I used to have a lot of free time, particularly when I was
in high school and college. I could play straight through 60 hour games after
my classes and still have plenty of time to go hang out with friends, get all
my schoolwork done, and go to work. Ever since graduation, however, I haven’t
seen quite so much free time. Sure, I can make it through games in the summers
thanks to my career as a teacher. But even with the luxury of summers off, I am
swamped with planning the next school year, attending professional development
seminars, and doing other school related jobs on my computer. I cannot spend
every ounce of my time trying to make it through massively sprawling open world
games with hours upon hours of content. I have an apartment to keep up with,
laundry to clean, food to cook, papers to grade, lessons to plan, relationships
to maintain, and a life to live.
Does this mean I don’t enjoy playing games anymore?
Absolutely not! I just need to pick and choose what games I play. It’s amazing
that as soon as you start to earn enough money to buy games, the time you have
to play them seems to decrease and the stockpile of games you haven’t yet
played builds up. Thanks to the inverse relationship of free time and net
income, I imagine the correlation looks something like this:
So I have found myself gravitating toward the following
types of games in an effort to continue this hobby without allowing it to
overwhelm the rest of my life.
1. Short games
If I can play a game, master its gameplay, enjoy the story,
and only spend ten hours of my life doing it, I am a very happy camper.
If I know a game is worth a huge investment of time because
I have played it before and enjoyed it, I will likely play it again.
Examples: Final Fantasy, Kingdom Hearts, Persona, Skyrim
3. Games I can start and stop without having to remember
what happened last time
If I don’t have to stay committed to a game, I don’t have a
problem starting it up from time to time.
Examples: Theatrhythm, Animal Crossing, Super Smash Bros.,
Towerfall Ascension, Audiosurf, Rockband, Little Big Planet
Of course, I've recently poured 93 hours into a game I still
haven’t finished (Persona Q). So while I say I appreciate short games and games
I don’t have to feel committed to, every now and then, I find myself pouring a
bunch of time into a monster of an RPG regardless. Oh well. Back to leveling
up.
As everyone knows, the Final Fantasy franchise has had its
ups and downs, its massive successes and its occasional flops. As such, I got
curious and started investigating which games are the most critically
acclaimed. I surfed through a few sites, but mainly spent my time digging
through metacritic scores. Interestingly, the game that tops Final Fantasy’s
list may surprise you.
No, it’s not Final Fantasy VII, despite it being so
revolutionary and well-known. No, it’s not Final Fantasy VI regardless of its deeper
subject matter and incredible story. No, it’s not Final Fantasy X with its
gorgeous graphics, immensely fun battle system, and charming story. In fact, there
are quite a few entries that I personally cherish, but the one that has topped
both the metacritic charts and my own subjective list is Final Fantasy IX. Yes,
the one with the weird art style and the protagonist with a tail.
I don’t claim to know all the components that went into
Final Fantasy IX’s stellar metacritic score, but below are some reasons that I
personally love the game.
1. The main character isn't moody, brooding, or
whiny
There is something immensely refreshing
about a character that is downright cheerful; between all the overpowered bad
boys, sullen heroes, and otherwise exaggerated protagonists, I believe a witty,
optimistic, baselessly confident good guy fills a void that I have been craving
lately. Zidane is that guy. He is the Nathan Drake of JRPGs. A little reckless,
always funny, certainly flirtatious, and never burdened with an overabundance
of gloominess. It also helps that he reminds me so much of my always-cheerful
husband.
The beauty of having a character
whose default disposition is happy is that when the character has a legitimate
crisis, the mood shift is more defined. There are a couple distinct
developments in Final Fantasy IX’s story that cause great distress to Zidane,
and as such, the contrast between his temporary emotional state and his typical
upbeat, mischievous attitude is stark. It is enough to make the player realize
that if this character is so upset,
clearly something is very, very wrong.
2.The music is fantastic
If you enjoy listening to video
game soundtracks, chances are good that at least one entry from the Final
Fantasy franchise has made your playlist. Let me assure you that the ninth game
in the series can certainly hold its own.
