There Can Be Only One
With an odd sense of inevitability, I beat Don’t Starve’s Adventure Mode Sunday night.
In one sense, my victory was all but assured the moment I zoned into the first world as WX-78. As I may have mentioned, each of the various alternate characters have different pros and cons. The default Wilson has no negative qualities, and has the benefit of growing a beard; if left unshaven, the beard acts as insulation against the cold, while shaved beard hair can be used to craft a Meat Effigy (placeable respawn structure). Wickerbottom has higher penalties for eating spoiled food and can’t sleep, in exchange for the highest Sanity pool, the ability to craft spell books, and can use a lower-level research structure to build higher-tier items. Meanwhile, WX-78 has the lowest starting stats and takes damage in the rain, but can eat spoiled food with no penalty and can eat gears to regain health/hunger/sanity while also increasing said stats by 20 each (to a certain maximum).
With the exception A Cold Reception – where it rains constantly – victory was more or less assured with WX-78 due to the gear bonus alone. While the locations of the Things you are hunting are random, the set pieces in which they are located are all the same. Thus, you know there will always be at least four mechanical enemies at the “exit” to a given world and they will drop two gears each. Gears stack up to 40 in a single inventory slot, do no spoil, and as mentioned earlier they provide a huge boost to all three meters.
In fact, it turns out that I wasted a significant amount of time cooking food throughout most of the worlds given that one gear snack would have been enough to sustain me for an entire day – I waltzed into the final world with 40 gears and left 4 days later. Compare that to my best Wilson run, where I was constantly in dire need of sustenance in a world where plants don’t grow and rabbits need to be dug out of the ground. Indeed, my death in that last level was due to stopping to dig up mushrooms to boost my health/sanity, which was completely unnecessary with WX-78’s gears.
Do I feel satisfied? Well… more or less. I definitely feel like a switch has been flipped off in my mind, allowing me to move on (for real this time). The difference in implicit difficulty sort of made it feel like I had godmode on, although I suppose I should not discount the fact that I had 50+ hours of experience and knew what to expect going in. Another part of it though? I think that I expected to have beaten it that last time with Wilson. The roguelike aspect of having to redo the whole thing generated more hours /played, but not necessarily more enjoyment.
In any case, there is actually more to do. The most recent update fleshed out the Cave system even more, which acts as its own mini-Adventure mode insofar as dying in a cave simply respawns you outside the entrance. I could also seek to, you know, actually survive in Survival Mode – the farthest I got was about day 40. Or… I could move on.
I’m going to try the latter and see if it sticks this time.
WoW Down Another 600k to 7.7m
If the same thing happens every three months, does it still count as news? WoW is down to 7.7m from 8.3m, a loss of 600k subscribers, meaning we are back into pre-2007 territory.
One of the more interesting facts, personally, was the resolution to the possible Vivendi fiasco. You know, the whole situation in which Vivendi was in the process of raiding Activision Blizzard’s big piles of cash, potentially bringing a company with several billion-dollar franchises to its knees for no game-related reason? Oh, didn’t hear about that before MMO-Champ casually talked about the stock buy-back with no context? I might suggest expanding your blogroll with the illustrious Nosy Gamer (or NoizyGamer, apparently), who has been following this particular series of power-plays since at least July 10th. Things could have turned out incredibly bad for Blizzard, and I imagine that the vast majority of even blog-aware people would have not known about it until the fan hit the shit.
Incidentally, NoizyGamer has been keeping up The Digital Dozen feature – tracking the top 12 MMOs based on XFire numbers – every week since the start of 2012. XFire is XFire, but it’s pretty much all we have left at this point, inbetween quarterly reports. There is also a bunch of EVE posts and talk about EVE bots, but nobody is perfect ¹.
Anyway, there it is. Kinda interesting (and scary) to read about all the Machiavellian schemes going on inside the gaming industry, and realizing that good game companies fail all the damn time despite producing legitimately good titles. Say what you want about WoW’s current direction, but I don’t think anyone wants Blizzard to fold because some stock-holder in Europe has a bad credit rating; we want it to fail for real reasons, like raiding is too hard/easy, LFD exists, or because Ghostcrawler was mean to somebody on Twitter.
¹ Just kidding, the stuff about bots is pretty cool.
