Showing posts with label Eternal Sonata. Show all posts
Showing posts with label Eternal Sonata. Show all posts

Sunday, October 14, 2007

The Endgame Syndrome; Why do we abandon games?


As most of my Destructoid compatriots know, I await RPGs with intriguing storylines more than any other type of game. I enjoy nothing more than to sink myself into a rich plot, get to know the characters, and most of all, experience some form of emotional fulfillment at the end of the story for the work I've put into playing it. To my surprise, the last few I have looked forward to I've gotten fifty to sixty hours into and then simply never picked up again. Why this sudden transformation from game committment to total disinterest?

I clearly remember finishing a lot of the games I played for the NES, and I can't blame it on scarcity of product. Between friends that generously shared large cartridge collections and the game rental store down the street (Performance Hobby! I salute you), I played hundreds of games released for the system during its lifespan. Since I started playing often when I was about ten or so, I know I had the free time to complete them, but it seems to me something more was at work as to why I finished those games.

In the case of the games I was most driven to complete, I was so absorbed in them that I thought about them even when I wasn't playing them. Other new releases didn't get in the way because I wasn't interested in them until I completed the one I was playing. Chrono Trigger and Final Fantasy X were great examples. I held them akin to reading a great book - by reading other books at the same time, you distilled the purity of the experience of the story.

In the current state of gaming, releases come out so frequently that we constantly have new "stories" to choose from. The biggest catalyst of "Endgame Syndrome" is definitely this factor. Since production values and budgets have risen to new heights, most games are gorgeous to look at. Some argue that one must wade in a sea of pretty games to try to find the ones that are worthwhile, so consumers are constantly sifting through large amounts of content and don't have the patience to spend on completing a game.

Another major factor seems to be length. BioShock was completely engaging, yet presented the story in a shorter timeframe. The more time you have in which to tell a story, the more challenges one faces to keep a gamer engaged. Considering the average attention span is twenty minutes, it's no small feat to create a game that can remain interesting to a player after 40 hours of play. Structural variance is also a key -- If you're doing more or less the same actions for the majority of the game, are they fun to do?

Most difficult of all is the experience of playing an enjoyable game and then abandoning it after committing many hours to the storyline. Eternal Sonata, I'm sad to say, fell into this category. I was pleased with the story, but I didn't think about it when it wasn't in front of me. It leaves you feeling disappointed when Endgame Syndrome kicks in in these instances. I did want to see the ending, but the drive to do so just evaporated, leaving me as confused as waking up naked with an otter. ( I need to stop drinking at those Zoo-To-Do events.)

Is it that games aren't what they used to be, or is it that gamer attention spans have shortened over time? I fear that some of both are present, although I am always hoping to be pleasantly surprised. The shape of the industry that creates these games has dramatically changed. In 1985, few people would have dreamed that games would one day rival the film industry. As a result, more experimental projects may have turned into playable results, which at the very least promoted creativity.

Whatever the secret formula is, recent feedback proves even RPG giant Square-Enix can't always hit the nail on the head anymore. Avoiding Endgame Syndrome is simply a matter of being choosy about what titles you take home -- and even then, there's no ensuring you'll feel the spark. For me, those unforgettable stories that are worth finishing are worth the search, no matter how many duds I have to sort through to get there.

Thursday, September 20, 2007

Video Game crushes: Wanting to undress your imaginary friends


After five hours of Eternal Sonata, I can finally admit it to myself: I have a crush on Frederic Chopin. Before you start laughing, think back over all the games you've played. Maybe you were so absorbed in the storyline you didn't even realize it. Put down your controller in hushed reverance for all of Sephiroth's cut scenes? Waited patiently for all the moments you could get extra glimpses of Lara's endowments? Maybe your heart even fluttered any time Balthier was dashing and debonair, dangerously straddling the line between androgny and rampant homosexuality. Either way, more of you are guilty of this crime than you'd like to admit: The Video Game Crush.

