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gachaparadise · 1 year
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bluerosesburnblue · 6 years
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Liz Liveblogs Bravely Second: Final Thoughts
Alright, as promised, let’s take a deep dive into my experience with Bravely Second. I’ve done the postgame, not really much to talk about. All it really is is unused dungeons that appeared in Default, but not Second, repurposed to hold missing enemies with a set encounter rate. Game’s been 100% completed besides some of the Ba’al bestiary entries, which I’m working on. (And by 100% I mean all Bestiary entries completed, all item/equipment journal entries completed, all character levels and job levels maxed out, all songs unlocked in Chompcraft, and all Titles collected.) So, now that there’s nothing left to do but hope for the best at Fort-Lune, I’ve taken some time to organize my thoughts and gone back through the liveblog to see if any of my opinions have changed
Speaking of the liveblog, I saved it in a word document when the Tumblr purge happened, just in case, and that thing ended up being 98 pages/53823 words long. So wow. That’s more than the entirety my college thesis paper. Kinda nuts how much I can write when I’m motivated. So now I’m gonna write EVEN MORE
Major spoilers for Bravely Default, Bravely Second, and also Undertale follow below
I suppose I should start this post by talking briefly about my history with the series, since I only liveblogged Bravely Second and don’t think I’ve said much about Default before
I beat Bravely Default about three years ago (shortly before November 8, 2015 if the email I sent to my best pal anheiressofasoldier, who I will not tag as she’s avoiding Bravely Second spoilers, is any indication). I binged the game while at college, because I wanted to be able to play Bravely Second when it came out (...whoops). Around the time I really started getting into the game, indie darling Undertale came out, and I spent a lot of my time bouncing between playing Bravely Default and having Undertale playthroughs going in the background while doing schoolwork/grinding in BD. I learned one thing about my tastes during that time: I really love meta plots in games and the way that they both utilize the system’s capabilities to mess with the player and integrate the player into the story, expanding the lore and fostering the sense that you, behind the screen, really are a part of this story and a member of the world of the game, just like all of the other characters. It is a fascinating story mechanism, and it’s a surefire way to get me invested in the narrative
Makes it kind of funny that the Undertale spiritual sequel/AU, Deltarune, came out just as I was finishing Bravely Second. I guess the two series will always be tied together for me
For those unaware and who also don’t care about spoilers, Bravely Default and Undertale are both RPGs with similar twists at the end. Namely that you, the Player, are a full-blown character and active participant in the world of the story. And also that saving the game is an in-universe thing. Bravely Default reveals during its final boss battle that another realm exists, the Celestial Realm, and when it’s depicted the game uses the 3DS camera to show the player’s face, creating the narrative that the villain, Ouroboros, is attempting to break out of the “game” into the “real world,” and the entire plot of the game has been revolving around this fact. It is also revealed that “The Celestial” has been keeping Tiz alive and guiding him, and when he severs the bond between himself and the Celestial, he collapses and the game ends. You, the player, lose control of the character because he breaks your bond, which means you can’t play anymore
The first hint that there may be more to Undertale’s story of a human falling into the Underground land of monsters is during the final boss of a Neutral run (necessary to get the Pacifist ending and the first ending most people see), where the main villain, Flowey, abruptly crashes the game. Booting it up again causes the intro to glitch out and the save file to show what appears to be Flowey’s own save file. When accessed, the player is loaded into a black void with nothing but a save point. Accessing that causes Flowey to delete your save file (not unlike what Providence tries in Bravely Second), which begins the final fight against him. During the fight, he makes use of Save States to reload you back into the way of his attacks. This messing around with the player’s save data is only the first part of the game’s meta twist. Another reveal happens at the end of its Genocide route, where the player actively guides their character into eradicating every last monster in the Underground. You have to actively stay in each area of the game and kill everything you see until every enemy encounter becomes a blank screen with the message “But nobody came...” There’s no way to just accidentally end up on this route. Like, I cannot stress that enough. Very few people actually see the Genocide route, but its reveal is integral to understanding the overarching story
The final boss of the Genocide route is designed to actively screw with the UI (which is what I referenced when fighting Providence). His attacks change the shape of your action box, where you’re intended to dodge attacks in bullet hell segments, around. Some of his attacks are in the menu, hitting your icon in the text box and the buttons to select your action for each turn, constantly damaging you. There’s no downtime in this fight. You have to always be moving, because now he’s attacking your safe zones, just like Providence’s Bravely Second attack. There is no safe place from damage against these bosses. The trick to beating Undertale’s Genocide boss is to wait him out and dodge his attacks until he’s tired, and then use the time he’s asleep to move the action box into the menu to access your commands. Then, at the very end, you’re taken to a void and speak to a child you’ve never seen before, who informs you that you’ve both been controlling the main character of the game, Frisk. In a Neutral or Pacifist run of the game, this child is content to let you take control, and in fact may not even awaken as an entity possessing Frisk at all. In a Genocide run, however, they get so gung-ho about killing that they take control from you at various points. Noticeably, in the Genocide route, “Frisk” seems to act on their own a lot in cutscenes, something that they only do occasionally in other routes. The Mysterious Child informs you that they are the Fallen Child that the player named in the beginning, and that they also believe that they are some manifestation of... I don’t know how to phrase this. Game addiction? Completionist tendencies? They call themself “the feeling you get when your stats go up” or something along those lines. They ask you to destroy the world of Undertale with them and move on to the next game, where you’ll do the process over again together, killing all enemies and the “beating the game,” over and over until there’s nothing left. Accept their offer and the games ends there, the game’s world is erased. Refuse, and the Fallen Human informs you that you were never in control and attacks the player directly, causing damage numbers to be displayed across the screen and the game to crash instantly after. Booting it up again in either situation leaves you with nothing but a black screen with wind noises. 