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    1. Letter Quest: Remastered Review

      A blend of word know-how and RPG tactics, Letter Quest has the best of both worlds when it comes to fun, challenging puzzles and tricky wordplay. Bacon Bandit Games made it extremely easy to get addicted (and with a name like bacon, I half-expected it) to this quirky little word game.
       


      Spelling it Out: Modes and The Basics
      Letter Quest is easy to play, but it’s more than just basic word puzzle challenges. The game is full of role-play inspired details and that lends a unique twist to a classic game. We follow Grimm and his female counterpart, Rose, on their quest to beat up baddies using only words...and a big scythe. The objective is to defeat Grimm and Rose’s foes by spelling out words from a random selection of letter tiles.
       
      The simple concept is made complex by adding various other elements to the mix. Players can choose between two different modes: Story Mode, and the new Endless Mode. Regardless of the mode, players must do their best to tap into their inner dictionary in order to come out victorious. Players control Grimm or Rose, navigating either one through a gauntlet of monsters. Each battle is turn-based and it is important to keep an eye on your character’s HP; if it falls to zero, you lose.
       
      The best strategy is to be mindful of the letter tiles, each enemy’s weakness, and the size of the words being used. The bigger the word, the more damage it does – also, pay attention to the tiles; the more dots, the more damage it does. There are also special circumstances that can cause the letters to crack, be poisoned, turn to stone, or other various status ailments. These can effect the damage a player can do. Letters can also turn to crystal – which can earn players gems –which are pretty crucial in the Story Mode.
       


      Story Mode
      Letter Quest’s story mode sets players on a winding path across multiple stages, testing their vocabulary, and defeating monsters. Players enter various levels with four different parts. While a player only needs to play through a level once to move on across the map, there are three addition playthroughs that have special objectives for added difficulty. The additional levels usually include a timed completion, a particular handicap, and an elite final level. Completing the first three levels earns a reward a yellow star each, but if a player manages to conquer the elite level, he or she will receive a red star.
       
      One of the game objectives is to obtain every star possible, but the levels vary in difficulty. Like most RPGs, players must defeat boss levels. These bosses require specific strategies in order to win and move on. The boss levels can be repeated 4 times. For their efforts, players are rewarded with a funny little comic.
       
      Completing levels not only earns players a star; defeating enemies results in earning gemstones which can be used to purchase upgrades, equipment, and items.  Much like an RPG, as a player completes the different stages, the enemies get harder. Not to worry, there are specialty shops available between levels where gamers can use the gems they’ve earned in battle to buy potions, equipment upgrades, stat boosts, and other helpful items.  In addition to the level completion bonuses, players can also earn extra gems from achievements like spelling words without vowels, or busting up a certain number of gem piles. If the RPG elements make your head swim, no worries – there’s another mode for you.
       





      Endless Mode
      This part of the game is new to the Remastered version. While the Story Mode has players battling enemies in episodic levels, Endless Mode is much like running the gauntlet. Grimm must face a slew of monsters of varying difficulty without upgrades in an attempt to see how far he can go. Players receive coins which they can use to purchase health and stat boosts, but they must survive longer, more treacherous stretches of ghouls before each check point.
       
      This mode is perfect for players who care less about the RPG stats and more about achieving a high score.  It’s always fun to try and beat your high score.
       


      Any Last Words?
      Letter Quest is a pretty fun game when all is said and done. There are certain little quirks that give the game a little extra. There is a small screen on the side that tells players the definition of the words they spell, and there are little enemy descriptions for each encounter.  I enjoy the extra details and the RPG twist the game added. The character animation is great, and the graphics match the theme very well. In addition to fighting monsters, there is a neat little ‘Wheel of Fortune’ guessing game that can result in battle boosts which I found refreshing during longer levels. It was a nice change of pace. Each aspect is carefully detailed and the game play is insanely addicting.
       
      However, the game is not without some minor flaws. The music could get a bit repetitive and some of the upgrades weren’t very helpful – but these are minor flaws. Overall, Letter Quest Remastered is an enjoyable word game that is extremely fun and challenging.
       
      Letter Quest is available on Steam, App Store, Google Plaay, Amazon apps, and soon the PSVita!!
       


        • Post Type: Review
    2. Wolfenstein 3D Retrospective

      Welcome back to the Nostalgia Train! This month’s entry will focus on an old gem from the PC world – we’re talking MS-DOS. Of course, following its release, this first-person shooter (FPS) was ported to various computer systems and video game consoles. This game made killing Nazis an art form; it is the one and only, awesome, adrenaline pumping Wolfenstein 3D.
       
      Covert spy, William B.J. Blazkowicz, is attempting to escape from Castle Wolfenstien. This game basically set the standard for the genre of shoot and run, while greasing a few Hitlers in the process. Armed with a gun and a huge…talent, William is on a mission to escape and stop potential chemical warfare.

      Break on Through This Rusty Cage
      Wolfenstein 3D is the
      to Castle Wolfenstein and Escape from Castle Wolfenstein. Players take control of William in his efforts to escape and sabotage the German prison. Armed with only a pistol, players navigate the maze-like dungeon shooting down his captors. The actual premise isn’t much more than that, and besides historical references, the game isn’t based off any truth. 
      The objective of the game revolves around killing enemies, collecting treasure for points, and gathering any artillery laying around. Gamers are pitted against enemies of varying strength and equipment. These enemies could be lurking behind hidden walls, around corners, or they could blitzkrieg you as soon as you open a door. The goal is to reach the exit with as much health and gold as possible in order move on to the next level. So players best find the keys and the exit door, or Will might end up among the bodies on the floor.
       
      It’s a good idea to watch the health percentage; as a gamer takes damage, the toll is shown on poor Will’s face. Though incredibly alert when 100% healthy, as players take damage, over time his visage will slowly deteriorate.

      Storming the Castle

      Gamers
      episodes; each episode contains nine different levels. While the first three episodes follow the story at Castle Wolfenstein, the last three serve as a prequel where Will is looking to discover the plans for chemical warfare. Both still play the same; kill Nazis, get treasure.  In each episode, the subsequent levels are reached by elevator or an ‘exit’ that is found only by exploring the maze. There are plenty of Nazi guards and dogs to kill, and players must replenish their health and ammo on their journey. Of course, if a gamer was to run out of bullets, he or she could always use the knife – but if we’ve learned anything from that could be a rough time. What’s exciting is that surprise attacks go both ways, so it is very possible for a player to sneak up on an unsuspecting guard. 
      Unlike normal enemies, a boss cannot be ambushed. These baddies are located at the end of each episode on the final mission. Even Hitler himself will face off against Will toting four chain guns. With that type of fire power, gamers should hope they have enough health for that final boss.
       
      Players can acquire a few different guns: the pistol, a submachine gun, and a rapid-firing chain gun. Unfortunately, Will is a captive, so he only begins the game with a pistol and his knife. A positive is that all the guns use the same ammunition. Through exploration, gamers can find new guns, collect ammunition and health, or obtain extra lives. For each episode, players start with three lives; it is possible to obtain more, and besides finding ‘extra life’ tokens, there’s another way get them. To add additional challenge to the game, it’s possible to collect treasure for points. When players grab enough points, 40,000 to be exact, they get an extra life.
       


      Oh, If These Walls Could Talk
      Of course, there are many wonderful things to search for in this game, and it is a maze which adds a fair amount of challenge. If that isn’t enough, many of these objects can be found out in the open, but there are other ways players can earn points. The easiest way is grabbing treasure, but at the end of each level there are certain challenges gamers can complete. Each of these tasks brings a twinkle to a completionist’s eye, as he or she realizes that hitting the following goals can earn additional points: 100% kills, discovering 100% of the secrets, finding all of the treasure, or having the lowest record time.
       
      The secrets could be anywhere, so part of the fun is searching the rooms, walls, and swastikas for a secret compartment that may lead to hidden treasure.

      Killing You until You Die From It
      A wonderful thing about Wolfenstein 3D is your ability to pick the difficulty: How tough are you?
       
      [caption id=attachment_3903" align="aligncenter" width="788] Well...when you put it that way...[/caption]
       
      Of course, the more docile the answer, the less challenging the game will be. If that isn’t enough, there are secret codes available – like so many other games back in the day.
       
      Simply pushing I –L – M simultaneously grants a player all guns, ammo, and keys, while entering the command “goobers” open the world up to endless cheats such as: warping, god mode, removing health, boosting weapons and health, even slow motion. However, these codes don't work on the most difficult setting. Whatever amount of challenge you prefer, this game offers it.  If you're interested in shooting Nazis, Wolfenstein 3D is available on Steam, the PlayStation Network, and iPhone.  Stay tuned for the next trip on the Nostalgia Train. 

        • Post Type: Editorial
    3. Top 10 video games inspired by legend

      There are various key components to creating an amazing video game, especially when it comes to cementing a franchise. It’s not enough to have cutting-edge graphics; incredible video games are a cocktail of enjoyable game play, balanced mechanics, and an entrancing story.  For a franchise, it’s difficult to keep the series feeling fresh, while, at the same time, connecting the updated details with the familiar framework that fans love. This is particularly true when it comes to writing the story. That's what makes them legends.

      Legends that Inspire
      The plots in action/platforms tend to be pretty simple: save a princess, save your family, save the world. One of my personal favorite tropes is the ‘Legend.’ There are so many exciting adventure games that utilize legends to create a particular game ‘formula,’ but the end result is some pretty incredible stories.
       
      As I get excited to pick up the latest addition to another unforgettable series, Uncharted 4, it's only right to take a look at the games inspired by legends. (Not including FPS, or RPGS) This list is in no particular order, and as always, if you don’t see your favorite here – just give me a shout out in the comments below.
       

       

      Shadow of the Colossus

       
      In
      , we journey as The Wanderer as he enters the ‘Forbidden Land’ in search of a way to resurrect a young girl named Momo. This is a game based on ancient lore and a mysterious protagonist. While it’s speculated that the spectral guide ‘Dormin’ is a nod to a biblical King Nimrod, the premise of the story revolves around evil demons and gathering/defeating macguffins known as the Colossi. 
      The Wanderer is equipped with a special ‘sword,’ must battle forgotten creatures, and all to right the wrongful death of Momo. While this game contains a vague legend, it doesn’t stop this game from being legendary and filled with heart. There is no shortage of fantastic game play and the soundtrack brings players to that ancient time, where warriors fought for their cause, regardless of the price.
       

       

      Ninja Gaiden
      The original series of
      begins with an amazing cut scene and a ninja battle.From there, it's non-stop action and swearing at this exciting NES game. Ryu Hayabusa must stop the revival of an ancient demon called ‘Jashin,’and avenge the death of his father. This particular legend has two demon statues that hold the evil creature, and of course there is a bad guy who wants it released. Throw in a little bit of CIA involvement and rich man and you’ve got yourself a game! 
      Of course, like all legends, the demon is real and Ryu must take it down. After this first insanely frustrating game, Ninja Gaiden became a series. Ryu continued to battle the evil that wished Jashin restored and the Gate of Darkness opened. From the second entry and into current day, the game has changed a great deal as far as plot goes, but the first holds onto the ‘Nintendo hard’ persona and who knows when that ‘legendary evil’ will rise again.
       


      Max Payne

       
      This exciting action-thriller has players gearing up as the notorious Max Payne as he shoots his way through hordes of drug king-pins and mob bosses. While not the traditional action-platformer, this shoot’em up story is full of mythological references, particularly from Norse mythology.
       
      While the game itself isn’t focused on the Norse myths, they are in the connecting elements of the story. The Valkyr drug, Project Valhalla, and the Aesir Corporation are just a few of the references. The developers even slapped an eye-patch on Alfred Woden, the allfather. It’s actually pretty interesting to see how the mythology fits into such a modern game. Full of grit and gore, this psychological thriller is definitely one to pick up.
       

       

      Kid Icarus

       
      While on the subject of mythology, we join Pit on his journey to gather the sacred treasures of the gods: The Mirror Shield, the Light Arrows, and the Wings of Pegasus. Based on ancient Greek Mythology morphed with Christian overtones, Kid Icarus is a rare, but fun side-scroller for the NES. While Max Payne is a bit more subtle about it, this game hits players over the head with it – but it only borrows elements from mythology; it’s not 100% loyal.
       
      There are many elements of the game that feel out of place like wizards and angel wings. Pit’s main adversary is Medusa, the snake-haired gorgon or ‘the Queen of Darkness.’ This entry, much like Ninja Gaiden, falls under that ‘Nintendo Hard’ category, and it’s a rare find. If you’ve never played it, you could always get motion-sick from the sequel, Kid Icarus: Uprising.
       


      Castlevania

       
      This one seemed like a no-brainer. This is a series based on a mixture of legendary characters from classic horror, but none as fearsome as Count Dracula. Dracula himself is rumored to be a creative spin-off the very real Vlad the Impaler.
       
      While Frankenstein’s monster, mummies, Queen Medusa (again? She seems to get a lot of screen time), and the Grim Reaper are fearsome, Dracula is Simon’s greatest foe. Armed with only his magic whip, Simon Belmont battles these devilish creatures from ancient nightmares. Believe me, these games will give you nightmares and not because of subject matters.
      is easily one of the most difficult games ever made. 

       

      God of War Series

       
      There couldn’t be a mythology/legend list without this game. Spartans, Greek Gods, and Titans; oh my! Unlike Kid Icarus, this game is rich with mostly accurate Greek mythology. Between battling Cerberuses and finding Pandora’s Box, the Ghost of Sparta, Kratos, is shoulder deep in a River Styx tide of mythology.
       
      The details of the entire series are filled with legendary goodies; sisters of fate, the ancient Titans once destroyed by the Olympians, and countless Gods trying to kill Kratos. This high-adrenaline game is known for its action sequences, graphic scenes, and amazing visual. Each of the games in the series comes with a fair amount of challenge and fun.
       


      Tomb Raider

       
      Another easy pick for this list involves the many adventures of this English archeologist. Every single part of her character and video game series revolves around the search for and discovery of ancient tombs and ruins. Though Lara Croft’s own story has changed several times, her character still yearns to uncover the secrets buried in the forgotten crevasses of the world.
       
      Her latest journey has her digging into her late father’s research in order to discover the ‘Divine Source’ a supernatural spring located deep in
      city of Kitezh. While this certainly isn’t her first, or her last, journey, each entry in the Tomb Raider series has Lara uncovering items we could only imagine in our wildest dreams. 

       

      Assassin’s Creed
      While most of
      main story takes place in the past, that’s not exactly what earns this title’s place on the list. Assassin’s Creed's lore lies in the ‘Pieces of Eden’ and the ancient species the Assassins and Templars claim to be. Abstergo is seeking these ‘Pieces of Eden’ for nefarious purposes, and of course, to alter the fate of humanity. 
      What’s more is the main character, Desmond’s interaction with the ancient rulers: Jupiter, Minerva, and Juno.  These three names match those of Ancient Roman Gods(and pretty much the Greek Gods.) While avoiding spoilers, Assassin's Creed takes lore to a different level, and it will be intriguing to see how the continuation unfolds.
       