First there is the eloquently
simple “A Place to Call Home” (a.k.a. “The Place I’ll Return to Someday”). Then
you have the immensely catchy, energetic “Vamo’alla Flamenco” that plays both
during the staged sword fight in the first act and during the chocobo mini game
later on. There’s also the hauntingly understated “Freya’s Theme” (reiterated
in the track “A Face Unforgotten”) and the emotional peaks and valleys of “You
Are Not Alone”. I could go on for ages, but I will limit myself to two more
mentions: the twin themes of “Rose of May” and “Something to Protect.” All of
these will be posted below my list in case a desire to investigate happens to
be strong enough for you to listen.
3.The ability mechanics are addictive
Having complete control over what
skills my party learns and in what order is incredibly gratifying. Final
Fantasy IX gives you that kind of influence over your game. I love equipping
all the different weapons, armor, and accessories to immediately gain an
ability with which I can destroy my enemies. By the end of the game, your abundant
selection of abilities can give you a wide array of battle strategies, making
fighting have plenty of depth and multiple paths to victory.
4.The game has something important to say
Many JRPGs these days seem to get
caught up in the convoluted nature of the genre and don’t really end up saying
much of anything by the end of the experience. It is complex for the sake of
complexity. While the Final Fantasy series has never really seemed to suffer
from that problem (at least not until after X), I will say that IX has a very
different story than the surrounding entries.
This game focuses on the themes of
war, power, self-acceptance, sacrifice, loss, a sense of home and belonging, mortality,
and captivity. Okay, so every JRPG covers these themes. But Final Fantasy IX
does carry them out in a new and fresh way, and it does this well.
5.Love
Final Fantasy IX is a love story.
It carries some heavy themes just like VI, VII, and X, but it is also driven
mainly by romance. While the characters in every other game have a huge purpose
with love almost being a side mission of sorts, Zidane clearly is driven almost
wholly by his affection for the female lead. In fact, the player is given the
chance in game to select that as his motivating factor for everything he has
done up until that point. And honestly, it is the choice that makes the most
sense.
Believing that he cannot be with
Garnet completely demotivates Zidane, and when he eventually tries to take on
the group’s quest on his own, his solo mission results in massively negative
effects. Because Zidane is ineffective without Garnet, which is beautiful
really. It harkens back to what we all already know about man needing a helper
(רעֵ֫זֶ). It’s not that Zidane isn’t
skilled (it’s clear he is) or that he “needs her” or that she “completes him”
or anything tacky or misguided like that. But when she is with him, he becomes
a better version of himself. He is more selfless, more confident, more driven.
Now I’m sure anyone could argue
that Final Fantasy X is a love story on par with IX. But I would also argue
that the tones of these two stories are vastly different. I appreciate IX’s
lighthearted take on what love can accomplish.
Finally...
I recently found time to replay
the PlayStation classic in all its glory. Considering it was released 15 years
ago back in 2000, it has aged remarkably well to the point where the game felt
simultaneously fresh and nostalgic. I never once felt demotivated by
traditional RPG grinding, nor did the graphics hinder the experience in the
least. The mechanics remained quite solid, and the story still captivated me.
All these pieces of the puzzle come together to form a very complete,
satisfying game.
Here’s what I am trying to say
(unfortunately veiled behind pretty words and elaborate sentence structure): I
really enjoyed it to the point where thinking about it gives me a bittersweet,
melancholy feeling because I beat the game and miss playing it.
There are
some videogames that tell a new story, utilize innovative mechanics, and
present it all in a shiny package with plenty of style. But not every game can
coax the player into pondering a game for extended periods of time after its
conclusion. As such, I have compiled a list of games that I personally spent an
extended amount of time sorting through the complexities found within their
stories or gameplay.
Since the
following list—in no particular order—is comprised of only games that I have
experienced the entirety of, I am declaring a loud and resounding spoiler alert
from here on. If you don’t want to know any details about the following games,
please heed my warning!
__________________________
1. The World
Ends With You
MetascoreNintendo DS: 88
iOS: 95
For a game
that initially comes off as incredibly shallow (due mainly to the abrasive
introversion of the protagonist), The Word Ends with You is a game that matures
right alongside the wonderful cast of characters. Its story is good enough that
even after playing it repeatedly, new things jump out at me about the
characterization, themes, and plot twists throughout the whole experience. But
what really charms me is how its tone abruptly shifts mid-game.