10 minutes after booting up that screen, the Fallen Human will offer to reset things so long as you sell them your soul. Accept, and every time you play a Pacifist route again the happy ending will play, before showing Frisk abruptly becoming possessed by the Fallen Human
I’d hazard a guess that what takes Undertale from being a goofy, lighthearted game with fun jokes and a lot of emotional moments into a ridiculously fascinating game to analyze is that reveal. The realization that the Player is a character takes that game’s story from good to great in a very short amount of time. Everything changes. And that’s exactly what happened to me with Bravely Default, which suddenly went from a cute throwback game to nostalgic RPGs (of which I have played none so there really isn’t any nostalgia there for me) that I genuinely enjoyed both the story and gameplay of to a brilliant game that I couldn’t get enough of. In fact, I���d go so far as to say that seeing that plot thread in Undertale is what made me appreciate its appearance in Default and hope that the lore there would be taken up a notch in Second. And honestly, I’d say it did. Gameplay-wise, it doesn’t go nearly as hard into it as Undertale does, but I don’t think it really has to. It’s not the same game, it just draws on similar themes, and I think it does that really well with the 3DS hardware. And to the Bravely Series’s credit, its integration of the Player into the narrative is done very well
So with all that said, what do I think of Bravely Second as a product? I had expectations, obviously. I expected to get more lore about the Celestial and the Celestial realm and was not disappointed. I went in spoiled on quite a few things, namely:
Anne is Airy’s sister, and is evil and works for a purple-ish pyramid named Providence
Ringabel is in it. Or at the very least, Alternis takes his helmet off. But it was probably Ringabel
The Kaiser’s real name is Denys Geneolgia
Obviously I knew who the asterisk holders were, since I had a list, so that spoiled Yōko as an antagonist to an extent, as well as a few tricky methods to beat bosses, namely Rev
A general overview of some sidequests, mostly Profiteur vs. Holly, Barras vs. Einheria, and Khamer vs. Alternis. You know, the controversial ones
Tiz/Agnès, Ringabel/Edea, and Yew/Magnolia are endgame ships
There is one time loop in the game. Not a world change, but a genuine time loop
I didn’t even pay much attention to pre-release info for Bravely Second, but try as I might, I can’t ever seem to completely avoid spoilers 😓. Oh well. The good news is that none of them really ruined the experience for me
Bravely Second is something that I haven’t seen in a long time: a good sequel. Good GOD have I seen games ruined by their sequels. Maybe I’m just bitter about the sequel hook in TWEWY Final Remix, which makes it seem like the writers have no idea what to do with a sequel, despite having a rich world to set it in. SO MANY sequels just rehash the first game, contradict its ending to get rid of everyone’s happy endings, or else try to explain things that didn’t need explanation (and explain them poorly at that). Bravely Second completely destroyed any of those worries for me. Everything feels like an expansion of the world and characters, done tastefully and with nothing but love for the first game that it’s expanding the lore of. I really felt the heart that went into making it while playing the game, and I have so much respect for the people who made it
Now, it does hit some similar plot beats, like the betrayer fairy who turns out to be working for an extradimensional being looking to mess with both the Celestial Realm and Luxendarc, but I love the twists it made to the formula. Bravely Default was a deconstruction of nostalgic JRPGs, where the helpful guide turns out to be working for the villain and tricked you into doing their dirty work, and instead of saving the world you were dooming it. Bravely Second then takes that plot and flips the perspective on it. They make the person being led by the fairy to open the Holy Pillar the villain, and he believes that he’s saving the world just as vehemently as the party did last game. Which almost makes him the perfect sympathetic villain, since he serves as a counterpoint to the main party who can understand exactly how he got into that position once the full extent of it has been revealed
At no point did I feel that Bravely Second’s added lore hampered the game, or ruined what I knew from the first game (I can easily ignore how silly it is that “oh all of the asterisk holders you killed last game were actually alive!” because I understand how much extra effort it would have been to design all new holders for old asterisks just to justify their inclusion in the game. It also might backfire for fans of the original characters who’d want to see their old favorites included.) Bravely Second’s lore expansions are only ever beneficial to its narrative. The expansion of the Celestial lore and the Plague, largely footnotes in Default, are turned into driving parts of the narrative in ways that only seem to make the world feel larger and older. Lived in. I can only hope that Bravely Third, or whatever it end up being called, keeps up the trend
And Bravely Default didn’t have the happiest of endings, with Ringabel getting a second shot to save his version of the party, but at the cost of abandoning the friends he’s made on this journey. Tiz is comatose, Til and Olivia are still dead, Edea is alone, and Agnès is left to reform her entire religion while fully believing that one of her friends is gone forever and the love of her life may never wake up. I am extremely grateful for being able to take that bittersweet ending and make it a happy one