      Legend of Zelda

       

      is one of the most well-know series for Nintendo. Each entry looks to the past in order to establish an intricate story for the future. Whether the legends speak of the Hero of Time, the Hero of The Four Sword, or the mysterious Triforce, each entry in the franchise is seeped in lore. 
      Whenever a new LOZ game is introduced, it only adds to the in-depth backstory. A young hero dressed in green must take up the legendary sword and smite evil in a never ending loop of destiny. No matter which game in the series you decided to play, each is an enjoyable tale with fantastic game play and an amazing soundtrack.
       

       

      Uncharted

       
      The final legends-inspired video game is the very reason for this list. Named for 'Sir Francis Drake,' from his first journey to uncover the lost treasure from El Dorado, Nathan Drake has been on a mission uncover riches. Raised a thief, this uncover-er of legendary places is less archaeologist, more treasure hunter. His lonesome journeys have taken him to Nepal, across the Arabian Peninsula, and to his final destination.
       
      It seems a fitting end for a thief's journey to search for the long-lost treasure of Captain Henry Avery - the most successful pirate. This final chapter has Nathan Drake looking at what he has gained over the years, for better or worse, and what he has to lose.
       
      Have you played
      yet?  What are some legendary games that you've played? 
       

        • Post Type: List
    4. Final Fantasy VIII Retrospective

      In the wake of Final Fantasy 7, fans were hungry for the next main entry in the series. In 1999, Square Enix delivered with Final Fantasy VIII.  The second 3D installment in the series, this entry took huge steps in creating a more realistic character design and a new world for players to explore. The creators took a more ‘realistic-fantasy’ approach, pulling from sci-fi influences, and they created a very different game with some daring new elements.
       


      Out with the Old; In With the New
      Like many of the previous entries, Final Fantasy VIII didn’t stick to any particular formula.  With new technology, the visuals allowed for seamless transitions from game play into cut scenes. The old battle and leveling system was swapped for the newer Junction system, while summon monsters took on a more central role. Players could try their luck at the new card mini-game, Triple Triad, and drive new vehicles that were unavailable in previous titles.  The focus was definitely on a more ‘modern’ look at the definition of fantasy.
       
      Of course, there were still the lovable series icons: chocobos, a character named Cid, access to airships, a traversal world map, the ATB-System, and Nobuo Uematsu’s wonderful score. The game wasn’t such a complete departure from the series that it was unrecognizable.  Many of the familiar elements were included with a fresh and brighter design, and Uematsu captures the emotional aspect with his master pieces
      and Liberi Fatali. However, with all of the changes, this is an entry that many fans have come to argue about over time, especially when regarding the battle mechanics and story-line. 

       
      Joining SeeD:  Planting the Garden
       
      Final Fantasy VIII puts a unique twist on storytelling. While there are six primary protagonists, gamers will find themselves shifting gears between two very different playable groups. Up until this point, Final Fantasy games usually involve a particular set of characters throughout the story, rarely shifting from their point of view. Gamers get to enjoy a shift in tone and explore different places while piecing together the story-line puzzle.
       
      It takes place on an unnamed fantasy world with one moon, with a mixed design of modern and futuristic elements.  The world is split into five major sections: Esthar, Galbadia, Trabia, Balamb, and a rocky-inhabitable section.  While the overall look is fresh, don’t let that fool you. Here – there be wizards and monsters.
       
      The story focuses primarily on the kingdom ‘Gardens’ or military academies that churn out recruits to defend their cities.  Cadets in the academies train to eventually to become ‘SeeDs,’a special military taskforce. While the world has three primary Gardens, our story begins in Balamb.
       


      Recruitment – Welcome to Balamb

      s with a stunning cut scene as our main protagonist, Squall Lionheart, is locked in a duel with his school rival, Seifer.  While the two end up ultimately scaring each other’s faces, the player takes control of Squall in the aftermath of his brawl. A promising SeeD cadet, he’s a sullen loner with the intent of focusing on his missions alone.  Despite his attempt to polarize others, his instructor, Quistis Trepe, has taken a shine to him and accompanies him on a pre-requisite mission before his final SeeD exam. In order to pass, Squall must fight and obtain a Guardian Force, or GF.  Following his mission, there is a growing issue with the sudden imperialistic movements of a neighboring Garden, Galbadia. 
      Enter Rinoa Heartilly, a fiery and passionate woman, who pleads with the leaders of Balamb to assist her in taking out the fearsome Sorceress Edea, the leader of the Galbadian movement.  Players follow Squall as things spiral out of control into fearsome battles, Garden warfare, and a budding romance that all circle around the mysteries of the past and the future.
       


      Digging Up The Garden
      The plot is a major area that divides the fan base. We follow a romantic story centering on the relationship between Squall and Rinoa, while the world around them crumbs into chaos. While the concept is basic, critics found an issue in the main protagonist Squall; he is a polarizing character that is hard to connect with. He was cold to point where he almost seemed robotic; however, there are many who loved him as an “anti-hero” persona.  There is also some skepticism for his romance with Rinoa, which seemed to just click for his character at a pivotal plot moment. While theirs is truly the focus, there are certainly better romances within the game.
       
      Another criticism of the plot plays out in several awkward scenes and reveals that didn’t really hold substance. While the story can be incredibly engaging, some of the developments felt forced, and the characters lacked significant growth.  While the characters were charming, they were flat personalities without any real backstory – with the exceptions being Laguna, Kiros, and Ward’s story. This includes the main villain, Ultimecia.
       
      Regardless of the missteps, Final Fantasy VIII’s story ends up being pretty exciting when overlooking the flaws.  When considering the previous entries, more than a handful of the Final Fantasy games had problems with significant character development and exciting, over-the-top stories.  Again, there is a mixed bag of opinions on this particular entry. It’s really a personal preference and it really is worth diving into.
       




      Playing the Game: Junction the GFs
      Final Fantasy VIII's game-play is another area that tends to divide fans of the series. While it has a lot of potential customization, it leaves much room for improvement. The out of battle game play is very similar to the previous entries. The three main modes are the same: world map, field map, and battle screens. Players control Squall as they navigate the towns, landscapes, and explore the map via car, chocobo, train, airship, or by foot. Parts of the game have a few button-pushing sequences, and players encounter random battles on the world map. From this point, Final Fantasy VIII 's battle mechanics are much different than any other entry.

      Guardian Forces and Weapons
      Final Fantasy VIII's central plot focuses on SeeD members obtaining and using Guardian Forces during battle. The concept of fighting a summon to obtain it is not new; however, this entry makes summons crucial to party set up. With Final Fantasy VIII's new junction system, each character must equip a GF in order to have access to abilities other then attack and item. When equipped, GF's bestow other abilities to the characters such as the ability to draw and cast magic spells. Drawing spells from enemies is an essential part of the game; not only can players cast spells, but they also need to equip them to characters in order to boost stats like strength and vitality. This junction system is set in the place of armor and accessories.  Players can equip spells in a number of different combinations and that allows for ultimate customization.
       
      Weapons are also handled differently. Instead of purchasing weapon upgrades throughout the game, characters keep their weapon and refine it. Players must search for magazines and proper components in order to change a weapon's appearance, power, or to upgrade limit breaks. This option gives player complete control of party customization.
       


      Experience and Junction Bonuses
      Like previous entries, players will receive experience points after winning a battle, but the leveling system is much different. Rather than a character receiving abilities or stat boosts at interval levels, characters gain a level at 1000 points. As the characters' levels increase, so do the enemies. The level of enemies in the game is dependent on the party's average level, save for a few small exceptions. Bosses do not give experience, but they do give AP, which is used to upgrade the abilities of the party's GFs.

      Limit Breaks
      Limit breaks are still around in this entry, but they are much different from FF7. They depend mostly on the character's health, and act the same as Final Fantasy VI's desperation attacks. When a character is in critical condition, they may have a change to use a limit break - and the damage depends on how well the player performs the timed inputs. The spell Aura can raise the can raise the chance of characters getting a limit breaks, while status ailments can stop them from using it. These limit breaks are animated and exciting to watch - but's hard to marvel when players are pressing buttons in sequence.

      Tripal Triad and Refining
      While Final Fantasy VIII has a number of mini games, the one that is highly debated is the card game Triple Triad. Gamers can obtain specialty cards that they can use to play this interesting mini-game in order to achieve rare cards to complete a collection. The rules often change in this game with regional rules or player's choice, and it's quite easy to get frustrated. The ultimate goal is to acquire the rarest cards because they can be refined. Most items in the game can be refined into magic spells, which can be used for junctioning. This system can really break the game early on. For instance, refining a tent gives you 10 Curagas and a huge stat boost. Of course, players can choose not to use this - but the option is there.
       




      Final Thoughts
      While the new battle system was ambitious, it left much to be desired. Sure, players could customize their characters, but drawing spells requires some grueling grinding. The draw system also made it difficult to cast spells - of course you could, but in order to get the best out of stat boosts, the spell cache must be at 100. Players could always refine goods in order to get the spells they need, but the combination of the level system and the junction system was unbalances. Players could run from every battle and keep the enemies at a relatively low level, refine curagas to boost characters' health, and cruise through the game. Consequently, if players leveled too frequently, the enemies could easily end up crushing a party.
       
      There are many good and bad things about this particular entry, but those who do enjoy it truly love it. While not the best in the series, it is a game worth playing.
       

       
       
       
       

        • Post Type: Editorial
    5. Child of Light Review

      Fairy tales are the magic in our lives. We are told stories like Cinderella and Little Red Riding Hood as we grow, and we discover more through theatrical story-telling from industry giants like Disney.  Fairy tales, like Child of Light, transport us to distant lands, teach us lessons, and allow us to escape where there are ‘happily-ever-afters.’ Well, that is, of course, if you’ve never heard the original stories. Sure, they all wrap up in a neat little bow on screen, but more often than not; these old stories contain a gruesome twist that you may not remember.  The happily-ever-after party may or may not even occur.

       
      Regardless of which version you’ve come across, chances are that nearly everyone has heard these fairy tales in one form or another. It is in the nature of fairy tales to be told again and again, in different ways, by different mediums – but the outcomes they share are almost always the same. It is a rare and beautiful thing to find a new and original story that can hold its own against the veterans. Child of Light does just that.
       
      Born from an idea rooted in real-life events, Child of Light is a magical tale that is not only engaging, but incredibly fun to play. With wonderful animation-inspired artwork and a fun battle system, this game is definitely worth the time investment.

      Here’s the Plot; Trust me, There’s a lot!
      Our story begins in the year 1895 Austria, which is ruled by a Duke. His wife dies unexpectedly, leaving him to raise his daughter, Aurora, alone. He marries again, like most dukes do in fairy-tales, but on the Friday before Easter, Aurora goes to sleep and her skin becomes icy. The kingdom believes her to be dead and the Duke falls ill.
       
      However, Aurora awakens upon an altar in the fantastical land of Lemuria. She frees the Lady of the Forest, who explains that the land of Lemuria was once ruled by the Queen of Light, but she abruptly vanished. With the light gone, darkness gradually took over, and the Queen of Dark, Umbra. sent her daughters to steal the rest of Lemuria’s light: the sun, the stars and the moon.  Umbra also took it upon herself to steal a mirror that leads into Aurora’s world with plans of destroying the light there as well.
       
      For helping her, the Lady of the Forest creates a firefly by the name of Igniculus. He acts as her guiding light and companion through the darkness Umbra has spread. Together, Aurora and Igniculus must journey to restore the light and reunite Aurora with her father.

       


      Heroes Rarely Go Alone; For Others Have Troubles They Bemoan
      The plot is simply wonderful. It truly takes inspiration from the Grimm’s brothers, Hans Christian Anderson, and the more modern stories from Studio Ghibli. It is not a light-hearted tale, though the dialogue would have you believe it. There are many twists and turns in the plot that are unexpected, and the characters are just as engaging. The cast of characters is very diverse, and unlike some role-playing games, the story is simple to follow.
       
       Like many fairy tales before it, Child of Light tackles some very common themes: the evil step-mother, child abandonment, fear, rejection, and betrayal. Though theses motifs are used often, the game takes a different approach by developing the plot in a unique way.
       
      Aurora’s origin story begins with her mother’s passing and a doting father, not unlike Cinderella. When a step-mother enters the scene, she suddenly falls ill. This is a typical development in most fairy tales and it often leads to one of the greatest fears a child may have: being abandoned or forgotten. With the introduction of a new mother, children are often worrisome that they will be left behind.
       
      When Aurora falls ill and she is transported to the Alter of Light, she vanishes from her world completely. Her father falls ill as a result, and she has a longing to let him know she lives. However, she is given the task of a chosen one.  This particular motif helps connect Aurora with gamers; though we may feel abandoned or without hope, we all have a chance to forge our own path and destiny. We all have the chance to pick up the reigns.

      Common Themes and Intricate Dreams
      The other themes are present in each of the characters Aurora encounters on her journey. While some cowardly characters must find their bravery, several others face the issue of abandonment – being left behind, losing a parent, a love interest, or even his or her entire clan.  Each character has personal motivation, but they find the light in Aurora.  The intertwining story-lines knit an intricate tapestry connecting us with the adventurers on a personal level.
       
      They are given purpose, but never compromise who they are regardless if they are a coward, a sad clown, or a loyal solider. This is all done simply and it will truly draw gamers into the story. Pair this with Child of Light’s easy-to-follow game mechanics, and this title truly engrosses gamers wholly in an enriching experience complete with fantastic visuals and a moving soundtrack.
       


      Here’s How The Game is Played; Learn it fast, Don’t Delay!
      Child of Light is an exciting side-scroller with a role-play twist. The side scrolling elements have players controlling Aurora as they navigate Lemuria. In an exciting scene, Aurora is granted the ability to fly and players must traverse each area searching for treasure, gemstones, and fighting enemies. The world isn’t without its obstacles. It is very possible for gamers to fall victim to the hazards of each stage. The worlds connect rather seamlessly, but each section is riddled with puzzles that players must crack as they explore. In addition to the physical hazards, players can encounter enemies. When approaching an enemy, there are several different outcomes. Aurora and an enemy can collide and the fight will go on with no advantage for either side, players can be “ambushed” by an enemy, or they can launch a “surprise attack” by catching their foe unaware.
       
      The battle itself is much like an active-time battle system. Players can control up to two characters during a battle and could freely swap them out. The bottom gauge is affected by character stats and magical boosts. Each character has particular skills – and they are all very useful. As characters prep for an attack, they can interrupt, or be interrupted during battle. If a character is set to attack, but is hit before they perform an action, their commands are lost. This requires a bit more strategy, especially when it comes to fighting bigger groups of enemies.
       


      Igniculus, Oculi, Overview; That’s a lot of Hullabaloo!
      Though the character slots are limited to two, Igniculus is actually useful during battle. Gamers can move Igniculus about, shining his light to delay enemies or heal his allies. His abilities are quite useful outside of battle as he can be used to open special chests, unlock doors, and solve puzzles.  After winning a battle, all characters receive experience points which level up stats and bestow new abilities.
       
      In addition to leveling stats, characters can be equipped with stat-boosting gemstones called Oculi. Each character can equip up to three stones at one time as an attack modifier, a defense modifier, and stat modifier. Gamers can collect Oculi throughout the game and upgrade the gemstones by combining them. The better quality of the gem, the better the stats.
       
      While fun and easy to play, the game mechanics aren’t completely revolutionary – but that is okay. It allows enough for a fun gaming experience. Each character provides a useful contribution depending on the type of enemy players face, and the buffs actually prove to be very useful.
       