When I
originally played TWEWY, my first impressions led me to believe that it was
merely about a self-isolated teenage boy named Neku who wanted everything to go
back to how it was before. And really, bearing in mind the trials he overcomes,
restoring his world to what it once was would have been considered a win in my
book. But what I discovered was so much better; Neku changed into a person who
didn’t want to be isolated anymore. The people he once saw as beneath him
became treasured comrades. The world he thought was cramped and crowded became
open and inviting.
Conveniently,
this change in Neku was something I needed to experience back in 2007 when the
game initially came out. As an introvert, I saw many of my own qualities—both good
and bad—in the protagonist. The fact that he could change so drastically gave
me encouragement that I could do the same.
__________________________
2. Chrono
Trigger
Metascore
Nintendo DS: 92
Following
along the same Square Enix vein, Chrono Trigger is a game I appreciate for its
grand story, flawless utilization of time travel, and gameplay perfection. Originally
on the SNES, Chrono Trigger was released on the DS back in 2008. If you haven’t
played this fantastic RPG yet, you should go back and do so. It has aged impeccably
well.
Chrono
Trigger makes me think mainly due to the implications of moving through eras
and making history-altering changes as you go. Its cleverness shines in its
many puzzles in which you must make a change in the past and watch it play out
in the future. I hesitate to give examples here, because I really want anyone
who bothers to read this to experience it for him/herself.
In addition
to the time travel mechanic, there are some important quests littered
throughout the story that give the characters some added depth. Lucca’s side
mission in particular makes the player consider their own life and what changes
they would make if they had access to a portal that could take them back in
time. I mean this reflectively, not regretfully. By dwelling on the past, we
become self-focused and crippled by remorse; by understanding our mistakes in
the past, we can move forward in a fashion that is wiser.
__________________________
3. Braid
Metascore
X360/PS3: 93
PC: 90
This’ll be
short. Braid is a thought-provoking experience for two reasons.
1) Braid has
some of the most interesting puzzle mechanics I’ve ever played with. And as a
lady who loves puzzle games, this is a significant accomplishment.
2) The twist.
The only
thing that keeps Braid from being one of my favorite games is the condescending
tone embedded within its script. It had a tendency to chisel away at my
enjoyment when I played it. But I can’t deny the puzzles and story definitely
engage your brain.
__________________________
4. The Last
of Us
Metascore
PS3/PS4: 95
In 2013, my
husband and I were vaguely excited about this zombie survival third person
shooter. It looked interesting, although between it and Beyond Two Souls, I
wasn’t sure which one would be more fun. What I realized a few days after its
release was that this game wasn’t going to be “fun” exactly. But it was going
to be gripping like a train wreck and just as unsettling to watch. My husband
played for a couple hours each day following its release. I watched like the
story enthusiast I am. As he got past particularly difficult parts of the game
(both gameplay and story), I wanted him to keep trudging through the broken
universe. However, the game was more exhausting than expected (in a good way)
and had to be put down after the emotionally draining portions in particular.
After each
stint of gameplay, my brain continued to reel. But that was nothing compared to
the amount of consideration I gave this gem after it was finished. Over the
next week, I contemplated the story that Naughty Dog told and had to come to
grips with all the decisions that were made by the main characters. I didn’t
fully fathom all the choices that the protagonist made at the time, but a lot
of combing through the script and deliberation over his actions eventually led
to what I believe is a decent understanding of the game.
The Last of
Us is too complicated for me to summarize here, but I will say that every time
I experience it, I see another layer of the onion get peeled back. Every single
time. The writing in this game is phenomenal thanks to the efforts of Neil
Druckmann. Every inch of its script has a face value, an underlying meaning to
each character, and a thematic significance regarding what the story is trying
to say as a whole. I can honestly say it is the most well written game I have
ever played.
__________________________
5. Ghost
Trick
Metascore
Nintendo DS: 83
iOS: 87
Here’s
another one of those puzzlers I love. Like Braid, Ghost Trick is on here both
for its gameplay and for its story.
Ghost Trick
takes a new approach to the puzzle genre by allowing the main character to systematically
manipulate objects in the game to achieve a desired outcome. You can open an
umbrella to startle an enemy or turn on a light to get the attention of an NPC.
There are other mechanics as well, such as switching objects’ locations as long
as they are both of the same shape. The goal is to save lives by altering the
four minutes before a person’s death.
