire way to make me hate your game with a passion: let me create my own character, send me through hours of missions, then at the end reward me with a team photo that includes every character in the game except for mine. Go screw yourself, Syphon Filter: Omega Strain.

And no, I get that it would have been difficult to somehow put your character into a prerendered image... so maybe just, you know, don't paint yourself into that corner to begin with? If you can't make it work then just don't do it.

2. If it's character creation, don't tell me who I am.
A lot of people use the terms "character creation" and "character customization" pretty much interchangeably, so I feel I should define what I mean first.

Character customization is more like what you see in a game like Mass Effect. The main character of Mass Effect is Commander Shepherd. Period. You can decide whether Shepherd is a male or female, some facial features, abilities, armor, which is his or her favorite store on the Citadel... but it's still Commander Shepherd.

This is opposed to character creation, which allows you to actually make your own character who you play however you want.

It is very important that, if you are going to give me actual, legit character creation, DO NOT TRY TO TELL ME WHO MY CHARACTER IS. This is why Fallout 3 was great, while Fallout 4 was - at least from a story perspective - hot, steaming garbage. Fallout 3 didn't give me absolute freedom, no. I was from a vault, dad ran away and left me, yada yada, but beyond that I could play my character as whoever and whatever I wanted. Fallout 4 on the other hand could not stop bashing me over the head with its own idea of who it wanted my character to be. You are middle-aged, you have a child, your spouse is Nate and/or Nora. DO NOT QUESTION THE GAME.

And no, I get that they need to give you at least some amount of backstory just to connect you to the game, but it should be as minimal as possible. "You're a new adventurer looking to explore the labyrinth." "You recently left the vault, have fun." That's fine. Not only is it all you need, it's all you should WANT. If you want a singular, deeply nuanced character, then stop playing games with character creation.

1. Let me make an attractive male character.
I can tolerate a game pretending that picking a name and a hair color is character creation. I can play a game for a hundred hours knowing that my created character will always have only 90% stats compared to whatever Cloud Strife wannabe the dev wants me to use. I can even get into a game that tells me the young prodigy inventor I wanted to make is instead a middle-aged retired soldier with a wife and kid.

However, if there is one thing I can not abide, one thing that will make me hate your game with all the burning fury of a neutron star... it is being offered my choices of character, and seeing that my options are "Roid Mutant", "Scar Face", "Toxic Avenger", and "Girl" aka the only character whose face you can look at without dry heaving.

This is an epidemic that plagues almost all of the gaming industry outside of Japan. Seriously, what's up, game devs? Are y'all scared of being called gay or something? KNOCK IT OFF.