      The Odds and Ends Come Together; They Definitely Make This Game Better!
      Though the story and game mechanics are a reminder of days gone by, this is by far one of the more visually stunning games I’ve ever played. Make no mistake, when it comes to games, graphics aren’t normally a huge selling point for me, (I grew up in the pixel era for goodness sake) but I’d be lying if I said the visuals of this game didn't add to the experience. Truly, Child of Light is a storybook come to life.
       
      Aligned with the breath-taking graphics is the elegantly composed soundtrack. The simple and beautiful piano and accompaniment adds brightness to the world threatened by the dark.  Composed by the amazing Coeur de pirate, aka Beatrice Martin, the soundtrack lends a finishing touch to an entrancing game.

      Not all is Well That Ends; But We Shall Make Amends
      Child of Light is not without its flaws. For one, the rhyming dialogue, while charming at times, seems forced at points and takes away from the message. I understand why the creators decided to do the dialogue in that way, but some of the rhyming doesn’t fit.   Considering the fact that the entire game is rhyme, that is to be expected.
       
      In addition, the secondary character development comes to a halt for some of the party members when they join. The game is ultimately about Aurora, and the game tries to keep the characters involved by showing conversations within the party; it needed a little more though.
       
      Also, more could have been done with Oculi. This was a missed opportunity – there were only so many combinations I could do with the gemstones, and once I reached a peak – there was really nothing more I could do with them. I would have liked to see more exploration with this system. Overall, these are minor details and didn't distract from an exciting adventure.

      Final Thoughts
      Child of Light is a visually-stunning RPG with interesting game mechanics and lovely world. Though it has some minor flaws, it is definitely worth picking up.
       

       
       

        • Post Type: Review
    6. Contra Retrospective

      Welcome back to the Nostalgia Train! Today’s trip back in time leads us back to the by-gone era of the NES. This game was an essential for any Nintendo owner at the time – and hell, it’s what we had for multi-player back in the day. I am, of course, talking about
       
      Originally an arcade game, this gem was ported to the NES on February of 1988. Players take control of two
      as they battle their way through several intense levels in order to take down the big alien boss bent on world destruction.  It’s a simple concept with a basic plot, and it is crazy fun -- but it is not easy.
       Your Mission Should You Choose to Accept It
      It’s the year 1987 and the evil Red Falcon Organization is planning to conquer the world.  Commandos Bill Lizer(Mad Dog) and Lance Bean(
      ) of the Contra unit must lay the smack down on the enemy and uncover the true nature of their malicious alien leader. 
      There really isn’t much else to the story than that; then again, what are you really looking for in a game like this? In single player or two player mode, (for that time, an uncommon feature we take for granted today) players control the commandos and navigate through eight dangerous levels.  Each “stages” is comprised of two parts: the full platform section, and the final showdown. The platform section consists of basic side-scrolling dangers such as pit falls, respawning enemies and other treacherous traps. The second section includes a narrow hall full of obstacles like trip wire, rolling traps and armed guards that leads to the level boss.
       
      Players must blast their way through each stage equipped with only their rippling biceps and their guns – that is, of course, if they don’t find power-ups. Players can find power-ups in level by shooting letter-based falcon symbols. These packages contain machine guns, rapid fire bullets, laser guns, and barrier protection.  Even with the power-ups, this game is extremely difficult.
       
      [caption id=attachment_3585" align="aligncenter" width="476] So harsh, but true.[/caption]



       


      Glutton for Punishment
      The game starts off easy enough, but by the time you manage to make your way through the first level, it’s not an unusual thing to find yourself down a few lives. The problem is you only have a few to begin with. And by a few I mean– you can only die three times before you are forced to restart the level.
       
      Contra can become quite difficult when the enemies constantly respawn – they pop out nowhere. There is no shortage of things trying to murder you. Of course, you can gain another life bar by defeating enough enemies. Depending on how good you are at the game, it is possible to make it through all the levels with the original life bar.
       
      If a player gets hit three times, (without gaining any extra life) he or she is sent to a game over screen.  This wouldn’t be so bad if players were given unlimited continues, but they are given a very small amount. If there are no more continues, players have to start back up at the very beginning.
       
      [caption id=attachment_3575" align="aligncenter" width="1916]
      The key to everything!![/caption]
      The Konami Code: What’s The Password?
      How was it possible to even beat this game back in the day? Well, if players managed multiple attempts, eventually they could master a game like this. On the other hand, anyone could just use the legendary Konami Code. Yes – Contra is one of the first games ever to feature this hidden treasure. If a player enters the code as the starting screen scrolled across, instead of starting with three lives, players would have 30. In addition to extra lives, if gamers still found the stages too difficult, they could retry the stage rather than starting over from the beginning.

      Contra: A Game Worth Dying For
      No matter how simple the design or the plot is for Contra, it is still one the most enjoyable games to pick up again and again. There have been re-releases and sequels, but this one is still the best. While not revolutionary in any way, Contra reminds us that games don’t need fancy graphics or a deep plot to be a whole lot of fun.
       

       
       
       
      Oh yah! Click
      to watch some kids have fun and fail at Contra.

        • Post Type: Editorial
    7. Final Fantasy VII (PS1) Retrospective

      With the SNES era come and gone, we head into the next generation of both consoles and the Final Fantasy series.  In 1994, development for Final Fantasy 7 began, but it wasn’t smooth sailing. The hardware for the Nintendo 64 cartridge lacked the storage and capacity for the movie footage; Square decided to split from the gaming giant in favor of a CD-ROM drive. Thus, Square(Soft or Enix) began its partnership with Sony and Final Fantasy 7 was underway for the new PlayStation.
       
      While each entry thus far is remarkable, Final Fantasy 7 brought the series to the mainstream. The seventh entry is often the first for many Final Fantasy fans, and it has gathered such a following that Square Enix has not only produced several spin-offs and short films, but the company announced a complete remake of the original.
       
      [caption id=attachment_3138" align="aligncenter" width="1618] Here's a mash up of some of our favorite characters.[/caption]
      The Legendary Legacy
      As Final Fantasy 7’s opening
      , gamers knew they were in for something they had never before experienced in a Final Fantasy. As the camera zoomed out on the industrial city of Midgar, the fast-paced start gave players a small taste of the epic adventure to come.  Even veterans of the series didn’t know what to expect; the game throws players right into the action with a covert mission to blow up a core reactor.
       
      Gamers are appointed a duty they may not feel comfortable performing, but from there they are taken on a whirlwind journey with an unreliable lead character. Final Fantasy 7 is undeniably one of the most ambitious games, taking place over three discs. Up to this point, the series was confined to cartridge limitations; the PS1 really allowed creators to really run with the project.  As a result, Final Fantasy 7 created the new standard for the series and brought a new look to the franchise. While the innovations and graphics date the game now, it truly was revolutionary for the period.  As groundbreaking as the game design was, the story and musical score provided the perfect finishing touches for a unforgettable gaming experience.
       
      [caption id=attachment_3134" align="aligncenter" width="1280] Spikey #&*%*^%[/caption]
       Soldier First Class: The Mission of Final Fantasy 7
      [caption id=attachment_3425" align="alignright" width="1024]
      It's okay. I'm just going to kill everyone.[/caption]
       
      Unlike previous Final Fantasy games, there is no looking into the past at a war, or hidden prophecy. Players take control of Cloud, a former First Class SOLDIER of Shinra’s military, during a mission to blow up one of Midgar’s Mako reactors. Hired by the radical environmentalist group, AVALANCHE, Cloud and the crew are aiming to bring down the evil Shinra Corporation whose Mako-energy reactors are slowly killing the planet.
       
      What starts as environmental terrorism becomes a man-hunt; President Shinra is more than aware that his Mako reactors are destroying the planet and soon it will run out of energy. Shinra is on the lookout for the last surviving “Centra,” a near-extinct race with a close connection with the planet. He believes that the Centra are the key to entering ‘The Promised Land’ where there is boundless energy. Cloud unwittingly meets with the target, Aeris(or Aerith) and becomes her bodyguard. However, neither party realizes someone else is looking for the Promised Land. Sephiroth, a legendary former SOLDIER who is thought to be dead, appears to have reclaimed the body of Jenvoa – a calamity that nearly destroyed the earth when she fell from the sky – and wishes to finish her work by summoning meteor.
       
      Cloud and his friends must band together to battle both the likes of Sephiroth and Shinra, but there is something off about our main protagonist. In a tale of intrigue, betrayal, murder and destruction, Final Fantasy 7 definitely keeps players on their toes.
       
      Don’t Look Away: You May Get Lost
       Final Fantasy 7’s plot is a little tough to grasp in a simple synopsis. There are many twists and turns in the story, and it really does require an in-depth explanation. What it does provide is decent character development, a complex narrative, and more than a few tears. Nobuo Uematsu out does himself once again with an amazing soundtrack, including one of the most intense boss battles of all time in “One-Winged Angel.” The music adds the perfect touch with wonderful melodies and captures every moment. Final Fantasy 7 marries sci-fi and fantasy in this entry, allowing for medieval inspirations with a more modern twist. Each area is carefully constructed and, for the most part, the story moves along quickly.
       
      [caption id=attachment_3142" align="aligncenter" width="1280] He really are.[/caption]
       
      That being said, there are a few spots where the pacing slows to a crawl. The narrative itself becomes increasingly complex and character development is allowed into territories that were previously untouchable. Without the strict censorship, Final Fantasy 7 was allowed to tackle some darker subject matter (though Celes attempting suicide in FF6 is pretty dark).
       
      On the other side of the coin, some have found the story to be overly complex and dramatic. Also, the translation is thought to be a terrible short-coming – there are a significant amount of simple errors in the English translation. Regardless, FF7 is viewed as one of the best in the series and perhaps one of the best games of all time.
      Breakthrough to Blocks: FF7  Graphics Then and Now
      Final Fantasy 7’s graphics are one of the game’s major pain points. When the game first released, the look and feel was something that had never been done before. The realistic backgrounds and in-battle character models were outstanding to say the least. However, the over world character models were blocky and deformed. Another point of contention centered on spell and summon animation. While both were graphically outstanding, one of the biggest complaints is the time sucked up by long spell animation. There is no skip option, so when it comes to long summons, players are left re-watching the same spell over and over again.
       
      There is no quick fix for the spell animation, but the future has brought gamers MODS. Players who’d rather look at cleaner looking character sprites have the option of upgrading their graphics with some downloadable player mods. Of course, you’d have to re-purchase the game.
      Final Fantasy Basics
       Final Fantasy 7 is much like its predecessors; players use a main party to travel across an over world map, through dungeons, towns, and other areas in search of plot points and hidden treasures. While the scaling has improved, the character models were still blocky and awkward. As with the previous series, players have access to a number of different vehicles that aide in exploration, so there are no surprises here. Players can also run into random battles in order to build up experience and find gold.
      Battle System: Set Up
      The battle system in this game is incredibly simplified when compared to previous entries. For character set-up, each character can equip a character specific weapon, plus an interchangeable piece of armor and accessory. While accessories boosts stats or provide protection from magic or status ailments, the armor and weapon contain different slots for materia.
       
      Materia is the central skill system of the game as well as a major plot point. Depending on the equipment slots, players could junction several types of materia in order to cast spells, perform actions like ‘Steal,’ or add effects to a character’s equipment. There are several equitable materia types: green for magic, yellow for skill, red for summon, purple for support, and blue for junction materia.  While the characters don’t have any innate unique abilities, players could customize the stats based on materia set-up.
       
      [caption id=attachment_3136" align="aligncenter" width="1920] He said you needed a chocobo![/caption]
       
      Materia and Limit Breaks
      During battles, unlike previous franchise entries, FF7 allows only three characters per battle. The game uses the traditional ATB system, but has made improvements on Final Fantasy VI’s ‘desperation attack’ with a new Limit Break system. Instead of a random critical attack, each character has a visible bar that fills each time he or she takes damage. Once the bar is completely filled, players can unleash that character’s Limit Break. Depending on the character, the Limit Break could be a devastating attack or something that could help your entire party.  Savvy players can even avoid using these Limit Breaks immediately and store them up for an upcoming boss battle.
       
      As usual, when a battle is won, characters will gain experience, but so will the materia they have equipped. As materia levels, it will gain stronger spells or stat boosts, and it can be equipped on any character. When a piece of materia is leveled up completely, it reaches ‘master’ status – retaining all of the possible abilities – and a new materia is born on level 1. It’s important to be careful when equipping materia – it’s not a very good idea to load up your characters and send them off to fight. Equipping material has a direct effect on your characters’ stats – magic materia tends to lower physical attributes. Certain characters also have better stats for casting spells or physical attacks – so be aware of your materia set-up.
       
      While this system allows for ultimate customizing, it takes away from individual character skills. The game plot does its best to provide enough differences with equipment and personality development in order to make characters more unique.
      Mini Games Galore
      While side missions have always been a thing in Final Fantasy, FF7 really adds content with its extended side-quests and mini games. Players are on either side of the fence when it comes to extended content, but Final Fantasy 7 provides unique additions. Players can fight optional super bosses and explore hidden areas, or they can try their hand at Chocobo breeding and racing. FF7 improves upon the Colosseum concept of Final Fantasy VI with an exciting battle arena. Also, there are a few plot based mini games that mix up tradition.
       
      Again, gamers are split on these concepts; some enjoy the challenge of the battle arena, while others groan at the idea of trying to breed the rarest chocobo. Regardless, this (mostly) optional extra content began a new tradition for all future franchise entries.
       

       FF7: The Overview and Remake of the Future
      One of the most outstanding RPGs of all time, Final Fantasy 7 truly changed the direction of the franchise. With a new found freedom and boundless opportunity, this was the one entry that all future installments had to top. Of course, fans couldn’t get enough of it and the creators returned to the series with a number of
      . However, nothing was greater than that outcry for a remake of the game. For years, the fans pleaded for a
      , and for a while it was very unlikely. However, during
      conference, the teaser trailer had every fan boy/girl screaming at his or her television.
       
      While this remake is happening, it appears that it is not without some big changes. For one, Square Enix appears to be turning away from the traditional ATB system in favor of a real-time battle system more similar to the Kingdom Hearts series or Final Fantasy XV. The game is also set to be released in a series rather than one full game. Unfortunately, there really isn’t much else to go on except for cryptic interviews and gossip. Of course, all of the talk has the fan-base split on the direction Square-Enix is taking with the game. One side has purists who basically want a graphic upgrade to the original with all the bugs fixed and some new content, while others are excited about the new upgrades and possible changes. Either way, the original Final Fantasy VII is truly one of the franchise’s most beloved entries. Only time will tell if the remake will hold a candle to it.
       

       
       

        • Post Type: Editorial
    8. Rocket League Review

      What happens when you throw soccer, speed boosts, and a demolition derby together? The answer is one of the most addicting games ever released on a console.  Rocket League has players pitted against each other in a battle royal in an attempt to score as many times as possible.  Whether you prefer online play or want to try your skills against the bots, Rocket League provides hours of mindless fun for any skill player.
       


      Score:  All About Game Play
      Rocket League pits a certain number of drivers against each other as they attempt to score goals with an over-sized ball. Players can pick up boosts, drive on walls, flip jump, or spiral in order to rack up points for their team.  It’s also possible to take out other drivers by ramming and blowing up their cars. No worries, the destroyed cars re-spawn only moments later, but that could make the difference. Each match is set at 5 minutes; it’s easy to feel the pressure to score as much as possible.
       