Not only is
this another one of those games where time travel is a huge factor, but the
story behind it, while silly and “out there”, stays true to the laws of the
game and provides several meaningful twists. There were a few times during this
deceptively childish looking game that I had to stop and wrap my mind around
the final timeline that was formed and the events that led up to it.
__________________________
6. The
Walking Dead: Season 1
Metascore
PS3: 94
I wasn’t
sure I wanted to play this game after the first episode. It's pretty intense, and I can't even stomach the comics in all honesty. The idea of a zombie
getting me simply because I did not do a QTE properly was a little unnerving,
and the puzzles seemed relatively simple. However, this game really shines
through its depiction of decision making. The player is frequently given four
choices to either say or do under a time limit. While this sounds easy, I found
some of the decisions to be incredibly difficult.
One that I
remember mulling over involved my cold and hungry group of survivors coming
across what appeared to be an abandoned vehicle full of food and other supplies.
I was given the choice to take the rations and gear or not. I remember quickly
weighing my options. Chances are whoever owned the vehicle was already dead. It
would be a waste to let the supplies sit there if that was indeed the case. And
right in front of me I have starving people who need the food to survive. I am
supposed to be leading them, and I know I’ll lose their respect if I choose not
to take this opportunity. But I lose respect from someone close to me if I do
take it when there is a chance the owner of the vehicle is still alive. Also,
if the owner is still alive, I would be stealing from them. There is no
scenario that makes everyone happy (which makes me very uncomfortable), not to
mention I only had about 5 or 10 seconds to make the choice. So I took the
food.
I know. I’m
terrible.
But the real
beauty of The Walking Dead is that eventually, you get confronted with the
choices you made in the past. There is no hiding from them, no excuses, no
explanation that can make everything look better in hindsight. And yes, I know
the game tends to funnel all your decisions into a single, relatively linear
game. But it never feels that way.
__________________________
7. The Zero
Escape Series (Volumes 1, 2, and maybe someday 3)
Metascore
Volume 1 (999) on Nintendo DS: 82
Volume 2 (VLR) on Nintendo DS: 88
Volume 2 (VLR) on PSVita: 84
Both volumes
in this series alternate between two game modes as they progress through a
suspenseful mystery involving 9 strangers forced to put their lives on the
line.
The first game mode utilized is that of a graphic novel with
lots and lots of text. I have to stress, however, that as boring as games with
a lot of exposition can be, this game is anything but. Every written word has
voice (despite no voice acting in the first entry) and the urgency with which
everything is happening will hold your interest as you progress through the
story. This game is filled with everything from basic psychology to mathematics
to quantum physics, so it's not just a bunch of meaningless text to fill time.
Every line is important later on.
The second format the game takes on is that of escape
puzzles. You've probably played escape games before, and I often find they are
fun but often meaningless ("Why am I trapped?"). 999 gives purpose to
the typical escape game, and you feel like you've really accomplished something
as you solve each puzzle.
I will not
say anything of the plot; even with the warning at the top of the page, I
cannot bear to let someone accidentally stumble across a spoiler on this one.
__________________________
8. Persona 4/Persona
4 Golden
Metascore
PS2: 90
PSVita: 93
Persona 4 is
about a group of high school kids who try to solve a murder mystery in their
small country town. This isn’t the most mind-bending game, and there really
aren’t puzzles or crazy decisions to make due to it being a dungeon crawling
JRPG. However, there are two reasons I still let this one join the list.
First off,
the battle system is genius. That’s not something I contemplate, exactly, but it is worth noting. It manages to be both
simple and deep in all the right ways, and I never got bored of taking out
enemies.
Second, there
are a few points in the game where your entire perception of things is completely
100% wrong. Your deduction regarding who is responsible for all the terrible
things happening in your hometown, while logical, still manages to be
fallacious. Time and time again. And the real cause of troubles is an even
bigger surprise than all the other twists in the game. That being said, the
final few hours of Persona 4 are incredible.
__________________________
9. Danganronpa
1 and 2
Metascore
Danganronpa 1 on PSVita: 80
Danganronpa 2 on PSVita: 81
There is no video here because everything I found either spoiled something or was too weird out of context. Just play this and the weirdness will all make sense. Kind of.