On top of the amazing graphical upgrades, which stay true to the feel of BD while making everything feel grander, and the tweaks to the battle system to allow for minor enemy variation and the Another Round feature, which gives some incentive to carefully managing BP consumption, and some really fun new jobs, and I’d say I like Bravely Second even more than Bravely Default! (And browsing the internet, it seems like that’s an unpopular opinion. Dunno why, might be the fact that Second is goofier in its first half than the overall tone of Default and relies less on nostalgia for old RPGs). Bravely Second is where I feel the series went from a neat homage with some interesting gameplay innovations to a real adventure with its own unique world and story to tell
So what about the main characters, then? I’m gonna consider the main characters Yew, Magnolia, Edea, Tiz, Altair, Denys, and Anne, as they’re the ones who arguably drive most of the plot
Yew Geneolgia is the character that I was most worried about when I started playing this game. I was really expecting him to just be “Tiz but Younger” and I was happily surprised by what I got. If the liveblog didn’t make it clear, I LOVE YEW. He is such a genuinely sweet boy, who’s chipper and nerdy and so dedicated to his loved ones and I can’t help but relate to him. He’s like the perfect little brother I always wanted (I love my actual younger brothers but they ain’t perfect). His growth is incredible. He goes from a scared kid singing off-key to himself in the woods to keep calm to staring down the god of the realm of people that act as gods to him and telling him to get lost, all without ever losing his kind and dorky nature. He learns the importance of taking your mistakes and growing with them. His sense of familial duty is so wonderful to see, and he serves as an excellent foil to last game’s lead character, Tiz. We went from a low-class farmer and dutiful older brother to a high-class noble and dutiful younger brother, and the flip in perspective with the lead characters only serves to highlight the flip in perspective on the story as a whole. Yew is a Good Boy™ and I couldn’t ask for a better lead character in the game, especially since he’s not even on the cover of any version of the game? Bravely Second is Yew’s story and it’s a damn good one
Magnolia Arch is... honestly kind of underwhelming? She was marketed as the big female lead of the game, she’s the star of the teaser at the end of the international version of Bravely Default, she’s on the cover of some versions of the game! And I... uh... I like her just fine, but I don’t feel like she really served much purpose. She’s got a nice design, I like how sweet she is and her sense of curiosity as a newcomer to Luxendarc, but I don’t feel like she had much... point? She really feels like she was just there to introduce the major plot point of the Ba’als and be a love interest for Yew. I just can’t think of anything she really contributed to the game besides that. I don’t hate her by any means, I just wish there was a bit more to her than minor worldbuilding, especially with all of the buildup she got
Edea Lee is the person I would call the actual female lead of the game, just a different part of the game than Yew is. She’s the protagonist of the sidequests (sans the Yōkai quest, where she gets slightly lesser billing than Yew, but is still a major focal character.) Also, like Yew, she had little marketing. I really respect what they did with Edea. She was one of the most developed characters last game, having her whole arc where she learned to see the shades of gray in morality. So where do you go from there? How do you keep the character interesting without contradicting or repeating their character development from the last game? And my god did they do it with Edea. I love how she legitimately seems to have grown up in Second. She’s learned to see the complexities of situations and acts as a mentor figure to Yew, while still retaining her spitfire qualities... in the main story at least. Her development is actually about taking what she learned in the last game and applying it to a leadership role (which is what the sidequests are supposed to do, but really fail at in execution. More below.) She gets a different arc that complements her arc from last game, where she takes what she learned and now has to figure out how to apply it to a new role. The focus is less on learning to be a decent leader and mediator. It’s a continuation of her character, and it works really well. Ultimately, I’m happy with what we got of Edea (in the main story not... not necessarily Sidequest Edea, who may as well be a different character impersonating the real Edea for how much they have in common)
Tiz Arrior has a similar dilemma to Edea, and a different solution. What do we do with a character who’s already had a full game to be developed? Edea got a new arc that extends off of her first one, taking it in a new and mature direction. With Tiz, however, they decided that he would remain flat in Second, since he got the development in Default and seems content with where he is, personality wise. Like Edea, he’s placed in a mentor role, which I do really enjoy, but Tiz’s real strength in this game is how they used him for worldbuilding. He’s the perfect avenue to explore more of the lore surrounding Celestials, being the closest character to them thanks to his bond with one in the last game. So what does Bravely Second do? What it does best. It takes plot beats from the original and flips the perspective to give the player a new and better understanding of its world and characters. In this case, they take Tiz’s Celestial bond from the first game and give him a new Celestial to bond with, who is more than happy to exposit on his world and the world of Luxendarc. Like Magnolia, I feel like Tiz is much more of a worldbuilding device than a character in Bravely Second, though unlike Magnolia I can excuse this since Tiz already had a whole game that he was the main character of to be developed. We already like Tiz, so he has nothing to prove to us, and it feels good to see him get his delayed happy ending. Weird, though, how the two characters shown on box art for this game have the least impact as characters, though I suppose you could argue that they’re both tied to the main plot though other means. Other means such as...