      During a game, players can earn points depending on what actions they perform in a match. Scoring goals can rack up big points, but so can blocking a goal, assisting a goal, or centering a ball. As racers earn points, their skill level grows and they win new cars, decals, and other decorations.  These small details really allow a personal touch for each player experience.
       
       
       
      [caption id=attachment_3161" align="aligncenter" width="1920] Are we laughing yet?[/caption]
       
       

      Modes: Bots or Free-For-All
      Rocket League allows for
      t modes:  single mode and multi-player. Single player mode allows gamers to practice their skills alone or with local friends. There is also a Season mode that allows players to play against bot teams of varying difficulty, much like any sport.  This mode is particularly fun with two players. 
      Gamers can also play online in 1-1, 2-2, 3-3, or 4-4 matches. While waiting for other opponents, the game fills in open slots with bots, but as players join – the bots are taken out. It is likely that you can join a game that is already underway. Depending on how chaotic you like it, a match with 4+ players can get pretty crazy, but that is part of the fun. As players join online matches, the system takes under consideration where a player ranks – whether he or she is a rookie or a veteran – and it pairs him or her with the best possible matches. It balances out the teams and makes for a more enjoyable experience.
       


      Exciting Add-ons and DLC
      Rocket League’s DLC involves some themed goodies and fun car customization. Packs include new cars, nods to Mad Max, and cool new cosmetics that are not crucial to game play, but are fun to have.  Let’s not forget the Back to the Future, Batman v Superman, and Knight Rider DLC options! Depending on the platform, Psyonix made licensing agreements with particular franchises that brought
      to the PS4 and Halo-Themed and Gears of War vehicles to XBox.  There are so many customization options, it's easy for players to really stand-out. 
      In addition to awesome decals and vehicles, Rocket League features some free updates that allow a twist on the original format. These mods include low gravity, a cubed ball, or other challenging options to change-up game play.  There are also two variations involving other popular sports: an ice-hockey inspired and a soon-to-be basketball-inspired version.  The hockey version went over so well, it became a permanent addition.
       
      What’s most exciting about Rocket League is the most recent announcement:  cross-platform compatibility.  Imagine this; you have an XBOX 1 and your friend has a PS4. Soon, you can play Rocket League together regardless of your system loyalty! That sounds like a win-win to me. Of course, this is all new technology. We shall see what the future holds; choice may not be an option. It is a step in the right direction.



      Overall:  3…2…1…

      Rocket League is quick, mindless fun that any gamer has time for. Anyone can squeeze in a five minute round, but that doesn’t mean it’s easy to stop at one. With well-designed game mechanics, a simple concept and a purely fun design, it’s a game that is easy to pick up, but hard to put down.  No wonder it received so many awards. Now, go score some goals!
       
      What do you guys think of Rocket League? Give us a review down below!
       


        • Post Type: Review
    9. Bionic Commando Retrospective

      Hello retro gamers of the world! Welcome to the Nostalgia Train, the monthly installment that takes a look at older video games and really basks in how amazing or horrible the past truly was. This month’s installment is none other than the puzzle-platformer Bionic Commando. Originally release as ‘Hitler’s Revival: Top Secret’ or Hittorā no Fukkatsu: Toppu Shīkuretto in 1988 for the Famicom, Bionic Commando for the

      Ladd Spencer is a futuristic solider for the FF Battalion equipped with a gun and crippled by his inability to jump. No worries about jumping though; Spencer has an awesome bionic arm with a grappling gun. He can swing himself across the screen, grab items, and stun enemies with his handy robotic appendage – so who needs jumping?

      The Dossier: Finding Super Joe

      on his journey to save the Commando Super Joe from a thinly veiled futuristic Nazi-like regime. (Yay, censorship!) It’s the Federation pitted against the “Badds” Empire. The Federation gains the upper hand after discovering an unfinished Imperial project by the name of “Albatross.” The Empire’s lead general, Generalissimo Killt, is planning to finish the project. Super Joe (named for the 1985 Commando title from Capcom) is sent on a secret mission, but he ultimately fails. It is up to Spencer to rescue Super Joe and uncover the secrets behind project Albatross.  Bionic Commando’s story is relatively simple, like most games back in the NES era. It’s a basic war scenario; our hero is against some steep odds, but eventually comes out victorious.
      Censored!  Nintendo Says No
      [caption id=attachment_3033" align="alignleft" width="469] Gasp! How dare they![/caption]
       
      This daring mission pits gamers against a recognizable pure evil. However, pure evil wasn’t exactly something Nintendo wanted to sell to audiences back in the day. All Nintendo games were heavily censored for violence, sexual connotations, religious implications, profanity, or a number of other nonsense reasons.  Despite all the censoring, it’s painfully obvious that the Empire is based off Hitler’s Nazi regime. The “Badds” are original called the “Nazz,” the Swastika insignia are replaced with eagles, and the end boss Master-D was originally named Hitler.
       
      [caption id=attachment_3031" align="alignright" width="128] But we can't call him Hitler![/caption]
       
      Also, I guess it was okay that the villain shouts a single profanity and meets a gory end.  It seems random that these aspects would be left in the game after considering all the work done to alter all of the other references and plot points.  The plot itself is nothing spectacular, but that is de-emphasized by game play.




      Game Play with "The Claw"
      Bionic Commando is unique for an action-platformer. As the game opens, players must navigate a numbered map by helicopter, avoiding enemy trucks, and descending to each section.  The game has two different perspectives: overhead encounters, and 2D platforming. When Spencer’s chopper encounters an enemy truck, he must battle his way through enemy territory. These mini sections are done in overhead perspective; players can shoot down enemies in order to obtain eagle-shaped markers for extra continues.
       
      [caption id=attachment_3041" align="alignleft" width="360] I came in like a wwreckinngg baalll![/caption]
       
      The 2D platforming begins when a chopper stops on a numbered space.  The game contains two different areas: combat areas and neutral zones. When entering combat levels, players can select Spencer’s weapon, ‘armor,’ a specialty weapon, and a communication device.  Once he descends, Spencer must navigate enemy grounds,
      through with his bionic arm and mowing down enemies with his gun in the process. As gamers forge on, they must find communication rooms to reach members of the Federation for assistance or to ‘wire-tap’ for enemy intel. It is imperative to reach every communication room in order to progress with the game.  At the end of each combat zone, there are final “bosses” protecting a mechanical core. Once the core is defeated, Spencer will receive an item – whether it is a gun, a communicator, or piece of armor. 
      [caption id=attachment_3042" align="alignright" width="421] Words cut deep, too![/caption]
       
      Neutral zones are levels where gamers can collect information or items. Since these zones are ‘combat free,’ if Spencer fires a couple rounds, he will be attacked immediately. Of course, if an Imperial solider attacks you, none of that will happen. So…I guess they are ‘selectively’ neutral. It’s important to explore every area in the game to find Super Joe, gather all of the items, and to really master Spencer’s bionic arm.


      Overview: The Best and The Worst
      Bionic Commando’s game play is incredibly fun. While there are moments that are ‘Nintendo Hard,’ it isn’t impossible to beat. There are some fairly challenging levels and the bionic arm mechanic adds a certain level of puzzle solving to the scheme. The bionic arm can go one of three angles: overhead, directly across, or 45 degrees. This provides a bit of a challenge when navigating the levels.  Re-spawning enemies is also a thing; some levels have enemies continuously dropping from the sky. Regardless, the game has a nice amount of challenge.  On a side note, the NES release was ‘re-balanced,’ and some of the areas were re-worked on a lower difficultly level.  So, if this game was ‘too easy’ try the Famicom version!
       
      [caption id=attachment_3039" align="alignright" width="1600] I'm sure it's fine.[/caption]

      The Sounds of War
      One of Bionic Commando’s best features is the music. It really adds layers to the game, providing an upbeat and memorable soundtrack.
       helps set the tone for the game. It adds layers of tension and desperation that perfectly suit a war-themed narrative.
      Final Thoughts
      Bionic Commando is considered one of the best NES titles of all time. While it has a few remakes and an indirect sequel, it will never match the nostalgia of the good ol’ NES version. It’s one of those classic games that players remember fondly and wish to pick up again and again. Seriously, pick up this blast from the past and kill some Nazi---I mean, Badds. You’ll be happy you did.

        • Post Type: Editorial
    10. Final Fantasy VI Retrospective

      We have come to the end of the SNES era of the Final Fantasy franchise, and what an ending it is! Final Fantasy VI is arguably one of the greatest entries in the series.  From the epic opera-inspired story line, to unforgettable villains, this is simply one of the greatest
      . Final Fantasy VI is the first entry to pull away from the classic tropes involving crystals and faceless mega-antagonists to conquers new narrative horizons. With the largest character cast in the franchise, Final Fantasy VI has an appealing backstory woven. I can’t say enough about this game without going into spoiler territory, but it contains one of the biggest twists in gaming history. It is worth picking up.
      Bringing the New: Background
      Final Fantasy VI is the
      to take place in an “Industrial” era. The game still keeps the fantasy feel by using medieval weapons and creatures, but puts a new spin on things. 
      Our story opens with a scrolling narrative about Great War of the Magi 1000 years before the game takes place. The Warring Triad, three gods, initiated the war and the catastrophic consequences. Their release of magical energy created magical warriors called espers.  In the horrid aftermath, the Triad gave free will to the espers. Their only request was that the gods be sealed in stone and locked away. The espers obliged, hiding away the stone gods and faded away to myth and legend. But the world has changed – and now technological advancements and a cruel Empire have led to the discovery of the esper’s safe haven.

      The Thick of the Plot
      The game picks up with the mysterious magic wielding Terra accompanied by two soldiers (Vicks and Wedge) on a mission for the Empire.   They have been sent to investigate a frozen esper in the town of Narshe.  When they reach the icy creature, it reacts with Terra and she breaks free of the Empire's control. Unfortunately, she wakes with amnesia and an angry mob crying for her capture.
       
      With the help of Locke, a treasure hunter, Terra is protected from the Evil Empire and brought before the leader of a resistance group called ‘The Returners.’ Both the Empire and the Returns are interested in Terra’s natural ability to use magic; she is the key to victory and understanding the power of the legendary espers.
       
      The Returners must convince Terra to join with them in order to topple the evil Empire – ruled by Emperor Gestahl and his three deadly generals.  But not everything is as it seems. Will our heroes succeed, or will this feud cause the gods to awaken for another War of the Magi?

      A Bigger Picture and Avoiding Spoilers
      A simple synopsis doesn’t do this game justice. It is difficult to go into the winding details of Final Fantasy VI without spoiling the wonderful discoveries in the plot.  The story is simple enough: an evil empire is taking over the world, and the Returners are trying to stop it. It is a very familiar story, but what makes it extraordinary is the character development.  With fourteen different characters, it would seem that the story would get murky with unnecessary backstory, but it does not.
       
      Up to this point, the Final Fantasy series had one or two entries with well-developed characters, more notably Final Fantasy IV and V. Final Fantasy VI took character development to a whole new level.  Gamers would be hard-pressed to pick out the main protagonist because each of the fourteen characters is a main protagonist. Each character has his or her backstory, clear motivation, and an amazing character theme.  A mysterious woman, a heart-broken treasure hunter, a loyal knight, and a wild boy are just a handful of the wonderful cast, and their stories weave an incredible
      tale.
       
      Final Fantasy IV and V each took turns expanding video game narratives, but Final Fantasy VI really lets these characters grow.  Their stories intertwine and their growth delivers a rich experience. While the characters are some of my favorite in the series, this game also contains one of the franchise’s greatest antagonists.
       
      Final Fantasy toys with Joker-esque style chaos in its main villain,
      .  Previous series villains had players fighting devils, sorcerers, and larger-than-life bosses. Kefka is portrayed as an eccentric, physically weak, and unstable mage general under Emperor Gestahl. While his origin is largely unknown, what’s understood is that he is the product of the earliest attempts at infusing warriors with magical power. What gamers receive is a maniac without restraint or empathy in a position of unspeakable power.  This provides an excellent balance in a way that is fresh for series veterans.
      The Last Laugh
      There is very little to complain about with a story this massive. The game moves along at a steady pace and has some unpredictable twists. However, at one point in the game, the main narrative drops off and while Kefka remains a looming threat, it is with less urgency. That’s not to say that the second half of the game lacks a narrative – it depends on how many side-quests a player wants to complete.  This open exploration really changes the pace of the game, and slows things down. Also, depending on which version you decide to pick up, a little theatrical emphasis is lost in translation.
       


      Music: Dancing Mad
      One of Final Fantasy VI’s defining features is its impressive soundtrack. While the previous entries were amazing in their own right, this particular symphony takes the cake.  Nobuo Uematsu enriched the narrative of this RPG, elevating it to a whole new level. From the opening scene to the epic end, the music itself tells a story through carefully crafted themes and memorable movements. One of Final Fantasy VI’s most captivating scenes involves a
      and the final boss’s “Dancing Mad” is arguably one of the greatest final battle themes.  The music helps carve out these iconic moments and really sets this entry apart.
      Game Play: Active Time Battle
       Final Fantasy VI’s play style is very similar to the previous entries. Players must traverse a world map, towns, and dungeons in an effort to gain levels, learn new information, and discover hidden treasures. An interesting addition is the option of the Colosseum. Players have the option to bet items in their inventory for some rare and powerful weapons, provided their character can defeat the appointed enemy.
       
      Final Fantasy VI is also the first game in the series to split parties up. The players are given enough characters to actually take on sprawling dungeons with two to three separate parties.  This particular addition received mixed reviews – especially if players didn’t like swapping equipment between the parties. While both of these additions pull away from the original series formula, they were not a complete departure and gave new life to the series.
       
      It’s also worth mentioning that this is the first game in the franchise that doesn’t require a specific party lead. For example: Final Fantasy IV required players to have specific members in the party at all times. With Final Fantasy VI, there are a few instances where certain characters are forced into your party, but for most of the game players can customize their party.

      Combat: Limit breaks and ATB
      Final Fantasy VI’s combat system is formulated after the ATB system from the previous two entries. Like Final Fantasy V, players can see the ATB bar fill up and anticipate their next move.  This game also embraces Final Fantasy IV’s job class system; each character is given a specific job class with special abilities that cannot be transferred.  The special abilities are unique interpretations of the job classes veterans have come to know, but with a new twist.
       
      Also new to the series is the ‘Limit Break’ or the desperation attack. If characters are low on hit points, it is more likely that they will deliver a ‘critical’ hit. This concept has since been expanded upon, but Final Fantasy VI is the first to do it.

      Relics and Espers
      While previous entries had characters suiting up in full armor, Final Fantasy VI simplified the process slightly. In this entry, it is possible to equip each character with a weapon, a shield, armor, and a helmet. These items raise a character’s stats and some have party member limitations. Players can also equip two relics that bestow special immunities, stat boosts, or various other helpful abilities.
       
      In addition to basic equipment, players can equip characters with espers in order to learn magic. Each esper, or ‘magicite’ contains a specific number of spells, stat growth, and spell learn rate.  For example:  The esper ‘Phantom’ contains the spells berserk, vanish, and gravity. Two spells are learned x3 rate, while one is x5. At level up, the character gains an added MP growth of 10%. In battle, players receive magic points which are then applied to the spell rate. After the spell percentage reaches 100%, that character learns the spell.
       