Steam Haul: Summer 2013
Someone asked me the other day what I picked up during the Summer Steam sale. So here’s the list:
- Antichamber
- Don’t Starve (of course)
- Far Cry 3 + Blood Dragon DLC
- Surgeon Simulator 2013
- Fez
- On the Rain-Slick Precipice of Darkness 4
- The Swapper
- Gunpoint
- Monaco
- Civ 5 (upgrade to Gold edition)
- Strike Suit Zero
- Dungeon of Dredmor (DLC)
- Rogue Legacy
- Closure
- Just Cause (hey, it was $0.27)
- Sanctum 2
Altogether, that came to around $133.24. Is that a lot? Probably. Then again, that’s about the same price as Far Cry 3 and Civ 5 bought on Day 1. At least, that’s what I keep telling myself.
That, and Press™. In fact, couldn’t these just be considered business expenses? Hmm…
Console Counselor Councilor
Okay, I am contractually obligated to divulge that I sit on a THRONE OF LIES.
To be fair (to myself), I already mentioned how I was was getting bored with Don’t Starve’s Adventure Mode, in part, due to not being able to change characters. When I created a new Save with a new character in an attempt to start Adventure Mode with them, I was stymied by the requirement of trudging across the map trying to locate Maxwell’s Door. So what changed?
As befits my new (?) seating arrangement: cheating. Specifically, I enabled console commands. And with my new god-like powers, I… just teleported to Maxwell’s Door. Problem solved.
Now, it should be noted that I still feel a bit wary. Cheating is, well, cheating. I don’t actually care what other people think about the act per se, but I wonder if this will diminish the accomplishment of actually beating Adventure Mode. Technically, I haven’t actually cheated in Adventure Mode – just getting there. And considering I was at the end of my enjoyment with the game proper, any entertainment gleaned at this point is entertainment that would not have existed otherwise.
On the plus side, the character I chose, WX-78, is a robot that starts with lower stats in exchange for the ability to eat Gears to both replenish Health/Hunger/Sanity and increase their maximum stats. And he also takes damage when it rains. So, of course, my very first world is A Cold Reception, aka Waterworld, aka the world where it rains (frogs) for approximately 14 hours every day.
Nice try, Maxwell, but I’m still coming for you like a hungry ghost.
Review: Dungeons of Dredmor
Game: Dungeons of Dredmor
Recommended price: $10 (with DLC)
Metacritic Score: 79
Completion Time: 28 hours
Buy If You Like: Roguelikes, Turn-ish-Based RPGs, Indie Humor
Dungeons of Dredmor (DoD) is an indie roguelike RPG wrapped in a fluffy layer of humor and genre in-jokes. The goal is simple: navigate your way to the bottom floor of the dungeon and kill Dredmor. Along the way, you will explore rooms, evade traps (a LOT of traps), kill monsters, loot treasure, and level up.
The core of DoD is its extremely interesting combat/exploration system. Essentially, everything is turn-based: for every step or action you take, all enemies make one too. These “turns” occur instantaneously, so you are never waiting on some action on the part of the AI, which makes the action go as fast or slow as you want. This ends up feeling rather amazing, as it avoids the “spacebar fatigue” that accompanies other tactical games. This system ends up putting a premium on actions though, and it’s quite easy to get surrounded and murdered if you’re not careful.
The statistics part of DoD is intentionally obtuse – your six base stats affect 18+ other stats – but the “joke” belies a pretty robust equipment and talent system. When you first roll your character, you can choose seven different categories of talents, which either grant new abilities or a direct increase in stats as you spend skill points. For example, taking the Swords talent will let you get new abilities (not all of which require a sword), and perhaps some bonuses for using swords. There is a pretty huge number of talents though, and it’s entirely possible to pick a combination that simply won’t work. On the other hand, you could pick 6 warrior-ish talents and then grab the one that let’s you shoot fireballs. Armor generally decreases your magic ability, but it’s possible to either craft or come across armor that hurts it less.
DoD is definitely a roguelike (although you can turn off permadeath at character creation) and thus contains certain abilities/scenarios in which you are likely to die pretty quickly, if not arbitrarily. This is… dangerous, for lack of a better word, in a game where you can spend 22 hours on a single character exploring every room of each level (which you may want to do to stay ahead of the curve). Indeed, in the titular Dredmor encounter, I about died within three moves before I “cheesed” the rest of the encounter via judicious use of invisible mushrooms and the all-powerful ability to close doors.