Altair. Oh, Altair. You weird vegetable-loving alien man. He really grew on me, actually. I find it really interesting that despite constantly stating that the player is a Celestial and implying that the real world is the Celestial Realm, Altair comes in and almost seems to contradict that. Through him, we learn more about the Celestial Realm and, by extension, who and what kind of entity the Player is in this story. Is he aware of who we are? Who knows! He’s a good avenue of lore that I’m fond of. And if Yew is the emotional heart of the main story, then Altair is the emotional heart of the climax. His bond with Vega is what drives a lot of the overarching plot, and it’s a sweet romance. I dunno, I like Altair. I wish he was a little more meta-involved, and gave a little more info about the Celestial Realm, but he did good for what he needed to be. Team Dad’s good
Denys Geneolgia is tied for my favorite character with Yew and I’d talk about him but I already did and nothing’s really changed about my opinions since then, though the rewritten talk with Anne might need to be changed since she apparently doesn’t even know the player exists on the second loop, somehow. Oh well. I wouldn’t be upset if he was a party member in Bravely Third though *wink* *wink*
Anne is cool. Anne is a good foil to Airy, and my rage at realizing that she’s been playing the player since the beginning of Bravely Default is definitely a highlight. She’s a good foil to her sister from the last game. I mean she’s basically Airy taken up to 11 and without the pretense of being a good guy in this game. No, she got that out of her system last game and is in full blown Manipulative Bitch mode this game. She’s a fun villain to have on screen. Very punchable. I’m not sure if there’s much more to say about her, though. I would have loved to see her interact with the player more than the one scene where she taunts us. Just really rub it in that even though we’re a god in Luxendarc, she still managed to deceive us. Maybe expand on her relationship with Airy a little more, focus a bit more on her status as a foil to Denys. She’s a good antagonist, I just would’ve done more with her
We’ve covered the good, so what’s the bad? The sidequests. I’ve gone on a lot about the sidequests but I cannot stress enough how much I disliked all but the Chapter 6 sidequests. They are so formulaic, and that formula actually hampers the story they’re trying to tell with them. The sidequests are Edea’s spot to shine, and I can so clearly see what they were trying to do with them. They’re training Edea for her role as the Grand Marshal of Eternia, where she will end up facing two forces that oppose each other and have to make a decision about her nation’s involvement, which becomes evident during the Templar quest, which all of these seem to be leading up to. The problem, though, is that they’re trying to set up Edea as a mediator and then outright contradict that by having her just choose a side with no thought of compromise, desperately try to validate her choice as the only correct one, frequently claim that the other side’s argument has no merit, and then beats them down to make them agree with her. I mean, what!? That’s not mediating! That’s not my Edea!
By forcing us to make a binary choice, they completely gloss over any moral ambiguity in the situation, and the epilogues always focus more on how Edea feels about her choice, and not the impact that the choice has on the world as a whole. I can somewhat understand why they wanted to implement a choice system into the sidequests to make use of the second loop, but good gracious does it NOT WORK. And it doesn’t help that at least half of, if not 2/3 of, the sidequests try to make a situation morally ambiguous that really shouldn’t be? Or that has a clear correct answer? And all the rest are just really petty disagreements and none of them expand upon the world or characters in any meaningful way. Edea’s sidequest story of becoming a great mediator to make her father proud and grow into the role of Grand Marshal could have gone somewhere if that was a consistent thread between them and not a concept that solely exists in the Templar quest that tries to make the rest look good with hindsight. They really were the worst part of the game. The narratives weren’t enjoyable and the gameplay was just repetitive. Meet two bosses from the last game, listen to grievances, go through old dungeon from last game, pick a boss to fight, meaningless resolution. Rinse. Repeat. But in all honesty, the poorly written sidequests are my only big criticism of the game, and they’re entirely skippable to the average player. (I don’t recommend that you skip them because they offer useful jobs, but you certainly could if you wanted to)
Overall, I’d give Bravely Second a solid A. It is, unquestionably, one of the best games I’ve played in a while. Which is almost word-for-word what my final verdict for Bravely Default was in the email mentioned at the beginning of this post. This series consistently manages to suck me in and keep me invested in its world and characters. I adore it. I love the Bravely series so much and I’d happily buy whatever they come out with next so long as they never try that sidequest stuff ever again. Ever. (Though playing the game is probably gonna mean buying a Switch. Mmmm.)
Moving forward, what are my hopes for the hinted at Bravely Third? Ringabel’s certainly been teased a bit, so I’d hope to see him make a return. Especially as a playable character. I’d love to see his role with the Planeswardens expanded on and what their impact on the lore is. I could easily see Magnolia returning as a playable character, too, just for that little bit of extra development that she desperately needs and her implied relationship with the Planeswardens. I’d really love it if they brought Denys back and made him a playable character, finally giving him an actual, well-crafted character arc. Not to mention that his ties to both the Sword of the Brave and the Eye of Foundar make him an excellent candidate for the plot that the end of Bravely Second teased (also gives me more Geneolgia brothers content).