      Any character can equip espers; this leads to endless character customization. Depending on which espers a player decides to equip, each play through will contain very different characters.

      The Downside

      While endless customization of magic seems like a wonderful idea, it can throw off the balance of the party. Players can grind to teach all of their characters magic, which takes away the fun. Magic power, however depends on your characters stats. That means a character like Shadow (a ninja) will cast weaker spells than a character with higher a magic stat, like Terra. This helps a bit, but the esper stat bonuses can easily override that.
       
      Also, the run system in this game is horrible. Characters run away one at a time – and it takes them a long time to do so. This game has an extremely high encounter rate and running from battles can often result an entire party death. I guess the solution is to not run from battles or find a Safety Bit.
       
      Another criticism revolves around the character Gau and his abilities. Gau’s skills are based on learning monsters’ abilities, which he gains by leaping on them. He can only do this in an area called ‘The Veldt.’ The Veldt contains all the monsters a player has encountered during a run-through, and it runs on a particular algorithm. It is difficult to gather every single ‘rage’ in the game without a ton of grinding.

      Final Thoughts
      Final Fantasy VI is an amazing final bow for the SNES era of the franchise.  With wonderful characters, an enchanting soundtrack, and excellent game play, this is simply one of the best games in the series.
       


        • Post Type: Editorial
    11. Final Fantasy V Retrospective

      Following along with the series?  Check out Final Fantasy I, II, III and IV!
       

      is the last of the “missing” games of the series, though it came to the US before the others – only 7 years after it was originally released (unless you had a fan translation, of course.) Since then, the game has been re-released on many different platforms and we were given the gift of this light-hearted, yet challenging JRPG. 
      With this game, we return to the four character formula and the job class system from Final Fantasy III, but this time it works brilliantly together. Also, the graphics take a step up; this is one of the more brightly colored games in the series. The character sprites show a greater range with added emotes in order to really connect with a scene. However, as some aspects of the game improve, there are a few setbacks.  What Final Fantasy V delivers, though, is a fun game with touching moments and excellent game mechanics.

      Haven’t I Heard This One Before?
      The plot of Final Fantasy V is not exactly the best. Most of the game is a rehash of the first four into a cohesive narrative that has poor pacing. That’s not to say it doesn’t have its charm.The back story is very similar to its predecessors. A powerful mage named Enuo summons an evil entity called the “Void” to destroy everything.  The people fought back using the twelve legendary weapons, but though they defeated Enuo, they could not destroy the Void. In order to contain this evil and save the world, the people split the world in two and the Void was sealed between them.

      700 Years Later
      Our main story begins as the wind abruptly stops blowing and the King of Tycoon must travel to see the Wind Crystal in order to get to the bottom of the problem. As the King arrives at the Wind Shrine, the crystal shatters before his eyes and the chaos is about to begin.
       
      Meanwhile, a young traveler named
      (Or Butz…Yes, Butz. You are allowed to snicker), witnesses a meteor fall to the planet’s surface. As he investigates, he comes across Lenna, the Princess of Tycoon, and a partial-amnesiac named Galuf, who were both on their way to the Wind Shrine.  The trio is eventually joined by the mysterious pirate captain, Faris. As they discover the shards of the Wind crystal, they become Crystal Warriors. 
      As our heroes try to protect the remaining three, they learn that the crystals are acting as a seal over a Dark Mage named Exdeath. (You can snicker here too.) Once released,
      plans to unleash the Void, devouring all life forms in the process.  On their quest, the heroes must discover where King Tycoon has gone, help Galuf regain his memory, heal the dying Hiryuu, and discover the mysteries behind the pirate captain, Faris. In the end, the heroes must battle again Exdeath and his henchman, Gilgamesh, and stop the Void from consuming both worlds.
      Wait…hold on.
      Yes, this is a very similar plot to Final Fantasy III. There are also two separate worlds and the use of job classes. But there is a little more substance this time around. Players are given a bit of backstory about each of their characters, but they each have the same motivation; quite honestly, one character has a strong background: Galuf.
       
      The story does have original twists, turns and differences from the earlier games, but it does borrow a lot.  It also has some scenes that are groan-worthy bad and there are some pacing issues. Sometimes it feels like the story comes to abrupt halt, but these reasons aren’t enough to really destroy the experience.
       
      The game does offer some truly heartfelt scenes and memorable moments.  Some scenes may even get you choked up. Also, the music for this game is incredible. Nobuo Uematsu does an excellent job capturing each scene, while providing us with a wonderfully unique soundtrack. While the narrative isn’t as powerful as the Final Fantasy IV, it is a light-hearted and noteworthy addition to the franchise.

      Game Play
      Where story line fails in this game, the battle system excels.  Final Fantasy V has an excellent job class system that is an extraordinary improvement over its predecessor.  The game still has a similar exploration mechanic. Gamers have an over world map where they can navigate through towns, dungeons, and explore terrain with different vehicles.
      In the battles, Final Fantasy V makes use of the active time battle (ATB) system, but with a slight upgrade. Players can actually see their battle gauge fill and prepare for their next turn. This game also makes use of an upgraded job class system. Gone is the point system of Final Fantasy III.  The characters can make use of various job classes at will, while their base character (“Freelancer”) gains the stats. Players can ‘master’ job classes by gaining ability points in battle. AP and levels do not cross between job classes, but characters can learn different abilities that can be transferred. For example, players can equip a white mage character with black magic.  These enhancements really open up character customization.
       
      The only criticism with the battle mechanics in this game is based on the number of random encounters. The encounter rate on this game is staggering. Also, this particular entry is associated with hours of grinding. While players don't have to grind, it is imperative if they want to get the best out of the job classes.

      Final Thoughts
      Final Fantasy V is a fun entry in the series that is worth playing just for the battle system alone. If you can make it past the grinding and somewhat goofy moments in the plot, this is definitely an enjoyable entry. If you pick up this game, you are promised some great emoting graphics, a catchy soundtrack, and some awesome game play.
       


        • Post Type: Editorial
    12. Final Fantasy IV Retrospective

      Following along with the series? Check out The Evolution of Final Fantasy: Final Fantasy I, II, and III!
       
      We have finally come to the Super Nintendo Era of Final Fantasy games. This particular era holds a great deal of nostalgia for me as they really are the entries that pulled me into the franchise. With this entry, the Final Fantasy series grows into a rich tapestry of lore and story telling that really stands out from its predecessors.  While Final Fantasy IV takes some of the tropes from the previous games, this one blows all of the other entries up to this point out of the water.
       
      A story of adventure, excitement, betrayal and revenge,
      (# II in the US) has the first dramatic plot in the franchise and is the first to use the active time battle system.  Players control a diverse and extraordinary cast of characters as they once again band together to save the world from utter destruction. 


      Incredible Cast of Characters and Job Classes
      [caption id=attachment_2928" align="alignright" width="1280] Wow...insulting![/caption]
       
      Final Fantasy’s NES era is stuck with the same common problems:  a lack of individualized characters and a deep plot. The system was held back by software limitations and the SNES was a good opportunity for Square to take the series to the next level.  Final Fantasy IV is the first game in the series to feature complex characters and a dramatic story line.  This entry is a grandiose tale using a few familiar story points, but in a refreshing new way.
       
      Final Fantasy III’s individual job class system is re-purposed to fit each individual party member that comes and goes. Each character has a specific job class that he or she will master as a player continues through the game.  This provides a strategic challenge as a player is forced to fight with different character combinations adding a new twist to the game design.
       
      Unlike previous series titles, Final Fantasy IV breaks the “four” character formula and throughout the game, players can control anywhere between 1-5 characters at a time. Like Final Fantasy II and III, characters will join and leave the party. While the other entries had NPCs with crucial plot involvement, there wasn’t enough of a connection to really cause an emotional response. Final Fantasy IV, easily, has one of the most interesting and engaging plots of any Final Fantasy, though understandably it does get a bit elaborate.

       The Crystal Sheds Its Light Silently: Plot Points
      Our story begins with Cecil Harvey, Captain of the Red Wings, as he returns from his latest mission.  As his crew reflects on the recent events, the story flashes back to the moment when Cecil and the Red Wings attack a peaceful town in order to obtain their water crystal for the Kingdom Baron. Right off the bat, the tone of Final Fantasy IV is established like no other Final Fantasy had before. We control a dark knight from tyrannic kingdom scrambling to collect the world’s crystals.  As the story continues, Cecil is cast out of his role after he questions the King of Baron, the man who took him in. Cecil is forced to examine his own motivations and perspective on the situation. Together, with his friend and rival, Kain of the Dragoons, he must deliver a package to the village Mist in order to regain his position as Captain.
       
      After a fiery development, Cecil is in a race for the crystals and in an attempt to stop Baron from destroying more lives. His quest takes him through many kingdoms fighting the man who replaced him, Golbez.  Final Fantasy IV takes players on a journey across the face of the Blue Planet, up mountains, underground, through caves and even into outer space. The cast of characters is strong: a cowardly prince, a vengeful sage, twin magicians, the last summoner, a wise and strong monk, a smart-mouthed ninja, and a few more. Cid even joins the party as a clever airship engineer.  These characters unite with Cecil in order to defeat the evil Golbez and Zemus in order to save the world.

      Plot Overview
      Of course, there are plenty of twists and turns in this plot; it is emotionally driven and it is easy for players to get invested in these characters. Each character has motivation, growth, and it really provides a wonderful experience. It is definitely worth picking up and playing just for that alone. The plot of Final Fantasy IV really establishes the formula for all the entries that follow, providing a rich narrative and lovable characters.  That being said, the only real complaint for the plot is that it does get overly complicated and outstretched. Granted, considering the previous entries, that tends to be a staple in Final Fantasy. There is a point where the plot goes a bit overboard, but it can be forgiven just because the rest of the game is so well put together.
       
      What this game also does well is it establishes a motivation for all of its characters and it creates a solid villain in Golbez. From the moment he is introduced, Golbez is a force to be reckoned with. With previous entries, we are barely given a glimpse of the main villain, but Final Fantasy IV establishes its main antagonist pretty well. The final defining feature of Final Fantasy IV is the musical score. Nobuo Uematsu took video game music to the next level with this game. The "Theme of Love" is hailed as one of his best musical movements, but the game has many more memorable tunes. The score perfectly fits the tone of the story, successfully establishing each scene.
       
      Overall, this was the game that set the standard in story-telling for the series.
       


      Game Play
      Final Fantasy IV’s game play focuses on the diverse cast of characters in the game. Players traverse the world map, towns, and dungeons like the previous entries.  Random battles function the same way, but different characters have specific 'job' abilities. The new battle system contains the active time battle (ATB) system, which has players working in real time rather than waiting for everyone to have a turn.
       
      Each character class has its strengths and weaknesses; magic users tend to have less hit points, while melee fighters tend to have low agility. Characters gain abilities and stats as they gain levels, but unlike the previous entries, players can no longer purchase magic spells. Magic users learn their spells as they gain levels or as the plot progresses.
       
      As stated earlier, the game is set up in a way that forces players to change their strategy according to the characters they have in the party. At one point in the game, the party has several wizards and one fighter, while at another point, melee warriors are in the majority. During these points in the game, the enemies the player will face may be tailored to test his or her skills in battle.
       
      Final Fantasy IV’s battle system’s difficulty varies depending on the version. The version for the SNES for the United States has the difficulty scaled down, while the Nintendo DS version has veterans of the series scratching their heads.  It makes for an interesting amount of challenge, but only depending on the version.

      Final Thoughts
      Final Fantasy IV is the game that changed the way players viewed the series. It truly started the SNES era off right with balanced battle mechanics, memorable characters, and an incredible story. It only gets better from here,



        • Post Type: Editorial
    13. Final Fantasy III Retrospective

      Hold on! This is the third in the series - If you are going in order, check out Final Fantasy II first.
      Ah yes, the third installment of Final Fantasy – the one that didn’t officially make it to the US until 2006. There is a little confusion with the real Final Fantasy III and the one we got for the SNES – which was actually Final Fantasy VI. (Soon…soon, I will write about you.) With the release of the real Final Fantasy III on DS,  everything made sense. Just to make things clear, when the SNES Final Fantasies were released in the USA, the number system went as follows: 2, 3 and the 7 for the PSone. If your head is spinning, it’s okay. The real Final Fantasy III has since been released on several different platforms, and there are numerous fan translations of the original.
       
      Like the previous entry, this game holds no connection to the previous two save a few series archetypes. Again, the game continues on with a familiar formula in plot, but has completely different battle mechanics to learn all over again. However, one big issue lies within the plot; depending on which copy you pick up, this game could go very differently.  Regardless of any differences between the remakes and translations, one thing is for sure – our journey starts with four orphans on a journey to save the world...again  Let’s dive in!

      Firsts and Redos
      Final Fantasy III gives us three firsts for the Final Fantasy series: The Job Class System, Summoners, and Moogles. We'll focus more on the job system in the game play section, but this installment introduces us to two franchise staples. Summoners are a playable job class, but they are not necessarily a main focus of the story as they tend to be later. Moogles, on the other hand, have brief and cute introduction. They, too, play a small roll, but like the summoner, they become essential in later entries.
       
      While the first two Final Fantasies have been re-released with minor changes that add depth to the game play, fix system glitches, and clarify translation. Final Fantasy III's remake changes the plot.  The original translation has four orphan boys exploring a cave after a recent earthquake, while the Nintendo DS gives each of the characters a name and a background: Luneth, Arc, Refia and Ingus. I'll speak briefly on both, but let’s stick with the original for now.
       


      PLOT: The Original
      Like the first entry of the series, Final Fantasy III begins with a prophecy prediction that tells the story of four elemental light crystals on a floating continent. It tells of how a past civilization tried to control their power unsuccessfully as it disrupted the balance of the world. The disturbance called forth the warriors of the four dark crystals to save the civilization; though they were successful, they were too late to save the people. So their story is retold, for history has a tendency to repeat itself.
       
      This is where the events that follow change depending on which copy of the game you have. Either way, the four heroes accidentally happen upon a buried light crystal, and they are told they have to save the world. Nefarious beings have begun to stir and the threat of impending doom is hovering over them as the prophecy predicted.  The four heroes discover that there is a whole world outside their own and must go on numerous quests to find the crystals, gain their power, and defeat the Cloud of Darkness.
       
      The game explores all different regions, castles, and dungeons. Periodically, your party gains a fifth member who tags along for a short time for story line purposes, but doesn’t actually participate in battle. At the very end, these 'fifth' party members have a small part to help bring about the downfall of the villain, and balance is ultimately restored to the world.

      Remaking a Classic
      There are several changes in the beginning of the DS version of Final Fantasy III. Players start off with Luneth only, and he continues through the early events of the game finding each additional party member as he goes. Also, a female character is added to the heroes, while the original uses four boys. When Luneth gathers his crew, they are warped away to the light crystal, which in turn lends them its power.  In this version, there is added depth to the characters by giving them much needed backstory.  After the crystal gifts the new light warriors with job classes,  the game continues past character introductions and on like the original.