Your average non-gamer (or even some gamers who have never experienced the phenomenon) will be quick to say,"Why would you get a crush on someone who isn't even real? That''s stupid." Stupid, perhaps, but I can't help but think about all the imaginary people I'll fallen a little in love with, and not just in video games. Ender Wiggin in the Orson Scott Card novels is one of my long standing not-real crushes. How can any logical person find themselves in this position? The answer is simple: The heart is not logical, and a video game is an ideal setting to entertain illogical things. You're already flying along the coast of the Etrian Sea Universe in an armored flying narwhale wearing a crown of igloos, so why not fall in love with the Princess of Obscuria?

It also seems that when we play games, we get to meet many characters who we will never meet the real life equivalent of. I am pretty much assured that I will never meet anyone as metrosexual as the Final Fantasy boys until I head straight to the streets of Harajuku, so it makes sense that those characters might be a little fascinating. As far as female crushworthy characters are concerned, the formula is even simpler: Few real world women kick ass and look as sexy doing it as the Lara Crofts and Chun Lis of the world. Then there's the sweet and helpless formula, which Aerith of Final Fantasy fame is the reigning queen of. She looks so sweet while she's being stabbed through the chest with a sword, doesn't she?

Some people think it's ridiculous, but in my mind having a crush on a character in a game is as normal as getting choked up when a great game ends. If the character designers meshed well with the writers and did their job right, they created characters that were ultimately real enough to emotionally engage you -- something that seems to be getting harder and harder in RPGs every day. It's a compliment to their skills that I can't stop thinking about that dreamy Chopin. The voice actors, of course, are the glue that holds it all together. In a modern era of gaming that makes fully voice acted games the norm, they bring these characters to life or leave them behind to blend into the scenery.

So, got a crush? You can admit it. It's okay. Unless your crush happens to be Pyramid Head, in which case you're an ill little gerbil and really should be confined to a damp room with no doors. Really, it takes all kinds.

Sunday, August 12, 2007

Eternal Sonata demo impressions


Pretty! Pretty! Pretty!

No.....really. This demo is gorgeous like I can't even begin to explain to you. The art style is triumphant, the details are perfect, it moves fluidly, the music is gorgeous. More importantly, even though there isn't any story revealed in the demo, it doesn't suffer from that feeling of hollowness that many current RPGs seem to. While playing, I had an echo of the way I felt while playing Final Fantasy 7 for the first time, which I can only think of as a good thing.

I haven't enjoyed an RPG battle system as much as Eternal Sonata's in a long time. While Final Fantasy 12 seemed to master the art of free movement and flow for battles, there is something about the way this system works that I find very satisfying to play. You have a bar of time, which does not begin until you move, to use in any way you like. You can get in a few attacks, heal and even cast a special attack all in one turn. It's basically the indecisive player's dream come true.

For me, Eternal Sonata also nails a difficult middle ground in that it is cute without being completely nauseating. Sometimes the little phrases before or after a battle literally make a game distasteful for me; I feel as the writers chose to speak down to me as the player when the character personalities are too dumbed down(Blue Dragon was a perfect example). While I prefer no catchphrasing at all, the title seems to balance out it's tone well, and I don't want to throw any of the characters out the window yet, which is always a good thing.

My only negative point about the demo is that I wanted to see more of the musical aspect of the game, as I have been fascinated with that concept since it was announced. You can speak to someone in a town about it, but there's no ability to experiment. My hopes are high for how this will work into gameplay and storyline. The title is already a pleasure to play, even without this additional feature.

Eternal Sonata's impact on 360 may dictate the possibility of more RPGs for the system, which is something I would really like to see. It's been the only thing that held me back from buying it when so many other gamers were already enjoying theirs. I enjoy it for what it is, but no matter how advanced a console is, it's useless to me without a selection of games I enjoy. If Microsoft keeps expanding their horizons, 360 truly could end up as king for some time -- especially if Sony keeps struggling. Regardless, after playing this demo, I look forward to the release more than ever. This one looks like a winner.