Story-wise, Bravely Default was centered around parallel worlds (or space), and Bravely Second explored the concept of time, so perhaps we could see alternate Realms/dimensions in Bravely Third. It would be interesting to see them expand upon the lore of the Celestial Realm, especially now that there are characters aware of the Player’s existence, such as Denys and Magnolia. Having Deneb around could also be an interesting choice, as she’d certainly know what the cataclysm in the Celestial Realm was and the capabilities of the Celestial Beings, since she is one. I’ve seen the idea of Deneb as a party member thrown around, and I wouldn’t be against it. Maybe if the whole party was made up of people aware of the Player’s existence, we could have more Player-party interactions. Dialogue choices in cutscenes for us, maybe, where we can talk directly to the party
I wouldn’t be against a Ringabel-Magnolia-Denys-Deneb party. I think that could work really well. Just a team composed of blond boys and silver-haired girls
I love Yew Geneolgia to death, but I think I’d keep him as a side character. He’s already had his story, though a look into what he did after Bravely Second would be much appreciated. Show me my son who reformed the Crystalguard and became the most well-loved member of House Geneolgia in history! At least give me a good sibling reunion! Give me the hug between Denys and Yew that I was robbed of in Bravely Second!
Don’t undo any of the happy endings everyone got. Tiz and Agnès are happily married and retired, and Ringabel and Magnolia make it back home safe to their significant others post-Bravely Third
I guess I’d also kinda like to see a good Cryst-Fairy around at some point. I like the idea I’ve seen around of the Player having their own fairy servant. That could be fun to play with. Maybe with those Party-Player chats I mentioned our dialogue choices could be telling our fairy what to tell the party. Speaking through our own, personal Cryst-Fairy, if you will. Though again, if we’re still expanding the lore, maybe they could go into the state of being of Cryst-Fairies more. Anne gave us a bit to work with, so I suppose I just want more elaboration on how they’re all siblings, how they feel about being siblings, etc. Maybe there’s a good fairy and a bad fairy in the same game and they bicker like real siblings
Also, can they give us confirmation as to whether Yōko was a Luxendarc native or not? And if not, can we see her home realm? That’d be cool. I’d like to see the Yōkai world please
I guess that’s really it, though. For now, that’s all I have to say on the Bravely series! Again, I’d like to give a huge thanks to everyone who’s read through the liveblog and/or commented on any of the parts of it. Seriously, you guys rock and I don’t know if the liveblog would’ve gotten as big as it did if it wasn’t for you guys and the support you provided. If any of you guys want to chat, don’t be afraid to hit me up. My ask box is always open
So! I’ve been Liz, this has been Liz Liveblogs Bravely Second, and I hope to see you all again if/when Bravely Third drops so we can all get lost in the world of Luxendarc together one more time!
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christotalksgames · 7 years
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Switch Impressions: 6 hours
After my friends and I went to go see Logan (a really good time), it was off to Best Buy for the midnight launch of not only what could prove to be the ultimate Nintendo console, but what is already the ultimate Legend of Zelda experience.
You know what, before I even get to the Switch, let me take a paragraph or two to talk about Zelda. The Switch is synonymous with the experience of Zelda at this juncture. Sure, it’s without a doubt the biggest game at launch, but it’s a prime example of the benefits of the console. As the first 3D console Zelda in 5 and 1/2 years, it has a lot to live up to. Console Zelda games based on the Link To The Past formula, especially starting with Ocarina of Time, were wonderful games, albeit segmented from what open-world, exploration-based RPG games started to become around it. Skyward Sword especially was the prime example of this. A game that tried to switch up how people played Zelda, not just through literal controls, but with context to puzzles and enemy design. It contained its fair share of stellar moments and soundtrack diamonds but it remains, in hindsight, the only Zelda game that maybe critics weren’t hard enough on. I always felt that Zelda having as much direction as Skyward Sword had was mandatory for keeping the importance of that lore. That the series was a legend just BECAUSE it was legendary, and the story moments were big because they were Zelda moments. Six hours in, I may have been wrong. Zelda’s roots are still fresh and fun. And had plenty of room to expand all along.
And it ultimately proves that Zelda: Breath of the Wild could have pioneered what it has now potentially perfected. I’m not nearly into it enough to give that final verdict, but the overwhelming, industry-wide praise this game has received seems to say it for me. I was even concerned after 2-3 hours spent on the Great Plateau, the intro section of the game; After that time spent within the gameplay loop, I felt like I wasn’t ultimately “getting it”. The controls aren’t exactly intuitive; there is a learning curve. This Zelda game is a fish out of water for the series, after all. But it wasn’t until I realized just how versatile each encounter could be with enemies and even the world itself did I see the magic reviewers spoke of. I finally got my reminder that not only am I playing a brand new Zelda game, but Zelda as we know it has been reborn.