      Crossing The Streams
      As far as the original game, the plot is very basic and the main party characters are incredibly wooden. However, the remake takes steps to remedy that situation by engaging the audience and creating individual characters rather than the four cut-and-paste heroes from the original.  The remake doesn't expand on the plot all that much and we are left with one of the simplest stories in the franchise; however, considering this was the last entry on the Famicom system, there is a lot to be said about the size of this plot.
       
      This quest took our heroes all over the place: a floating continent, under the sea, the desert, across mountains, through swamps, and more. While there really wasn't more to the story other than 'Oh, you're a light warrior - you can do the thing!' there were many more tasks to overcome. Clearly, the story wasn't the focus as it reuses ideas and cliche tropes from the previous entries, but it did have charm. Final Fantasy III's story was a lighthearted turn from the war-torn story of its predecessor, and is one of the easier in the series to play.

      Game Play
      Like the previous franchise entries, Final Fantasy III uses a turn-base combat system with some rather exciting upgrades. First and foremost, this game has an auto-targeting ability for all melee attacks, so your characters won't simple hit the air after targeting an enemy that is already dead. Also, there is an indicator that lets players see which enemies they have targeted.
       
      [caption id=attachment_2899" align="alignleft" width="480] Hmm...am I going to be the Ninja and Sage, or the Ninja and Sage...[/caption]
       
      The experience system also makes a return - but there is also a new and improved feature: the job class system. This system allows players to customize their party by choosing from available 'job classes' like Onion Knight, Thief, Dragoon, Black Mage, Summoner, Scholar and more. A player gains 'capacity' points in battle, which allows them to switch between job classes in order to increase levels and stats. Each class has its own special features and skills, such as the Thief, who can steal and unlock magic doors. The classes have their own specific commands, weapons, armor, accessories and magic spells. The longer a character is a job class, the more powerful they become.
       
      While the system works very well, it isn't without some flaws. While there are many different classes to choose from, there are some job classes that are downright useless. Black Mages, White Mages, and Knights are much better to use than the Viking, Scholar, or Summoner classes. While there are many job classes to choose from, it is clear that some are just way better than others and it lowers the replay value.

      Final Thoughts
      Final Fantasy III signifies the end of the Famicom Era. While we didn't get this installment until much later, it is still a fun game that fixes the errors of its predecessors and makes a brand new experience.  Also, I'll have to say this is the entry that Nobuo Uematsu really understood the capabilities of the Famicom. His music only gets better from this point on. Finally, it introduces the Final Fantasy series to the job class system. (Without it, there would never be a Final Fantasy Tactics! That's a world I just don't want to live in.) The plot itself wasn't ground breaking, but the game is still fun and worth the time. While the NES/Famicom era comes to a close, so comes the SNES era of Final Fantasy games -some noted, arguably, as the best in the series.
       


        • Post Type: Editorial
    14. Unravel is a spool of memories and symbolism

      Memory is a powerful tool.
      Thoughts about our past govern how we live our lives and make choices in the future. They start off strong, freshly formed, and they fade behind us as we grow older and wiser. Memories connect us to who we are, who we were, and to the people and places that weave in and out of our lives.  Memory is a powerful device; it can sell things, conjure up emotion, and even rule the way someone lives his or her life. It can attach us to places, objects, and people we never thought possible, but above all else, memories can disappear completely. Unravel for XBOX One is a stunning, visual game that not only captures what makes a memory, but it creates an experience that almost all gamers can connect with.
       

       
      We follow the journey of Yarny, an anthropomorphic thread of yarn, as he explores a captivating world to piece together lost memories in a photo album. As the tale unfolds, gamers will awe, connect, and feel their way through Unravel discovering their own personal connection with memory.  This game is the exploration of everyone’s personal journey and the obstacles we all must overcome.  With a rich story and stunning visuals, this ColdWood Interactive game is most definitely one worth playing.

      Symbols on a Journey 
      There are many wonderful symbols that tie the events of Unravel together.  The richness of the scenery, the haunting and enchanting score, and the items Yarny discovers are all pieces of the tapestry that weave an entrancing story. Interactions and inanimate objects serve as a gateway to unlock a simple, yet truly touching story in unspoken silence. Each of these symbols set the stage for this truly entrancing game.

      Yarny: The Game's Fabric
      Yarny, our guide, is our first symbol.  He is bright red, the color of passion, but mainly a color that stands out as a life force, energy. He leaves a trail of yarn wherever he goes, like we all leave a path wherever we tread.  Yarny serves as two separate purposes. The first is the Unravel metaphor that we all blaze a trail and leave one behind us, while the second is something of a connection to comfort and simpler times.
       
      As Yarny journeys in search of his trinkets, he must use part of himself to move forward to the point where he almost completely unravels, until he finds new yarn that is. He grows as the experience takes him to new places and through dangerous territories. Life takes a lot out of us as we journey, but we always find a way to grow and remake ourselves in different ways.  Yarny shows this by using his yarn to explore his world and finding new bits of yarn to continue on. He is in constant reinvention of himself, though he keeps the same appearance throughout the game. Over time, it becomes more difficult to find yarn to build himself back up as he pieces together his memories.
       


      Tangible Symbols
      Also, much like the Velveteen Rabbit or Edward from The Miraculous Journey of Edward Tulane, by Kate DeCamillo, people often find a connection with pieces that reflect child-like wonder or bring us back to that time. These objects are inanimate, but the journey gives them life and personality we would not see otherwise.
       
      Consider your own childhood; growing up, many children take to a toy or a blanket that provides comfort.  These items remain special to us, even after we stop using them. While each of us has a connection with a certain item, it is not the same for everyone.  Really, it is a small part of our life that provides us solace when it seems like our world is collapsing.  At times, we may seem so insignificant – like when Yarny is so simply swept up by a crow or weighed down by water, but there are many wonders to be found and even at the bleakest points, Yarny finds a way to lift himself up.
       


      Unravel the Scene
      Each level reflects a memory.  This game has some of the most incredible graphics I’ve ever seen in a game, and there is good reason for it. We are reliving these memories through Yarny.  When recalling a memory, there is always a little uncertainty that our recollection is at all we imagined it to be. We recall our memories so vividly and our brains fill in the gaps.  We will remember the visual parts as crisply as we think they were, though the real memory may not match it.
       
      The scenes in Unravel have a life of their own, whether Yarny is walking a forest path, exploring an old car shop, or facing a terrible snow storm.  The scenery builds upon the mood in every chapter, setting the tone without having to say a word.  We feel the lighthearted joy of a fun winter’s day, while moments later we can feel its bone-chilling clutches. Each scene captures the tone and development of the story in the simple touches in the sparkle in the water or the gray sky.
       
      While the vivid visuals give us a sense of tone, the music, too, tells a story. It guides gamers through tense moments and carefree exploration intensifying each second of game play. Both mediums capture scenes of sorrow, happiness, and mournful woe.  It couples well with the crisp imagery for a truly awe-inspiring game.

      Fibers of Game Play

      Unravel is exciting with its puzzle game play. There are plenty of head-scratching riddles for players to solve and many secrets to uncover. Players control
      as he searches for his memories and his only tool is the yarn he is made of. Players explore this vivid world building bridges, swinging from branches, and climbing obstacles to find the coveted knit piece. 
      The game is not without its dangers – while there are a few riddles that require some deep thought, others are time sensitive as Yarny must escape the threats in his tiny world. Sections can be downright brutal when a player is thrown down by a gopher or gets carried away by a wind gust. Even after all of the hardships, the discovery of that carefully crafted memento, those lovely knit keepsakes, make all of the trouble worth it as Yarny cradles it close.  It is both challenging and exciting to traverse the different terrains and unfold the memories behind each piece.

      Memories: Time and Space
      This simple, yet beautiful game reminds us that life is full of memories and obstacles.  As we live, we leave pieces of ourselves behind and face many trials. We dig and discover our own past experiences through items, pictures, and places.  Unravel manages to exceed all expectations to tell a story that is personal, heartfelt, and worth more than a few tears.
       


        • Post Type: Editorial
    15. Final Fantasy II Retrospective

      For the second part of this series, we shall be taking a look at Final Fantasy II – and I mean the real Final Fantasy II. It’s not hard to get bewildered in the US, with the release of Final Fantasy Legend, Final Fantasy Legend 2, and Final Fantasy II (which was actually IV) for the SNES.  The FF2 for the SNES was renamed so as not to confuse American gamers…now it’s just a mess. Yes, we are focusing on Final Fantasy II, the game most American gamers didn’t actually get to see until it was released on the PlayStation in the Final Fantasy Origins pack and then re-released on a ton of other platforms again and again.
       
      This entry holds no connection to the previous one; it takes on a new life and stands on its own. Final Fantasy II makes improvements on the previous formula and tries some new things to set itself apart from its predecessor.  While it’s not in the running to be the best entry in the series, it was received favorably by fans. Though the basic formula of the four youths on an adventure is the same, Final Fantasy II sets its sights on new horizons in game play, and in storytelling. Let’s dive in.

      CH-CH-CH-Changes and Introductions
      [caption id=attachment_2826" align="alignright" width="439] World in peril? Time to capitalize![/caption]
       
      Final Fantasy II is the first series to introduce several things into Final Fantasy mythology.  The cute and lovable Chocobo makes its first appearance as well as the reoccurring series character,
      , and the Dragoon fighter class.  This is also the first entry in the series to kill off characters permanently – no surprise come-backs, just straight up murdering characters left and right. 
      Final Fantasy II is also the first game of the series to swap characters out of the original party. While three of the main characters remain constant, the fourth party member changes periodically.  In addition to the change in characters, the battle system takes a complete left turn. It stays true to turn-based combat, but alters the way characters level. In future entries, a few of these ideas become cannon, but none more-so than the constant tinkering with battle mechanics and how a Final Fantasy is played. No two entries will be the same in story or game play – but the series will contain recognizable tropes to connect gamers on a different wavelength.  Each entry tries to improve on the previous – but it doesn’t always work.
       


      Basic Plot
      [caption id=attachment_2817" align="alignright" width="480] This never ends well...[/caption]
       
      Like the previous Final Fantasy, this adventure focuses on four main characters, but this time they are not cookie-cutter characters. In the very start, we are introduced to Firion, Maria, Guy(or Gus), and Leon as they flee from the invading Empire. Before our new heroes can even throw a punch, they are struck down by powerful black knights and left for dead.
       
      Lucky for them, they are rescued by Princess Hilda and the resistance. Upon awaking, only Firion, Maria and Guy remain, but their resolve is strong as they yearn to join the rebellion and take down the evil Emperor of Palamecian (Or Paramekia. I don’t know. There are a lot of different translations!) Though initially the three warriors are denied, they manage to join with Princess Hilda to take down the Empire. Firion and friends must go on numerous fetch quests to retrieve the powerful metal, Mythril,  find the mighty Sunfire to destroy the dreaded warship, and obtain Ultima – the bugged spell!  They are joined by a prince, a pirate, a villager, and a mighty dragoon in their quest, losing many friends along the way. Together, Firion, Maria and Guy must search for their long lost friend Leon and finally bring an end to the devilish Emperor.

      On Closer Inspection
      Final Fantasy II's story is slightly darker than the previous entry; it is a time of war and rebellion resulting in many NPC and character deaths. While this story was way more intricate than most other games at the time, the story line still left something to be desired.
       
      Yes, there were now characters with names and faces, but they were underdeveloped and didn’t necessarily have a voice of their own. They were more fleshed out than the choose-your-own characters of Final Fantasy 1, and it was an improvement overall.  The constantly changing fourth character had a bit more intrigue; each had their own reason for joining and though sometimes their involvement seemed forced, I had much more interest in their background. Paul, the thief, was also a pretty cool character - thought he never officially joined the party.
       
      [caption id=attachment_2818" align="alignleft" width="300] So...is this a prerequisite of becoming emperor?[/caption]
       
      SPOILER! This game also had a habit of killing off the fourth character. It was very clear that Firion, Maria, and Guy were main-stays, but the fourth character was never safe. In fact, most of the main NPCs, including Cid, managed to get killed off. Granted, this did solidify a kingdom-at-war feel, but the problem was caring. I didn’t feel like I got to know the characters well enough, but this was never done before. END SPOILER!
       
      Regardless, the story was leaps and bounds from the first entry, and it was much more involved. Character interest drove the plot forward as these warriors searched for their lost comrade and eventually ended up walking straight through hell (literally) to face off with a demon.  It was exciting and new for games to have a little character background and a story that was more involved.

      Game Play
      Final Fantasy II had a number of different innovations when it comes to game play.  Players are still able to freely roam the world and explore towns, castles, and dungeons. Spells are still purchased, items are disposable, and characters can upgrade equipment through purchase or exploration.
       
      One feature new to the series was the concept of ‘word memory’ or password memorization. Key words pop up during important conversations and players can “memorize" them. In turn, players could use these words to unlock information about destinations and unlock new actions.
       
      Another feature new to the series was the use of key items. Like key words, the key items were used to unlock pathways, discover new information, or to push the plot forward.
       
      Focusing more on battle, one of the biggest criticisms came with the new battle system. Final Fantasy II took a radical turn away from experience stat growth and went for a more, ‘practiced’ approach. Much like the Elder Scrolls games, Final Fantasy II had players build their stats by using commands in battle. The idea:  characters would have to practice spells, weapons, and wear armor to boost their stat growth over time.  While good in theory, this new battle system was easy to exploit, and players could maximize their stat growth by attacking their own characters.  The final new addition to the battle system was the ‘back’ row; characters in the back row were immune to most physical attacks, but not long range attacks from bows and magic.

      Final Thoughts
      The second of the series provided many firsts and the start of story telling for the franchise. While not without its annoyances in regards to numerous fetch quests, some resulting in a useless spell or item, and the broken system, Final Fantasy II was a step in the right direction following the first entry. The story had more depth and daring, the battle system was something new, and the world was introduced to Chocobos.
       
      While not without its flaws, Final Fantasy II was a decent follow-up, though not as iconic, entry to the franchise. The replay value is not nearly as high as the original, though I suppose a player could have fun building up different abilities. Again, with the system being so easy to exploit, the game might not be as fun on a second play through.
       
      As the series grows and improves, change is something that will never be final in Final Fantasy.
       
      What do you all think? Were you a fan of Final Fantasy II? Where does it rank in your all time favorite Final Fantasy games? Please comment below! Want to read about FF1, well...click here!
       


        • Post Type: Editorial
    16. The lead writer of Mass Effect is joining Bungie for Destiny 2

      Somewhat breaking news, video game lovers! Chris Schlerf has moved on from BioWare Montreal for Bungie.  After concluding his work on
      , the lead writer of awesome games like Mass Effect and Dragon Age has jumped onto the Bungie train to be the lead writer on the upcoming Destiny sequel. 
      While it seems there is no bad blood between Schlerf, who called his time working on the two game franchises one of the “best experiences” of his career, it is exciting to see what a great writer could do with the next installment of Destiny – having previously worked on Halo 4. That is, of course, if his hands aren't tied.
       
      This raises a few questions, mainly: What can Schlerf offer the Destiny franchise?  The Bungie title has received praise for the game, but heavy criticism for the lack of story- that is until you download all of the DLC. 
       