Frequently
described as Phoenix Wright meets Persona meets Zero Escape (three of my
favorite franchises), Danganronpa is a creepy teen life/mystery game in a
mostly visual novel format. Game segments alternate between spending time with
your friends and solving mysteries all while trying to escape a high school.
Danganronpa
struggles a bit with its execution of puzzle gameplay. I love challenging
puzzles as much as (or more than) anyone, but the player should never feel like
a puzzle is unfair. Unfortunately, Danganronpa can sometimes feel this way due
to its sometimes-too-large jumps in logic and a few terrible mini games. But
don’t let that scare you away from a very unique and fun experience.
Again, my
reason for including Danganronpa is twofold.
For one, the
mysteries are pretty decent. There were a few really clever ones in there that
got me to gasp out loud (or yell with excitement) when I solved them.
But my main
reason for including Danganronpa is for the plot twists. As you’ve probably
figured out by now, I love a good twist. Danganronpa has several of them.
Usually all in quick succession. Twist after twist after twist. I remember
thinking about the endings of both games for several days after beating them.
Even the idea of playing them again and experiencing all the twists again is
appealing.
__________________________
Honorable
Mention: Mario Party (any of them)
Because I
end up contemplating whether a few hours of fun was really worth losing all my
friends.
__________________________
So there you
have it. I understand the games that made the cut here are ultimately skewed in
favor of the games I enjoyed or spent more of my time on. But then again, this
is my blog, so you’ve gotta deal with it.
I've been playing a lot of Theatrhythm: Final Fantasy Curtain Call as of late, primarily due to the recent release of Chrono Trigger and The World Ends with You DLC. I have just passed the 40,000 Rhythmia mark in addition to the 70,000+ I collected from the first game, yet I feel just as entertained by Theatrhythm as I was when I first played it (if not more so).
I admit almost bashfully that part of the satisfaction I experience is due to the immensely satisfying reward system within the game. I know it seems silly to enjoy unlocking crystal shards, earning gold stars in my record book, and gathering up CollectaCards, but I just can’t help it. The creators did a fantastic job giving me a reason to keep coming back for more tapping, holding, and sliding. But that isn't the only rationale for why I love Theatrhythm, nor is it my primary reason.
Theatrhythm takes music that is both expertly composed and emotionally resonant and creates something new with it.
The music is well-written. They have passionate back stories. And they have the player’s memories to tie it all together. Theatrhythm takes all those elements and reveals them at their maximum potential by allowing players the opportunity to vividly and retroactively experience feelings they had at the climax of a game. Plus it’s fun to tap along.
It’s something I wish I could do with every epic video game moment because quality music is such an instrumental (pun intended) part of that climax. Chrono Cross’s “People Imprisoned by Destiny” and Persona 3’s “Battle for Everyone’s Souls” are perfect examples of songs that I vividly recall experiencing for the first time and would love to relive. And while songs from Chrono Cross are a distinct possibility, it disappoints me to think that I will most likely never play a game like Theatrhythm that utilizes the dynamic, catchy soundtracks of franchises like Persona. But I digress.
Knowing that so much of Theatrhythm’s strength comes from this trifecta of story intricacies, skillfully constructed music, and emotional appeal, I have to make a case for the perfection that could be Theatrhythm: Kingdom Hearts.
First off, Kingdom Hearts is epic, endearing, and filled with layered narrative. It has a loyal following, beautiful scores by Yoko Shimomura, and—thanks to its prolonged gaps between releases—plenty of nostalgia and emotional appeal. However, this in itself is not enough to make a good argument for its success were it to be made. Fortunately, I have included here several additional reasons why I think Kingdom Hearts could work.
1. A plethora of characters to choose from
Surprisingly, one of the most common criticisms I’ve seen on the web happens to be what I consider one of its greatest strengths. I have seen many forum posts and comments beneath articles stating that Kingdom Hearts simply doesn’t have enough characters to substantially fill the game. I beg to differ.
