Tagged: Radiant Historia Toggle Comment Threads | Keyboard Shortcuts

  • RedSwirl 9:30 pm on April 5, 2011 Permalink
    Tags: Radiant Historia, ,   

    @unmanneddrone I would bruh, but I got decisions to make.

    After I’m done chatting up a couple hostesses in Yakuza 4 I’ll probably see if I can motor through Radiant Historia, which has managed to go almost nine hours without ANY, of the usual JRPG trope bullshit.

    The clock is also ticking on The Witcher, which everyone else also seems to be starting right about now. I WANT to get on STALKER, but we gotta choose man.

  • RedSwirl 7:27 pm on March 17, 2011 Permalink
    Tags: Radiant Historia,   

    Squadcast 3.1 stuff:

    Difficulty and fail states: Whatever man. I’m putting all this “no more Game Over screens” talk right up there with all that other queery new-age pipe-dream shit like “the death of consoles” and all that crap. There needs to be a threat of failure – something you need to overcome in the game. I for one took issue specifically with the Elika mechanic in 2008 Prince of Persia. All sense of challenge in the game was lost. It may have been a smooth experience, but it was also boring in part because of that mechanic.

    As for modes, I start most games on normal and if I enjoyed it enough to actually want to replay the game I might bump it up to hard. Exceptional cases include Dead Space 2 which I started on Survivalist because the first game was no challenge at all for me, even on Hard. Also, Halo on Heroic feels about right for me, same as Gears on Hardcore.

    For me, it’s all about balancing. Too many games, especially in this day and age, just aren’t balanced well. Resident Evil 4 is an intense game but feels right because what the strength of the enemies feels proportional to what you are able to do. It feels like you actually have to actually utilize all the game’s mechanics in order to win. The same is true of Itagaki Ninja Gaiden (both of which I played on PS3). You could tell that game was hard specifically because of how aggressive the enemies were, and yet the game gave you ways to keep up.

    Particularly enjoyable is a game that gives me a unique sense of accomplishment from having been presented with a steep learning curve and actually applying myself to overcome it. That’s why I enjoyed Vagrant Story, Tourist Trophy, and Top Spin 3 so much. They were all games that looked obtuse but not insurmountable which made me tell myself “damnit! I’m going to learn how to play this game!”

    Games trying to be all things to all people: I’ll admit that too many developers like BioWare and Crytek are stupidly trying to catch the Call of Duty audience. Howver, the problem behind that is these games now cost twenty fucking million dollars to develop, so selling millions of copies is the only way they can make money oftentimes. If you’re not developing that, you’re developing an XBLA game that might sell a few hundred k if you’re lucky.

    That’s why I lament the apparent death of the “middle-class” game – the retail game that you could produce for $4 or $5 million, cater it to a fairly specific audience, and make good with that audience. Atlus has still been able to do this, but they’re just now on their first internally-developed HD game, so we’ll see if they can keep it up.

    You know what all those developers need to do? Call a massive meeting one day, and through some kid of mediation try to figure out how the fuck Nintendo is able to make their games so universally fun. Maybe call an investigation into what kind of black magic Miyamoto has been using for the last 25 years.

    People not liking Stacking: Whatever. your loss.

    Horeshit DLC: The idea of DLC and additional content was a noble one I think. PC games for years have shipped a complete game, then offered an expansion with more challenges under the same rules for people who wanted more, for an affordable price. I thought that introducing this technology to consoles could get rid of incremental sequels. Instead it’s chopping up games and fucking up the economy behind them. There have been a few good examples of real “expansion packs” like GTA IV, “Minerva’s Den,” and the upcoming “Severed” for Dead Space 2 which is a new, separate campaign, in the same world.

    A little more on Radiant Historia: I’ll tell you this: the game has managed to avoid most of the JRPG tropes so far. For starters, I can actually tolerate the main characters. The protagonist is confident and personable but has a mysterious side to him that I’ve seen will develop later into the game. The overall storyline (@beige what did you think of Vagrant Story’s narrative?) goes more for the Ivalice-style political intrigue but doesn’t overdo it and is revealing itself at just the right pace to keep me interested.

  • RedSwirl 3:50 am on March 15, 2011 Permalink
    Tags: Radiant Historia   

    Okay, I think I’m “all in” on Radiant Historia. Check this shit out.

    Radiant Historia is basically a subversion of the branching storyline trend that’s all the rage in visual novels and now a lot of western console games too. Yes, there are major decisions that take you into entire separate storylines, but in this game the main character must travel back and forth between alternate timelines in order to fix history and fine the one non-apocalyptic timeline.

    Like the player, the main character is aware of the varying timelines, so he must play a dual life of a timetraveler and a government spy as he navigates both time and fantasy political intrigue. “The rules” in this mulltiverse have an added quirk stipulating that if someone dies in one timeline, they die in all timelines. So, say someone you need is dead in one timeline, but you can’t reach them to save their life. In that case you must travel to a different timeline where you’re available to rescue them, then travel to the first timeline where they will be alive.

    On top of this is a “whodunnit” plotline where someone, somewhere, has the same time-traveling abilites as me and is working against me. I knew this was apparent from the beginning and already have an idea of who it is.

  • RedSwirl 3:35 am on March 13, 2011 Permalink
    Tags: Radiant Historia   

    Okay, Radiant Historia has unfurled itself to me as some kind of sick RPG take on Shadow of Destiny. I reach the first “junction” they tell me I must travel through in order to find a path through time where the world doesn’t end. I check the time book and under the nodes see “four out of 236 nodes found”. With further research I discover this includes all the sidequests I MUST complete in order to get the true end.

    Sheeeit. It’s either this or Okamiden, and this is already experiencing vintage markups.

  • RedSwirl 2:07 am on March 13, 2011 Permalink
    Tags: Radiant Historia   

    On the subject of baroque RPGs (that are not actually called Baroque), I just started Radiant Historia. I hear it’s supposed to be some mix between time travel and medieval spie shit. Chrono Trigger + Vagrant Story. We’ll see. Impressions coming soon.

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