      Schlerf's first work, Mass Effect, is a widely successful intergalactic adventure that extends to several sequels from 2007- to the upcoming release of Mass Effect: Andromeda in 2017. Over the years, the game series has solidified itself as a mainstay action RPG of sorts and has a universal following. Bungie, on the other hand, is responsible for most of the
      series – a juggernaut franchise for the XBOX - before the buyout and their next project, the online-FPS Destiny. 
      Both of these series are in a similar 'sci-fi mystical adventures' vein, but one can’t help but wonder what this partnership could mean for both franchises. What will happen to Mass Effect following the departure of the lead writer? What will Destiny inherit?
       
      Destiny’s greatest flaw wasn’t in the game play, but in the string of “Pay to play” content that would “evolve” the world overtime. If you don’t have deep pockets, Destiny could be a very disappointing game experience. Plus, with the original Destiny purchase, players had to access a website in order to figure out what was going on.  The story lacked cohesive connections, was filled with shallow plots, and uninspired settings.  Though it was positively received, it wasn’t without major flaws. This didn’t stop it from being one of the highest selling games of 2014. This raises an important question: would hiring a well-known writer help a series that is near the end of development?
       
      While Destiny is slotted to get a huge expansion at the end of the year, Destiny 2 will not be out until 2017 – which, truth be told, is not actually that far away. Recently, Bungie made mention that the sequel would experience a delay; this may be because of the involvement of Schlerf.
       
      One can only hope he can add something brilliant to the story.
       
      What do you all think? Have any theories as to why Schlerf decided to part ways with BioWare and join team Bungie? Will this help or hurt these two well-known game franchises? Let us know in the comments below!
       


        • Post Type: News
    17. Final Fantasy 1 Retrospective

      Let me take you back to 1987, when Square was facing bankruptcy and needed a small miracle to dig itself out of a hole. Enter the first installment of a grand franchise known as Final Fantasy. I first picked this game up several years after its release, since I was only two at the time and I was more interested in my toes and running around screaming, and it didn’t reach the US until 1990. It has been re-released on several platforms since its debut on the NES. As we examine the first in the series, I feel the need to mention this overlook will contain spoilers – but since the game is 29 years old that shouldn’t be a problem. Then again, there are people out there who have never seen Star Wars: Episode IV, so I guess I shouldn’t be shocked. 

      The Plot

      : a kingdom in need, and a princess to save. Yes, the Kingdom of Coneria was crying out for their princess Sara to be saved from the evil knight, Garland.  Enter our four heroes, the legendary “Light Warriors.” As foretold by the wise sage, Lukahn, these fine young warriors were destined to save the world from darkness! 
      [caption id=attachment_2733" align="alignright" width="300] Now what do I do after I beat up that pirate and stole his ship...[/caption]
       
      It is a basic plot, but that’s how games were back then and we LIKED it. The glory of Final Fantasy 1 was in the simplicity of the story. Players had one main quest; the object of the game was to defeat the four fiends that have caused the Elemental Orbs to darken; the Lich, the Kary, the Kraken, and the Tiamat. The adventure was far greater. This quest lead the warriors through the Earth Cave, Gurgu Volcano, the Ice Cave, and the Castle of Ordeal. On their journey, they must battle dark elves, team with
      and mermaids, and prove their courage to the King of Dragons, Bahamut. The warriors must then go fathoms below to the Sunken Shrine, learn Lefeinish in order to reach the Floating Castle and finally, defeat Chaos – who turns out to be the very knight they vanquished on their first quest, Garland! 
      Who wouldn’t want an adventure like that?

      The Good, the Bad, and the Unsightly
      [caption id=attachment_2734" align="alignleft" width="256] So, you aren't Bahamut? Dammit![/caption]
       
      As far as plots go, this was the one to start them all. It was unique for the time and didn’t require much explanation – until, of course, the end. It turns out that the elemental fiends sent Garland back in time, and Garland sent them forward to do so in order to create a time loop so he could live eternally, but the mission is clear – restore the crystals and
      There were no questions about mission, but the game made it very easy to get lost. (Of course, that’s not the plot’s fault.) This game was about exploration, and the simple guidelines gave the player goals to follow and a few main characters. 
      The quest itself was made more difficult by the little puzzles and side missions that really filled out the game play.  This game was also limited by the strength of the NES; it was limited as far as NPC or character development is concerned. There are a handful of characters: Matoya, Princess Sara, the King, The Pirate, Nerrick, the Elf Prince, and Bahamut.  Unfortunately, interaction and growth of these characters isn’t really extensive.  The villains are established, but the only one that really shows any growth is Garland.
       
      As for the main characters, they are silent protagonists. They have no backstory; players can choose their own characters. It’s a generic cookie-cutter storyline for the four Light Warriors so each party can fit the mold.
       
      Still, the game was very engaging and the plot takes a player to very different settings and ends with the now classic, far-out twist that we have come to love from Final Fantasy games.

      GAME PLAY
      [caption id=attachment_2735" align="alignright" width="512] Um...maybe we shouldn't have stolen that ship.[/caption]
       
      Final Fantasy I is a basic RPG. The player is given four character slots and six possible job classes to pick from: Fighter, Thief, Black Belt, Red Mage, White Mage and Black Mage. Each option has its advantages and disadvantages, but a player must choose only four.  After meeting with Bahamut during the game, these characters will receive an upgrade that will give these characters new abilities. The characters are allowed to equip items specific to their class; overtime, players can find better weapons with stronger properties, but it is important to keep upgrading armor.  Magic can also be purchased with the choice being either Black or White. The spell levels players can purchase rises with the difficulty of the game, but only certain party members can learn these spells.
       
      It’s important to choose a party wisely – otherwise, a player may not make it far.
       
      The game takes place on an over world map, where the party will travel across the continents, through dungeons and towns, battling monsters on the way. The monsters are random encounters on the map when traveled by any way other than airship.
       
      The player must visit
      to get information and supplies, while they must explore dungeons, caves, forests, and other places in order to find rare items and fulfill quest objectives. 
      In order to get stronger, a player must “gain experience” by getting into battles.  Each of the four characters gets to try his hand using a weapon, an item, or magic to win the battle. Players also have an option to flee.  The game essentially centers on exploring the world – discovering which areas are too difficult, grinding for levels, and uncovering all of the secrets on a quest to save the world.

      Pros & Cons:
      There are a lot of positives about the game play. There is a giant open world for players to explore, and they can do so at their own pace.  The ability for a player to make his or her own party is also fun for multiple adventures – so the replay value is there. A player can customize how the party learns, levels, and each experience can be new and different.
       
      [caption id=attachment_2738" align="alignleft" width="606] Nooo![/caption]
       
      Just be aware of NES syndrome; there are situations that can completely level a party if a player isn’t prepared.
       
      However, if someone is new to the RPG world (and this was the first so…like almost everyone who didn’t play
      at the time) it may take some trial and error. This could also be good for someone who likes a challenge. No one would try to beat the game with four white mages the first play through…right? 
      The battle system is pretty archaic – it was limited by the system capability back in the day. A player would have to choose the enemy she planned to fight with one character (a warrior perhaps?), but if that enemy was killed by another character first, then the warrior would just attack the empty space. Still, each battle requires a bit of strategy depending on your party and the enemies you encounter; for example, some enemies are weak to magic and strong against physical attacks, while others, like zombies, can have a weakness to particular spells, like cure or fire.
       
      Also, customizable characters are great – but that limits character development. The story for each of the characters is the same every single time. The journey may different, but the adventure is just the same. Another issue comes in the form of grinding, or spending hours leveling characters just to get on to the next part. The random battles aspect makes it impossible to avoid battles completely.
       
      It’s a very simple game – with complex puzzles and difficult boss battles.



      How it Compares
      This game was the first; there really is no comparison. This game laid the groundwork of what has grown into the franchise we know today. It is a classic hero’s journey story: four youths setting out on a journey they may not have wanted or asked for, but they must go on to save the world. The only thing missing is having a solid character to take the journey – but that is part of the game. Creating your own heroes and traveling each time with a different group gives it a personal touch.
       
      Oh, and have I mentioned the music? Iconic? Classic? Amazing - but at times repetitive. Hey, it was NES. Overall, though it is the first of the series, it's not necessarily the best of the series. There were some issues with the battle system, the character development needed some improvement, and it did get a little dull grinding for levels endlessly. Still, it was the beginning, and it is worth a play-through for all fans of the series.
       
      It’s amazing to see where this game has started and where it will go. The rough graphics, the glitches, and the crazy plot twists aren’t just old favorites; it’s a foundation for the future.
       Want to read about Final Fantasy II? 


        • Post Type: Editorial
    18. The Evolution of Final Fantasy

      Nostalgia is one of the key components for marketing an established series, remake, or sequel. Whether it’s Batman, Ghostbusters or whatever the hell else Hollywood and game industries try to make a cash cow, childhood memories are a gold mine. However, depending on the hype and the how the bloodthirsty fans receive the release, re-releases can be pretty dangerous territory. In the game world, so many companies rely on their dynasty games for revenue.  Xbox has its Halo and Gears of War, PlayStation has
      , and Nintendo has its many , but what makes each entry part of that series? 
      Game franchises grow and expand over the years, trying new things or sticking with the same old formulas. Sometimes they grow stale and repetitive, but some become almost unrecognizable. The question is, what really defines a game series? What makes each part of that series connect with the ones that came before it? When does a game no longer fit the original mold and when does it need to make a change?

      Final Fantasy: A Legend
      One of the game series I’ve fallen in love with over the years was Final Fantasy. Final Fantasy has established itself as one of the greatest RPG series of all time from way back in 1987 to today.
       
      There have been so many main installments (1-15) and so many other off-shoots that it really has become a household name. Over the years, however, the series has evolved in so many different ways that it has attracted new fans, alienated old ones, and completely changed its look. Each entry provides a different play style, a different story, and over the years the series has traveled from medieval times to a futuristic era. Regardless of whether someone is a die-hard fan or someone who is just discovering the series, it’s hard to pinpoint what exactly a “Final Fantasy” is anymore.
       
      Some would argue that the series is no longer what it once was based on the changes of the time period, the battle system tweaks, or the experience of the game. Others say that there is nothing wrong with the series making changes to fit a modern world with modern needs. That all being said, does throwing a character named Cid and slapping in a few Chocobos and Moogles make a game a Final Fantasy title? What about all of the off-shoots like Final Fantasy Tactics, Final Fantasy Legends, Crystal Chronicles,
      , or any of the other games born from the main series?
      Getting a Series Right
      Like I said, nostalgia is tricky – sometimes it’s not about familiar faces, but a familiar feel or experience that brings a long-time gamer back to a series. So how can a company manage that when the story changes in every entry? What type of gamers do these companies want to attract? Are they just publishing games with this title to draw in the fans for the cash? With the announcement of the
      remake, I can only sit back and wonder what the outlook will be. There is something to be said about hype: it can destroy the experience. Granted, the remake's release will bring all of the fans; some will likely be disappointed, some will love the changes, and others won’t tell just because…fanatics are just the worst. (Oh, those blind die-hards who think that X company, movie, or sports team can do no wrong.) 
      Rather than talk out what I think is right or wrong with Final Fantasy as a whole, in a small series, I’m going to be taking a look at all the main installments of the series plus one (Final Fantasy Tactics, because that game is awesome).  This series will examine each Final Fantasy title from its humble beginnings to the final entries; each entry will include the criticisms, accolades, and a bit of memory for each game. I hope you enjoy it!
       
      Before we begin, are you a fan of the Final Fantasy series? Which one is your favorite installment and why?  Stay tuned for the first installment on the original Final Fantasy!
       


        • Post Type: Editorial
    19. The Monopoly Mogol

      So far I've talked about Super Nintendo, NES, and PlayStation games. I think it's about time to talk about board games. I am a bit of a board game lover. I will be the first to jump on the opportunity if one of my friends offer the suggestion, "

      [caption id=attachment_2646" align="alignleft" width="206] All games aren't fun...[/caption]
       
      Nerdism isn't limited to analog controllers and PC headsets. This being said, there are many games that I would love to play over and over again. Some have even crossed the gaming line from board to buttons and screens. But some games should just stay off of the game systems entirely.  One of the longest lasting, most played, most irritating games in the world is Monopoly.
       
      Along with having the many board games versions to purchase, Parker Brothers has a few versions translated into the gaming world. I give everyone the evidence. Monopoly for the NES.
       
      For those of you in the board game world, this game is always grounds for controversy. Why? Well...recall anytime this quiet little board game is being played at home.

      The Game From Hell
      [caption id=attachment_2647" align="aligncenter" width="150] No Jigsaw, NOOOO![/caption]
       
      Everything starts off as '
      ' and then the tears start when your little sister lands on Park Place where, waiting for her, are three hotels and bills pile up so high she can roller-coaster down them into bankruptcy. Tears, curses, and a flipped game board later, your father is arguing with you about how you should have 'let her win!' She's your sister! Wouldn't you lend her money? You wouldn't let her go bankrupt! 
      [caption id=attachment_2648" align="alignright" width="150] This is you after student loans...or after your parents disown you because of this game.[/caption]
       
      Thankfully, I have no little sister. Unfortunately, I am the little sister. But, I'm impatient, and the game of Monopoly allows me foolhardy purchases and an early exit from the game. Baltic Avenue and Reading Railroad seemed like a good idea at the time. My father is too good at making deals, however, and I don't know how, he'd always end up with all of the properties in the end, 

      Monopoly is the devil.  In fact, Monopoly almost single-handedly responsible for my non-existence.
       
      My father was playing my mother and destroying every bit of confidence she had. She was up to her elbows in debt and she owed him big. He offered a trade, which he is still famous for, and she obliged by handing over Pennsylvania Avenue. The very next turn, she landed on Penn Ave and the board sailed into the air.
       
      To this day she will never play him again.
       
      All the old wounds aside, Monopoly is still a fairly popular game. When it was introduced the NES, the game took on the old school style. Up to four players could play or a player could go solo against the computer. (I think the computer cheats, personally. That might just be my angst for Monopoly talking.)

      How to Cheat Your Way to Victory!
      When playing the game, a player rolls virtual dice to go around the board and picks up properties, after he or she chooses a token. The originals are all there from the boot to the little doggie.
       
      [caption id=attachment_2656" align="alignright" width="150] Hahaha! Take that, losers![/caption]
       
      The player then rolls and moves from property to property. Those that do not get purchased strait out get auctioned off.
       
      As the game goes on, it is much like a normal round of Monopoly. The player starts to purchases houses and hotels, eventually the game turns into a rolling/pay off roulette. The player can make deals with the other players, or the computer (which is 3 other players). They can land on community chest or chance spaces, or even go to jail. Basically, Monopoly NES is pretty simple.
       
      However, if you are impatient, like me, a back-handed player could cheat in order to win. The best way to do this was to claim that more than one player was taking part in the game. You can take all of the properties from the computer characters using the first and second players. The system never fails, and the game integrity is ruined. But you win at Monopoly. Monopoly is also available for SNES and the N64, but they aren't as fun to play.
       
      Why play on any game system when the board game is still a juggernaut?



      And Now, Some Ridiculous Monopoly Games
      There is a Monopoly style for everything and everyone.
       
      [gallery link=file" columns="4" ids="2657,2662,2661,2660,2659,2658,2664,2665]
       
      These are just a few of the many Monopoly 
      !! Ok, some of these are over the top. Do we really need an all pink Monopoly? Also available are Seinfeld, Family Guy, The Simpsons, Penn State, Sponge Bob, Dora, and thousands more versions of the game. There is a Pirates of the Caribbean Monopoly. When will the Monopoly invasion stop?! Sure, it teaches young players simple math, but at what cost?
       