Including only characters original to the series gives us Sora, Riku, Kairi, Aqua, Ventus, Terra, Roxas, Naminé, Xion, Axel/Lea, Ansem the Wise, Ansem Seeker of Darkness, Xemnas, Xehanort, The rest of Organization XIII, Data Sora, Data Riku, Vanitas, and Eraqus. The cast could easily be broadened with some of the Disney cast (particularly Mickey, Donald, and Goofy). Some of the more prominent Final Fantasy characters could also add to the mix (including “Leon”, Cloud, Sephiroth, Aerith, etc.). Finally (albeit unlikely), I would include the main five characters from The World Ends with You due to both their involvement in Dream Drop Distance and their Square Enix roots. This would lend itself to a cast of 40+ without even depending on a bunch of Disney characters getting added into the mix.
2. Fantastic music from seven (soon eight) games
Yes, some of the main themes repeat. But there is still an appropriate amount of music to be considered here. Consider the following tracks pulled from the first game alone. Note that (to my knowledge) I didn’t even have to pull any Disney tracks to compile this list. I also believe that the later games actually show a greater diversity in their soundtracks, which would help.
Hikari
Destiny Islands
Kairi’s Theme
Night of Fate
Destiny’s Force
Traverse Town
Shrouding Dark Cloud
Blast Away III
Hollow Bastion
Scherzo Di Notte
Destati
Forze Del Male
Always on My Mind
Simple and Clean
So from the first game alone, I pulled 14 tracks that stand out quite well. If the same quantity can be pulled from the other six games that are currently released, that would include nearly 100 songs to play. While Curtain Call boasts an impressive 200+ songs, I think it is important to keep in mind that 100 songs from less than half the number of titles is equally remarkable. And keep in mind, Disney tracks could always be included to further satisfy the already excellent selection of music.
Again, since these were only pulled from the first game, there are many impressive pieces that we are missing out on here, many of which are my favorites (looking at you, “Unbreakable Chains”). But I think my point stands that there is in fact more than enough quality music to make a Theatrhythm: Kingdom Hearts.
3. Easily adapted feature zones
Feature zones are included in each music stage of Theatrhythm as a means to break apart each type of music stage into memorable parts. This also serves to provide players with a particular goal mid-song as they strive to summon powerful allies, ride fast chocobos, or see the extended version of a video mash-up.
The feature zones from each Battle Music Stage (BMS) could be seamlessly implemented into a Kingdom Hearts adaptation through the inclusion of Disney summons as seen in Kingdom Hearts 1 and 2. Instead of Ifrit, Shiva, and Bahamut (among others), the game would include the familiar likes of Simba, Genie, and Mushu. Another option—if Disney summons seem a bit too small compared to the grand Final Fantasy affairs—would be to implement Sora’s Drive Forms at this point in the stage, allowing him to use Valor, Wisdom, Limit, Master, Final, or Anti Form.
Similarly, Field Music Stages (FMS) could substitute the use of a gummi ship in the feature zone instead of riding a chocobo. The player’s successful input of touch, slide, and hold commands could be the primary factor in determining how grand a gummi ship they receive for the short time they have it. This would easily parallel the various chocobos and their different speeds.
Finally, the Event Music Stages (EMS) could be increased in number due to the sheer quantity of Kingdom Hearts cut scenes, something the Final Fantasy series can’t even compare to. Traditionally, each Final Fantasy title only has one EMS to play through, most likely due to the lack of usable clips from some of the earlier games in the series. However, I roughly calculated the time it would take to watch every cut scene so far that takes place in Sora’s universe, and I came up with a number just over twenty-one hours. Twenty-one hours! Even if my calculations are slightly erroneous, that is an insane amount of footage to pull from. It is easy to conclude from that ridiculously high number that pulling enough iconic clips from across each game would be simple enough; in fact, the creators of a Theatrhythm: Kingdom Hearts could even include 2 or 3 EMS pieces with ease and still have plenty of extra footage for each feature zone.
4. The possibilities are endless
It is exciting to think of all the possible directions the Theatrhythm franchise could take. I honestly believe Kingdom Hearts would not only be an incredibly enjoyable installment but also a logical one. Whether it be changing the CollectaCards to match the cards found in Chain of Memories, or adapting the Record Book to reflect the feel of Jiminy’s Journal, I can already see how great Theatrhythm would be if it were to accommodate the Kingdom Hearts realm.
What would you expect from a Theatrhythm: Kingdom Hearts? Leave your ideas and comments below! Now if you’ll excuse me, I have some tapping to do.