At the end of the day, I spent 28 hours in Dungeons of Dredmor and could see myself replaying it again with another character setup, or perhaps after picking up the two DLC. It’s a fun game, perhaps a more cerebral version of Binding of Isaac, but where Binding of Isaac and FTL come out ahead is giving more focused gameplay with their permadeath. Had I lost my 20+ hour character, I probably would have quit altogether right there. Luckily for me, I didn’t, but I’d be lying if I said I did not make three backup copies of my savegame. So if this game sounds fun to you, I recommend turning off permadeath until you wrap your mind around the game’s many idiosyncrasies.
Familiarity Breeds Contempt
I think I’m done with Don’t Starve. For real this time.
Thrush’s comment from yesterday sort of gave shape to the amorphous feeling in my mind:
I hate doing things twice. If I go for a walk I go in a loop because I don’t want to see the same scenery twice (weird I know). […] I just can’t get into the roguelike genre for this reason. Once I’ve done 2 hours of work, I don’t want to start from scratch again.
That’s what I was getting at yesterday, even though I couldn’t nail the words down. While my displeasure at what amounts to recycled content is not quite as “extreme” – I have/had plenty of alts in WoW – each subsequent Don’t Starve Adventure Mode attempt generated more bile than the last. It is not about the dying; each death was a novel experience I learned from and won’t happen again. It is not even about the lost progress, really. No, what really pushed me over the edge was the rote, mechanical early game.
Wake up, grab Diving Rod, and then spend the next hour of game time picking shit up off the ground, desperately trying to find a piece of gold ore to build a Science Machine to unlock basic items like the Spear, backpack, and Crock Pot. Subsequent worlds in Adventure Mode are almost always different though, because you retain knowledge of past schematics and are able to bring in four items (and stacks thereof) from before. You might not be able to bring a backpack with you, but you’ll be able to whip one right up after gathering some grass and sticks.
If it’s your first world… well, better start praying for gold.
So, basically, I’m fine with permadeath and roguelikes if they don’t ask you to do the same shit in the same sequence with no possible variation every goddamn time. Or if they do, at least minimize the time spent in what amounts to an unskippable tutorial.
I did start a new Survival Mode map with a different character in the hopes that a new set of pros/cons would liven things up a bit. Then I realized that even a custom map with abundant food and no enemies would require hours (!) of otherwise meaningless exploration trying to find Maxwell’s Door before I could even start again. While I appreciate the commitment to the game’s harsh internal logic, I no longer have time for this shit. By which I mean I’m bored.
Time to play something else.
Roguehate
Do you know the worst part about a roguelike? You can’t even rage-quit! “Oh, I just died? Well… fine! I’ll just delete my saves and… oh.”
The roguelike genre is one I had avoided for years, rebuffed by the mere word “permadeath.” Is that supposed to be an appealing characteristic? It’s like, I don’t need to know anything more about scrotum piercing to understand, at a fundamental level, that it’s just not for me. And so I happily carried on in my non-permadeath gaming, leaving behind the empty husks of my peers who had just lost their 60+ hour Diablo 2 Hardcore characters.
The Binding of Isaac changed all that for me. And then FTL cemented it. I don’t seek out roguelikes, but it is an exotic flavor I am willing to sample now and again.
The problem I am having though, is with all these roguelikes that choose to, well, bend the (unwritten) rules. For me, it started with Dungeons of Dredmor. After dying a few times getting a feel for the game, I went full optimize-the-fun-out-of-the-game mode. Explored every floor, room by room, while collecting and refining every resource. It was pretty clear that I had vaulted over the difficulty curve and would be coasting my way to the very end. That’s the point of permadeath though, right? To encourage conservative play?
Regardless of the answer to that question, the fact remains that I was on hour 22 of my roguelike save. To me, that is starting to border on obscene. I feel like the roguelike structure works perfectly for games that can conceivably be won within a few hours or a single (marathon) session. Anything longer is simply suspect – what useful purpose does permadeath serve then? I have 52 hours /played on FTL and 27 hours on Binding of Isaac, both of which can be finished within 2-3 hours. Permadeath in this scenario, and procedurally-generated encounters generally, thus increase the play-time of an otherwise short game. But if you are already spending 20+ hours on a single life only to die in some asinine way… well, what’s the point of trying again?