      Of course, most of these games mirror the old school Monopoly, but a newer 'high-tech' version is available to reflect the change in cost and real estate over the years. Who knew selling and buying places would end up being a pastime and possible divorce of families all over the globe? Kudos to people who are excellent in math.
       
      So, what do you all think? Do you hate or love Monopoly? Which form do you prefer?
       


        • Post Type: Editorial
    20. Mario Jumps - But Can He Make It?

      Life is full of ridiculous shock and awe moments. Some of them are disturbing, while others keep you clutching your sides for years to come. Quite often, these two feelings collide to make a moment in life an epic historical spectacle that should be immortalized.
       
      [caption id=attachment_2255" align="alignleft" width="225] Yep. It really did.[/caption]
       
      There was this one day in my life where I thought I'd seen the most ridiculous display ever. A moment that claimed this prize of epic milestones. This time was simpler, when the worst thing in my life involved going to math class every day at Montgomery Elementary school. Yet, at this point, school was out. It was a lovely summer day with baby blue skies (you know the kind) and little wisps of marshmallow fluffy clouds drifting on a casual breeze. The buzz of dragonflies and hum of grasshoppers played a taunting tune as we were being forced into a vehicle, far away from summer fun.
       

      Some of us grasped onto the door in hopes that she would not close it on our fingers. My brothers and I were begging, pleading, bribing her to reconsider her position, but our propositions fell on deaf ears. And she almost did catch our fingers in the door as she slammed it shut.  
      For grueling minutes, we huddled in the center of the hot-tub-temperature of the van. It was dark(the shades were down,) sticky (someone spilled soda before,) and every thing we touched was like a burner that had been left on high for an hour.
       
      Finally, light leaked through as our mother climbed into the car. "We're going to grandpa's and that's the end of it. Get in your seats."

      The Horrors of Grandfather's House
      Okay, maybe we were a bit over-dramatic, but Harvey's Lake was a 40 minute drive. Going to grandpa's wasn't exactly the most ideal scenario on such a lovely summer day.  We plastered ourselves to the windows like Garfield cling decorations.
       
      It was always the same. Grandpa always gave us stale candy, and would ask Dennis to beat video games for him. It was all well and good, but only Dennis ever got to play and not for very long.
       
      "What do you think he'll have you beat this time?" Philip asked Dennis, but he wasn't paying attention. He was too busy being a moody teenager, staring out the window with his brow furrowed.
       
      "Doesn't matter. He probably can't even do it," I said, trying to get a rise out of him. This didn't work either. "Fine. I hope he doesn't have stale
      . ." 
      "God, would you just shut up already?" Dennis growled and hit Philip with his cap. "Just wait. We're almost there."
       
      I turned away from the boys and sank down into the chair. To keep my mind off the enticingly sunny world outside, I tried to think of every game Dennis had played for grandpa. He had Super Mario World, Mario All-Stars, and Donkey Kong Country for the SNES. Recently, grandpa had taken a liking to the original Super Mario Brothers. Whatever game it was, I was still happy to watch.
       
      [caption id=attachment_2256" align="alignright" width="300] Here...do this one difficult part so I may enjoy the spoils.[/caption]
       

      When we finally rolled up to the ramshackle white and grey house near Harvey's Lake, my brothers and I dog-piled out of the car in a giant lump; except for Dennis. He was still dragging his feet, grumbling about 'stupid kids.'  We climbed to our feet and brushed off our clothing. Our mother ushered us toward the house when we noticed grandpa's TV sitting outside on the stoop. We stared at it and groaned.
       
      "Now what are we going to do?" I whined, but I stopped once I heard the recognizable Mario jingle. My mother glanced at the television, and I craned my neck over to take a gander as well. Nothing seemed to be wrong with it. She shrugged and entered the house. We halted in the doorway.
       
      There was my grandfather, stooped over and staring into the smallest television I've ever seen, perhaps on a Martz Bus once. My grandpa was not a small man. He was large, about six foot, and very heavy set. His eyebrows were bushy black and his hair a wavy, permed grey. His lower lip acted like it was too big for his mouth to it protruded far beyond his top lip, making him look a bit like a bull dog. He never smiled, and he certainly wasn't about to start now.
       
      "Dad, what are you doing?" My mom asked, slowly guiding us into the house. "What's wrong with your tv?"
       
      "Nothin's wrong. There's this jump in Mario. It's too big to make," My grandpa said gruffly.
       
      "Wait. You couldn't make a jump in Super Mario...so-" Dennis started.
       
      "Got a smaller tv. Make's the jump smaller," Grandpa said.
       
      [caption id=attachment_2261" align="aligncenter" width="625] Oh, if only internet memes were a thing back then.[/caption]

      If only I was kidding...
      How do you react to something like that?  That lovely memory aside, I have told the story many times since then, and it never fails to get a dumbfounded look and a chuckle. There's not much more to it, but my grandpa has done many things that fall into the epic memory category.
       
      [caption id=attachment_2260" align="alignleft" width="300] I imagine this is the size of the jump...[/caption]

        • Post Type: Editorial
    21. Chrono Cross Retrospective: A Serge of Destruction

      If it’s not the first I’ve ever seen, it was one of the first I’ve ever beaten. One of the most underestimated and unknown RPGs is a proud bearer of the Squaresoft label. Yes, before Square Enix was a thing.No, it is not the Final Fantasy series. I'm talking about the "Chrono" series, more in particular, Chrono Cross. 
       
      Chrono Cross is a fantastic RPG that is not only beautiful to look at, but it is fun to play. With awe-inspiring screen shots, spectacular imagery, and enchanting music, this game is easily one of the best I've ever played. I’m not saying it’s the best, but it holds a special place in my heart.

      Don't Go Breakin' My Heart
      But, that stuff isn't the half of why Chrono Cross is important. This is first game I ever beat by myself, on my own, no help, no guide, and no brother-- in fact, I beat it before he did!(Now that I think about it, I’m not sure he ever did.)
       

       
      Granted, I did beat other games about the same time, but here's a little scenario of what my gaming life was all about during the 90's:
       
      When growing on games, I used to watch my oldest brother, Dennis, play everything. He would work his way through Final Fantasy 1, 2(IV), 3(VI) , and Mystic Quest on the Super Nintendo. He displayed his air skills with Mario's jump, Dixie Kong's funky hair, and Ryu/ Ken's Hurricane Kick. He punched out lights in Final Fight, Mortal Kombat, and Killer Instinct. Finally, when the Playstation came around, he put his skills to use with NHL EA Games and the famous Final Fantasy 7.
       
      Yes, Dennis was a gaming master. For fourteen years, I would watch him, open-mouthed, saliva frothing as he battled
      , King Koopa, and conquered his foes with Dhalsim and Glacius. 
      However, whenever he approached the ending of a game, he would pause the game, turn to me and say, "Get out. You have to beat it for yourself if you want to see the ending."

      Crushed Hopes and Dreams
      My heart would be crushed. I would curl up into a ball and sob for hours upon hours, not knowing if Cecil, Rosa, Kain, Edge, and Rydia defeated the evil Xemus, not understanding what happened after Chun-Li faced off with M. Bison, and dying to know what horrors awaited Diddy and Dixie Kong. After all, he let me watch the end of Super Mario World. Why did he stop now?
       
      [caption id=attachment_2194" align="alignright" width="340]
      Mwhahahaaa...[/caption] 
      Honestly, it was kind of
      What better way to keep your little sibling busy without missing game time? Just simply convince the little one that watching a video game is just as awesome as playing. 
      Still, this all raised a question in my mind as I mopped up my tears and broken dreams; why didn't I try to play a game? I'll admit, it enhances the gaming experience to beat something on your own, but really, was I worthy of such a task?
       
      After Dennis banned me from watching him beat games, I tried to play the games I wanted to see the endings for, but everything was much too hard. I was so YOUNG and FOOLISH! I didn't know to grind in RPGs like Dragon Warrior, I would mash on the buttons in a sad attempt to form combos, and I was slain by the simplest of goombas.

      Placing the Blame
      [caption id=attachment_2195" align="alignleft" width="300]
      Okay. This wasn't me...but I was used to seeing this.[/caption] 
      I blame him, mostly. He always hogged whichever system we had, letting me watch him play. After a short time, I realized I was trying to pull off tricks my brother would on his best days. I was enthralled by the story, not the game play. He was far more skilled at these games- I mean, he had some practice. I decided if I wanted to beat a game, it would have to be one I never watched him play. Then I could go back and beat them the way I liked to play.
       
      I had to develop my own style. I had to pick my own fighter, choose my own adventure. In essence, in order to become a gamer I had to discover and play a game on my own.
       
      I don't know why I picked up Chrono Cross. I'd never played Chrono Trigger. Quite frankly, I was afraid of RPGs. But when I first turned it on, a whole new world was opened up to me, and I fell in.
       
      One of longest games of my life(up to that point), I played night and day in order to defeat this game as completely as possible. Only after I purchased the guide, years later, did I find that there were multiple things I didn't know about and all of my efforts were fruitless, rotten, and smashed with a hammer.
       


      Getting in the Game
      Chrono Cross is an RPG sequel of the Square company's Chrono Trigger. It follows the journey of a young man named Serge, who becomes trapped in an alternate universe where he has 'died'.
       

       It is masterfully put together with a wonderful soundtrack that takes on a character itself. 

       
      Serge ends up helping a girl called Kidd search for something called the 'Frozen Flame' hoping to find a way back to his own world. As the game continues on, he encounters a number of playable characters who can join the party. There are so many, it is impossible to get them all the first time one plays the game through.
       
      In fact, it is impossible. Certain choices a gamer makes can determine which characters they get as the game progresses. When a player reaches the end of the game, they can save it, and start a new game, carrying over everything the player found in the previous adventure, but the player pretty much begins at a lower level.
       
      When the player reaches a certain point of the game, it is possible to transfer all of the characters from the first game. That is the only way a true gamer can get them all!

      Get All The Characters!
      I continued to work my way through this RPG, taking in the story, discovering and exploring all parts of the map, and pressing on toward the end. Beating a game on my own proved to be one of the most thrilling experiences in my lame young life. (Don't judge.)
       
      I discovered the art of leveling up, magic allocation, and upgrading weapons. The game system was different than most I'd watched Dennis play. The characters equip armor, weapons, and accessories like most rpgs.
       
      The magic system required elements, and each character has his or her own 'elemental' specialty. Serge's element is white, which is weak again black elements. His use of white elements is stronger than any other character without the 'white' element specialty.Also, when a character starts off, he or she can only equip a few elements. Element usage reflects in battle; if a player can't hit the enemy, the element gauge doesn't go up. The more a character hits, the higher the level of spell can be cast.

      Moving Right Along

       
      Plus, Serge and his buddies get to travel around the map getting all kinds of vehicles, party members, and different shenanigans. Serge's main concern is Kidd and her nemesis, Lynx.
       
      The story takes some interesting twists, and much of it is shocking as well as enthralling. I found myself rushing through the game to see what would happen next in the story; this wasn't a good thing necessarily. In my haste, I missed crucial moments in the game and forged through a bit under leveled. Of course, the thought of missing things in the game made me want to replay it in the New Game + mode. Also, after beating Chrono Trigger, I played through the game again and freaked out about the connections.
       
      Nothing is better than seeing something in a game, movie, or anything that you can recognize as a reference. You can take that to the bank. Really, think about it. But you have to have someone who appreciates it, otherwise, it's only you freaking out about it; which is still fun in my book. Perhaps I would have appreciated the references in the first play through had I beaten Chrono Trigger first, but alas -- it was at a time Super Nintendo games were getting harder to find.

      Hiccups in the System
      I digress. 
       
      As I made my way to the final few battles, my PlayStation fell prey to one of the many designing flaws most new technology has; it stopped working properly. It is easy to see where this story is going.
       
      Honestly, I should have prepared for such a problem, but at the time, I just wanted to beat the game. In lieu of revealing key plot points, I approached the final battle with knowledge, with satisfaction, and with earnest.
       
      Truth be told, I was more excited by the fact that no one had helped me with this game. I was hyped with the knowledge that I would be the first in the family to defeat Chrono Cross and bring Serge back to his own time.
       
      If you haven't played the game, I guess the things ahead are semi-spoilers that are vague enough that they shouldn't matter. Then again, the game was released in 1999. This game is almost old enough to vote in the US. But, you have been warned.
       


      Spoiler Alert!
      [caption id=attachment_2199" align="alignleft" width="249] We had been through so MUCH!![/caption]
       
      Anyway, after everything Serge and I had been through, I wanted to save Kidd from her torment, release Lynx from his bounds, and end the horror of this twisted world. By using the obtained 'Chrono Cross' I completed the game with the 'perfect' ending. In order to use the device, my characters had to cast spells in accordance with the sounds of the Chrono Cross. When a player casts an element, a sound goes off and the meter is filled with that color. When the succession of the element casting is complete it is a rainbow of magical power, which surges through the enemy and ends the game.
       
      I had done it. After six different attempts, I had achieved my goal. As the end credits played, my next goal was to save the game and all of its glory in order to start a new campaign...to get everything I possibly could.
       
      And that is when the game began to skip and glitch.

      Chrono Cross: The System Glitch
      I recognized the signs. My brother was playing NHL and was on the verge of defeating the Nashville Predators when the game could no longer recognize the disk. It skipped through a slap-shot and shut off. He wasn't happy.
       
      I wasn't happy either. It took me almost a half hour to cast the stupid Chrono Cross in succession and I wasn't about to lose all of my progress.
       
      Then it dawned on me; I had read on the internet somewhere about PlayStations going buggy, or maybe it was Game Informer? I can't remember where now, but it was worth a shot.
       
      [caption id=attachment_2200" align="alignright" width="420]
      This was me too...only with a more positive outcome.[/caption] 
      I stretched my fingers out to the PlayStation, and slowly inched the tips beneath it. Gingerly twisting the device, I managed flip the console upside-down. The credits finished.
       
      As I'm writing this, I feel the urge to play through it again, because...for the life of me...I don't remember the ending. I was too busy trying to save my progress. It makes me sad, actually, to think I was more concerned with saving all of the cool stuff I managed to get, but then I realized that it was something more than just 'stuff'. Everything I managed to pick up in the game was a small victory, and finding it was more difficult than slaying any boss monster. Granted, those battles were tough, and each was greeted with a challenge that made the victory that much sweeter, but all of that hard work makes the ending seem far too simple.

      Think about it.
      All of the energy put into RPGs, do the endings really satisfy? In most cases, I'd like to say no. The endings are anti-climatic, and often a let down. I want to know what happens next. Like in the movies, when the hero does what we all think he or she is going to do, and the day is won; we are all brought back to earth when the credits roll and a big THE END appears. But it's not the 'real' end. Who cleans up that mess?
       


      Games are about the play, about the win.

        
      The end of Chrono Cross was bittersweet in many ways. I didn't want to leave the characters, I couldn't enjoy the ending, but I pressed the power button with one comforting thought; There are at least eight different ways to beat this game and each has a different ending.
       
      What do you guys and gals think?  What was the first game you ever beat? Any mishaps happen to you when playing? Let me know in the comments below!

        • Post Type: Editorial


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