Now onto the Switch itself. The allure of taking a console game like this massive open-world Zelda, for me, doesn’t necessarily make using the Joy-Con controllers any easier. They’re tiny in my decently medium-sized hands. Within the grip, even in the grip, I don’t think there has ever been a smaller controller. I also did encounter for a sliver of time the desync issue with the left Joy-Con. It’s surely an unfortunate problem to have on launch day. Fortunately, the Nintendo Switch Pro Controller was there to adapt to, and I mean this when I say that I don’t think there’s ever been a controller this comfortable. It’s wide but not too spread out, thick but not too bulky, with BIG face buttons and sticks that feel incredibly secure. The shoulder and trigger buttons have a soft click to them that easily forgives being digital in favor of analog.
The UI is nice and minimalist and setting up the system was fast and easy. Day 1 updates and demo installation for Snipperclips took no time at all and could be installed in the background, and even game updates were quick and could have been downloaded just by being shared with another Switch that has the update. The Switch is easily accessible to any region’s eShop for downloadable content available across multiple countries thanks to being region free. The eShop itself is nice and organized, but we’re still working with a limited lineup so time will tell how it keeps up. Yes, pesky friend codes are back, but the promise of adding friends through social media platforms softens the blow.
Perhaps what eclipses all of this is the fact that I sat down at my TV, set up my Switch, put in the shockingly tiny Zelda cartridge, and was physically controlling Link only 3-4 minutes of load times and cutscenes after selecting the game from the home screen. We have not had a console be this instant with it’s delivery of games in so long. This has been the reason why I’m elated at the promise of the Nintendo Switch. And for this; it has ultimately delivered. People will nitpick and I know I have my fair share of them myself, but Nintendo Switch is a SOLUTION to an actual PROBLEM found in modern video game consoles. 
Nintendo not only has one of it’s best consoles ever, it has one of the most important improvements to the console formula. And it has the second-highest reviewed game in HISTORY (right below it’s own game from 1998 at number one). You can criticize what you want, but I’d say that’s a successful launch.
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nebulaillustrations · 6 years
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Entry 10-Continuing Creative Disruption brief
For the next couple of weeks we worked on more designs and characters so Ben could vectorise and create them into 3-D models. We had also gotten a tutorial and brief explanation in Blippar. Apparently it is more easier to use then first intended. However, it would seem unlikely for us to even use the Blippar app until we could actually animate the models and exporting them over to use, So using it might have to be an after thought in creating, if say we were picked. In the mean time, here is a sort of similar idea Nintendo created for the 3DS several years back. I use to own some of these actually, they are usually still models however so it be interesting how much we replicate from it.
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My task however was as always, create more designs and concepts that could be considered for the finalized versions. We decided that each Department and Course would have a unique mask in reference to what they taught/studied, correlating earlier with the theme of community but with a sense if wild diversity that reflected our tribal theme.
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I had taken these reference from a book on African masks in the library ( apparently no one took this book out in a long time...) I like some of the odd and primitive designs that are present in these masks. Its interesting to note that some of these African masks share horns on them, not only that, but other indigenous tribes also had these ornaments adorned on them.
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The more squat and rounded masks (the two last reference images) gave me inspiration to make a sort of drum like masked creature that would reflect the Music department, I tried doing  paper mask creatures for the Art department where they would paint a ‘smile’ on there face. I wanted to make some sort of computer faced creature that would reflect departments such as 3D and Product Design for example. And in reference to the sun masks ( see ref any who) from indigenous cultures I used a cog and mechanical imagery to reflect the Engineering department. I know there’s loads of departments, but I only custom created a select few.
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My vision coming to life with the magic of Ben’s magic wand, a graphics tablet pen!
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I also worked on these very quick’ wall paintings’ on going with the theme. I went for a quick and loose approach to it, but I hate it for obvious reasons. They were going to be more for environmental things like walls or floor or put on pieces of paper (Sam was busy making props in 3D with the help of Ben, just because there good with that crap) I was trying to involve myself as much as possible basically because I was really keen on having a strong idea with my group. I wish I did these differently but, i kind of like the one at the bottom.
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We had also had the idea of basically making another secret language that we could implement in Blippar where the if the person could scan over it, it would translate in English. It seems rather complex with creating a new alphabet but all it was was a bunch of fancy scribbles bunched together to represent a different letter.
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We finally had pitched our idea to Leo, this was the breaking point, but not to sound overtly confident, i wasn't too nervous about it, because I knew our idea was at least anything was concrete. Well fortunately folks, I passed that segment (yayyyy) but here are some pointers that Leo critiqued us with ( I thought these were interesting).
Leo said that our idea was fun and interesting, indeedly so. However, He was disappointed that the models werent more chaotic. He thought that the earlier concepts from Kirsty’s were more dangerous in an exciting way. It was different parts about it really, the masks weren't as bold as the earlier concepts, and they were only a select few (you would need that though as we wanted to use each mask as a representation of a department.) The bodies he though werent as savage as he imagined, we did assure him  that this in itself could be changed and we wanted to stick with one body type to either stretch into a larger body or compress into a smaller body. I do agree with Leo, I feel the bodies could perhaps maybe be more diverse; lanky, squat, lean or something different, but also doing so would create more complications and work. Despite the criticism, I don’t think our group did a bad job and I believe we had a very unique product to present to the client. Apparently the work will be sent off to the Vice Dean in a week so im unsure if we will change anything or not.