If you can’t tell, I’m writing this post because I’m pissed at dying in Don’t Starve. I made it all the way to the final world in Adventure Mode, which I could not even start until I found the doorway on Day 30+ in Survival Mode. You have no idea how close to the end I was. I had collected all four Things and was on my way to the Wooden Thing to assemble them. The last world is exceedingly harsh though, and my sanity was leaking out at a precipitous rate (it didn’t help that I was traversing a swamp). I stopped to pick a Blue Mushroom in the hopes of regaining just enough sanity to push me over the finish line.
Alas, a tentacle I couldn’t even see spawned and spanked me twice. Dead. I resurrected at my Meat Effigy in total darkness, and was one-shot a few seconds later. Dead again. Spawned back at the Adventure Door portal, and would have to go through everything all over again.
…except I don’t think I am. I have 35 hours into Don’t Starve, and was relishing the thought of being “done” with the game once Adventure Mode was beaten. “Done” in the sense of achieving sufficient mental satisfaction to allow me to move on to another game. Now? I just feel so goddamn empty. Dying to the last boss in Binding of Isaac feels terrible, but you are only really out an hour or so. Same with FTL. With Don’t Starve, I just saw 7-10 hours of my life evaporate into the ether. While that is technically how all leisurely pursuits end, I don’t usually end a gaming session feeling, well, like an empty husk.
It’s not really Don’t Starve’s fault – if the game were easier, even a tiny bit, it wouldn’t be the same game on a fundamental level. I like that a harsh game like this exists, as it pushes you into uncomfortable scenarios in which inaction is punished. I just don’t know if I want to be playing “long-form” roguelikes like this anymore. Permadeath is fine in the proper contexts, and said context is always in short games, IMO. Putting roguelike qualities into a game that simultaneously demands X amount of investment just strikes me as cruel and unusual. Some people like that sort of thing, sure. But I doubt that the end reward for our valiant efforts will be sweet enough to cover the acrid, bitter bile that is seeing so many hours go up in smoke.
Fake Edit: I tried again anyway. Died a few times, tried some more. Got the insanely difficult “forever winter” stage as my first level, but persisted anyway. Somehow made it even farther. Got to the 4th stage, and was feeling pretty good about myself. Run into a field of killer bees looking for a Thing, and died. Now at 48 hours /played. FML.
Reviews: A Valley Without Wind 1 & 2
Game: A Valley Without Wind
Recommended price: Bundle
Metacritic Score: 54
Completion Time: ~13 hours
Buy If You Like: Metroidvania action platformers, infinitely long games
A Valley Without Wind (hereafter AVWW) is a procedurally-generated action-platformer in the Metroidvania style. The premise is that some unknown cataclysm has rent time and space, placing enemies like robotic mechs into Ice Age biomes. As a “glyph bearer,” your job is to scavenge materials from bombed out buildings, complete missions, and then take out the continent’s Overlord after killing off his/her/it’s lieutenants.
If all this sounds… strangely disjointed, that is because it is. The entire game comes across as more complicated (or simply arcane) than it has any reason to be. Basically, you jump around and kill enemies with ranged spells. The spells you have access to come from “spellgems” that you can either craft from materials you scavenge or earn via Missions. You also have several slots for enhancements, which are items you equip that have randomly-determined stats and abilities. For example, you might have a Foot enhancement that let’s you double-jump and have +20 mana, or Pants that eliminates all falling damage and gives +20 Haste.
Missions are one of the few things that give direction and meaning to AVWW, but after a while they too seem irrelevant. Essentially, Missions are a guaranteed way to acquire some particular thing, like a Spellgem. Missions themselves come in different types, such as Falling (character floats down long shaft avoiding enemies/spikes), Boss towers, Perfection (must restart if hit by any enemy), Rescue missions for additional survivors, and so on.
The problem is that not only is everything procedurally-generated, e.g. infinite in scale, there is not any real sense of progression. The “world” levels up after you kill an enemy lieutenant, but all that really means is that you need to re-craft all your Spellgems to the higher level to match the increase in monster HP. Finding stash rooms in buildings feels fun at first, but then you start to realize that the actual number of materials you need for any one thing is tiny. Alternatively, maybe you are missing just a single resource type and are forced to delve into dozens of buildings in order to find one inside.
But the biggest buzzkill for me was how absurdly limited the spell selection was. Once I found the most useful spell (and one backup of a different element type), every other spell was practically useless, which meant getting mats for them was useless, which meant pushing back the wind from new terrain squares (e.g. unlocking them) was useless, which meant farming the building to push back the wind from the lieutenants to access the Overlord and end the pain was useless tedious.
Don’t get me wrong, there are some interesting things going on in AVWW. The hybrid roguelike feature that is permadeath-but-you-keep-all-items made enemies feel threatening without punishing exploration, for example. Of course, the designers then made the decision that your avatar is a faceless nobody you have no attachment to, and the survivors are essentially reduced to extra lives with slightly (very slightly) different base stats. The granularity of the difficulty is extremely nuanced, allowing you to increase mob strength, platforming difficulty, or “citybuilding” complexity all independently.
At the end of the day though, I just did not feel particularly compelled by A Valley Without Wind. There is a vague sense of progression – defeating the lieutenants and then face the Overlord – but that never really trickled-down to the individual levels you were navigating. When the game comes right out and tells you to not bother exploring every nook and cranny for items (since the world is infinite), it makes you start wondering why you are looking for anything in the first place.
_____________
Game: A Valley Without Wind 2
Recommended price: none
Metacritic Score: 68
Completion Time: n/a
Buy If You Like: Throwing money away, poorly implemented games
There are very few games which I simply give up on. Of those games that I abandon, it is usually due to either frustrating game design or simple boredom. When it comes to A Valley Without Wind 2, it joins that sorry company with the distinction of having both qualities.
If you have played the original A Valley Without Wind, the first thing you should know is that the “sequel” has really nothing to do with its (much better) predecessor. The formula has changed. Radically. The premise is that after infiltrating the inner circle of the Overlord Demonaica and being gifted with an Oblivion Stone (aka the Glyphs of the first game), you reveal your true intentions to fight the Overlord’s power. You do so by… running away.
Basically, you order members of the resistance to move around the overland map in a turn-based manner, constructing farms and scavenging scrap to build other structures while you unlock more of the map by destroying rain machines (evil versions of the Windmills). Each resistance member can move once a turn, and they will not actually perform any actions until the end of the following turn. The turns themselves are advanced only when you enter into one of the rain machine maps and destroy it. Before doing so, you are free to explore any of the maps to look for Perks or… no, that’s it.
If this sounds nothing like the Metroidvania of the first game, that is because it isn’t. At all. In fact, the platforming aspects of AVWW2 has taken a thousand steps backwards. You cannot aim with the mouse any more, meaning that you are firing spells in just (usually) the cardinal directions. Instead of your own custom spells, you have to choose one of five “classes,” which have a total of four spells that do not necessarily even cover a wide range of situations. On top of that, spells have a sort of “priority” system where your projectiles are almost always destroyed by enemy projectiles, unless you have some specific spell with a high priority in your repertoire. This might sound tactical, but it’s really not. All it means is that you jerk clumsily around the screen, spamming your spells in a few directions while plowing into a screen full of enemy projectiles.
This is not even getting into the fact that the random loot and equipment strategy of the first game has been cut off at the knees neck. You have exactly one “equipment” slot, with no inventory; if you pick something else up, it replaces whatever you had equipped. The equipment also degrades as you take damage, so it will eventually break on its own. While the equipment you find is still random, there is no strategy or even thought required. “Is this better than what I have/an empty slot?” If yes, equip. If no, skip. The only customization you have is choosing which Perks to use, which basically amounts to 1 of 4 different Perks per level. Do you want +10% jumping height or +1 Heart (even the HP has been dumbed down)? Then again, considering that the platforming aspect is practically nonexistent, the Perks don’t really matter.
The funny thing (in a sad way) about all this was that the turn-based part of the game seemed sorta passably fun. Monsters would periodically come out of the Overlord’s tower, and you have to position your resistance members intelligently to intercept them without getting overwhelmed (each deals damage equal to their HP to one another), while also not leaving valuable structures open to destruction. Plus, around Turn 14, the Overlord himself was going to come out and destroy everything in his path. From there, you had a few things you could do while on the run, and the race against time angle was kinda compelling too. The problem was that the platforming aspects necessary to advance the turns and beat the overall game were so comically bad.
Ultimately, I am not even sure who A Valley Without Wind 2 was even made for. Metroidvania fans of the original will encounter perhaps the worst, most boring platformer ever made. Strategy gamers might have some fun, up until they are forced to play the worst, most boring platformer ever made to advance the turns. And… that’s it, the entire audience. The game simply fails at everything it was trying to do, when all they had to do was do what they did the first time around. I am not sure what the designers were thinking when they made this game, but whatever it was, it didn’t work.