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Top 10 Games I played in 2017 [so far]
May was a busy month for me, and I didn’t realize until recently that I neglected this blog and forgot to write something. As a way to make up for it, I wrote 2 blog posts. Both entries this time are a list-like format, but since I’m playing Breath of the Wild right now, I’d really like to write something more detailed about open worlds for July.
The first half of the year is almost over, and boy, has it been great. There have been so many great games released during the first half of this year alone that making a Game of the Year list at the end of 2017 will be remarkably difficult, more so than most other years. At the end of the year, 2 things will be certain: 1) a fair amount of games I enjoyed will be left out of the top 10, and 2) games I played in this year that were released early than 2017 will be left out. As a result, I wanted to create a list of the top 10 games I played this year regardless of their actual release date. This year I played a fair amount of games from previous years, and some of them are so good it’d be a shame to not give them their 60 seconds of fame here. Even though the list is mostly of 2017 games anyway, the order may not necessarily be the same come December.
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10. Snipperclips: Cut it out, together!
Snipperclips is one of the best games you could include in a potential “Nintendo Switch starter pack.” Although playable by a single player, the game shines in cooperative play, and through this method of play, you can experience the vision of the Switch hardware. The game is a blast regardless of whether you are playing it in TV or tabletop mode. Everything from the quick load time of the game software and OS to the snappy gameflow of Snipperclips perfectly exemplifies the mission statement of the Nintendo Switch hardware. The puzzles are well-crafted with a good amount of variety and rely on both players to work together. As you and your partner discover the solutions to the puzzles, you will undoubtedly find yourselves come across moments of laughter, which makes the game all the more memorable. The additional modes are welcomed, whether they be the competitive sports and battle mode or the 4 player puzzles. Overall, it’s a game with more content than you would expect, making it a fantastic launch game and a perfect introduction to the Switch hardware.
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 9. ARMS
ARMS is a unique game, and even though the product on release is a little skimpy on the content, I’m really enjoying it. The motion controls are very intuitive, to the point where I haven’t even tried the Pro Controller. And although the mechanics appear simple on paper, there’s a lot of depth, and the skill ceiling is quite high; even the AI can be brutally difficult. I’m still barely above the skill floor, or at least the AI makes it seem that way at times, but I’m looking forward to playing more of ARMS as time goes on and seeing where my abilities peak. The great art direction, character design especially, makes the game very welcoming to all players. It’s really something to see the Mario Kart 8 team branch out of their comfort zone and create their own take on a fighting game.
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8. Fire Emblem Echoes: Shadows of Valentia
How I perceive the Fire Emblem series has changed a lot over time. My first experience with the series was playing the Sacred Stones on the Gameboy Advance. I wasn’t particularly good at it, Advance Wars with its disposable units was more my style, but I did make it to the credits at the expense of many casualties during the endgame. I hadn’t played another game in the series since Awakening, and Awakening’s accessibility and the lack of Advance Wars games made me see the series in a new light. I’m proud to declare that I beat Fire Emblem: Fates on Hard, redeeming my poor play in the Sacred Stones, and although I haven’t beaten Echoes yet, I’m really enjoying it. The game is different in just the right amount of ways so that things feel fresh, and the writing is so well-done that I don’t feel like I’m missing the self-insert characters from the original 3DS entries. When it comes to sound, the amount of voicework in the game is nothing short of impressive and the soundtrack is as incredible as one should expect from the Fire Emblem series. Overall, Intelligent Systems did an excellent job taking an entry that not many people responded well to in the past and turning it into an excellent one.
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 7. Steins;Gate
Are visual novels games? Let’s not go down that rabbit hole. For now, I just want to say that Steins;Gate is great and should be experienced by anyone who likes visual novels or science fiction. I haven’t seen the anime, so beyond the elevator pitch of “kids create a microwave that sends emails to the past,” I had no idea what to expect. But when the game was available for $2.99 on PSN during the Golden Week sale, I bit, and I’m glad I did. Although the True Ending is a little contrived, the journey there is one that shouldn’t be missed. The characters are very well-written and mechanics behind time travel are well-thought out; Naotaka Hayashi did his best to make the underlying pseudoscience as believable as possible. Anyone familiar with anonymous message boards, otaku culture, and chuuni will find the script hilarious. Also, Miyano Mamoru, my personal favorite VA ever since his great job as Takuto Tsunashi in Star Driver, does an amazing job voicing Okabe.