In Defense of Nostalgia
Aug 2
Posted by Azuriel
“That’s just the nostalgia talking.”
After reading Liore’s post about starting to play Final Fantasy 7 for the first time (from the latest Steam sale), I started thinking about nostalgia. After all, I still consider FF7 in my top three favorite videogames of all time. I have undoubtedly played other games for longer – and it’s likely that I’ve played “better” games since then – but a component of what I describe as “favorite” includes impact on my life.
Nostalgia is always used as a pejorative in videogame discussions, a way of dismissing the assertion that X is better than Y, or that X is still good at all. Hell, I have probably used the term in the same manner. But it seems clear to me now that the “charge” of nostalgia is a bit too sweeping. Sure, sometimes you think something is (still) good simply because you liked it when you were younger. But sometimes you do just so happen to experience a revolution or cultural event as a child. Was the moon landing “just nostalgia talking”? Was MLK’s speeches “just nostalgia talking?”
The cultural impact of FF7 in gaming specifically cannot be overstated. It has sold 10 million copies as of 2010, which might not sound impressive for a game that came out in 1998, but keep in mind that that still makes it the best-selling Final Fantasy title of all time. It pretty much popularized the (J)RPG genre in the United States, and arguably sold the original PlayStation by itself. The graphics, which admittedly don’t hold up well at all today, were revolutionary at the time. And the music? The end of Disc 1? One-Winged Angel? There is a reason why so many people cosplay as FF7 characters and not, say, characters from FF6 or FF4 or FF9.
But let’s assume that is just nostalgia talking. Well… when does nostalgia not talk? Is everything from the past suspect? Do things only get better over time? Are all the good things in gaming just conveniently occurring right now? (Hint: Many MMO bloggers are saying no.) I am not entirely sure that a hyper-focus on the present is any less ridiculous than a longing for the past.
I will be the first to admit I have criticized someone for having “rose-colored glasses” in regards to wistfully looking back to, say, TBC WoW game design. And I do actually still stand by those criticisms: there is nothing about TBC that I don’t honestly and truly believe Wrath improved (with the exception of Kara, maybe). But… I dunno. I’m not sure anymore that I can legitimately claim “that’s just nostalgia talking” in one instance and not levy the same damnation on a game like FF7. Vanilla WoW or even TBC WoW were just as groundbreaking at the time, in their contexts, as FF7 or anything else. Cataclysm? Much less so.
Nostalgia remains a tricky subject though. Can something be both legitimately revolutionary and not hold up to today’s scrutiny? Probably. Like… Pong, maybe. And surely there are others too, although the first thing that came to mind, Super Mario Bros, actually holds up IMO. Secret of Mana? The music alone buoys the game. And, again, I’m not entirely sure why a game “not holding up” is necessarily a deficiency of the game anyway. A timeless classic in other mediums remains amazing by definition, but it is not as though we continuously invent new ways of reading books or watching movies. Meanwhile, there are millions of different iterations on combat systems or simple object interaction. Holding games to the same standards of books and other mediums seems like an unfair comparison in that regard.
And really, who cares if it is “just nostalgia”? Regardless of whether FF7 holds up, it had a significant impact on my (gaming) life if nothing else. I created save files in front of every CG cutscene and showed my friends when they came for sleep-overs. Remember the
MakoJunon Cannon firing? I was showing them that one and my friend David quipped “Is that the gun?” when the camera was panning to the side turrets. I paused a beat and then said “No, that’s the gun” as the Cannon came on-screen. That IRL moment couldn’t get more cinematic if we tried.As I mentioned at the top, I have undoubtedly played other games for longer amounts of time, and probably have played objectively better games too. Nevertheless, I’m not entirely sure whether my favorite games of all time list have really changed. To be honest, I haven’t thought about it all that much. Bastion was good enough to dislodge some SNES game, surely, but which one? Hell, can I even get myself to play my supposedly favorite games again? And if I can’t, should that even mean anything?
I dunno. I also purchased FF7 during the latest Steam sale, and am looking forward to playing it again with no mods (besides the music one that makes it sound like the PS1 original). Will it hold up? Will my opinion on it change? We’ll see. Maybe not soon, but eventually. And then perhaps I should give Xenogears and Final Fantasy Tactics another try too, seeing as they hold spots #1 and #3 respectfully.
Posted in Commentary
8 Comments
Tags: Cultural Impact, FF7, FFT, In Defense, Nostalgia, Xenogears