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 6. NieR: Automata
NieR: Automata is a really unique game when it comes to aesthetic; the art direction and music are a combination that is so unique it’s worth playing for that alone. The story is really interesting as well, and it’s probably of the best game localizations of all time, with its amazing English dub. The actual game design has a more tried-and-true approach, but that’s not solely detractive. The Bayonetta-like combat is solid and responsive, and the genre shifts whether it be 9S’s hacking minigames or twinstick shooter segments are fun ways to shake up the monotony. However, the open world of the game is somewhat empty and boring, even if it is that way for narrative purposes. And although the ending of the game disappointed me (it felt like getting off a rollercoaster right when it reached the summit), it was still one of the best games released in 2017, and a PS4 classic without a doubt. I was completely engaged from beginning to end, and I would love to see Yoko Taro and Platinum Games collaborate on another project in the future.
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 5. Xenoblade Chronicles X
Xenoblade Chronicles X may be the closest thing we’ll ever get to an open world Gundam game. Although the first third of the game is somewhat dull, and the amount of systems they throw at you can be overwhelming, once you stick with it and get your Skell license the game becomes magnitudes better. The Skell’s vehicle mode and flight mode offer you so much freedom in how to tackle obstacles and where to explore. Upon obtaining the Skell, I couldn’t put the game down, and was addicted to exploring every nook and cranny, ignoring most of the main storyline until I felt my collection of mecha were fully decked-out. Xenoblade Chronicles X isn’t a perfect game by any means, most of the character models are kind of ugly, the story has more low points than high points, and the battle system isn’t exactly my cup of tea, but the exploration component of the game brought me so much satisfaction I was more than willing to look over the flaws.
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 4. The Legend of Zelda: Breath of the Wild
This latest entry in the Legend of Zelda franchise is a large departure from the norm. Breath of the Wild is the kind of game that gives back the more you invest into it. If you just go from point A to B completing only the tasks and shrines associated with the main quest, you probably won’t enjoy the game. But if you’re the type of person who is willing to put off the main quest and head in a random direction, unlocking as many shrines and watchtowers along the way as possible, you’ll have a tremendous amount of fun. The game’s world as well as its physics and chemistry engines gives you a variety of ways to accomplish your goals, and the focus on shorter dungeons with well thought-out puzzles makes the game perfect for the Switch. The need to craft elixirs or food for adventuring in areas of extreme cold and heat are the only negatives I’ve encountered thus far. It just seems contradictory to place those kinds of limits on a player in a game about exploring. But Breath of the Wild is still one of Link’s best outings, and I can’t wait to see what the next Zelda game will look like.
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3. Dragon Quest VIII: Journey of the Cursed King
Last year I had the chance to play Dragon Quest VII: Fragments of the Forgotten Past, and really enjoyed it. Ever since I finished VII, I was heavily anticipating VIII, eager to return to the old-school RPG worlds of Dragon Quest, and this game did not disappoint, but instead, exceeded by expectations. Similar to Final Fantasy IV, my favorite in that franchise, the game gives you party members whose roles are initially static, but the ability to denote skill points into several categories allows you to experiment with and specialize them. The story is a well-written mix of vignettes tied to an overall plotline, and the cast of the game, especially your party members, is just incredible. The battle system remains the classic turn-based system you want out of a Dragon Quest game, but benefits from the speed-up feature included in this 3DS port and the addition of the Tension system. Upon beating the final boss, the game isn’t quite over, and the segments that follow make one of the most memorable ending sequences of all time. When you play Dragon Quest VIII it doesn’t feel like just an old game, it feels like an eternal classic.
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 2. Persona 5
Although Persona 3 is still my favorite game of the post-Persona 2 trilogy, I really enjoyed this entry. The new additions to the battle system work incredibly well alongside its stylish UI, which makes full use of the controller’s buttons to minimize the inputs needed for every action you may want to perform. And the addition of new elements such as Nuclear and Psychic ensure that all of your party members are viable in different areas of the game, something I felt the series struggled with in the past. The cast is appealing, revamped social link system is fantastic, and although the first third of the story is the strongest part, it remains enjoyable for the entire duration of the game. Fusing Personas remains as engaging as ever, although the filtering systems in place aren’t as robust as those in the Shin Megami Tensei 4 duology. The game has one of the strongest and most focused aesthetics I’ve ever seen. Everything from the soundtrack to the UI elements just screams “Phantom Thieves.” Upon beating it, I was already planning my second playthrough, which I’ll be sure to do before summer is over.
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 1. Monster Strike
Monster Strike has no right being as good as it is. It takes the gameplay of the successful mobile game, removes the microtransactions, and turns it into a full-blown RPG with a challenging post-game, resulting in something that’s really amazing. The process of creating your team of monsters has a tremendous amount of depth. Not only do you need to consider the elemental strengths of weaknesses of your crew versus your enemies, but you need to take into account the passives of each monster, such as erasing mines or immunity to walls that inflict damage, as well the type of combo attacks they expel, such as X-shaped laser beams or explosions. Once the billiards-like battles begin, you need to carefully aim your monsters, adjusting the angle so that you can maximize damage to the enemy by bumping into them and setting off Friend Combos by bumping into your allies. The graphics are impressive for a 3DS title, and the story is predictable, but enjoyable. The end result is a game with the level of decision-making typically reserved for series like Shin Megami Tensei or Bravely Default. It’s an incredibly unique and well-made RPG, and is without a doubt one of my favorite titles on the 3DS.
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