Many times this year I've thought about returning to TOP Gaming. I originally started this blog as a way to get back into writing. I'm a storyteller at heart, one of the few and proud gamers of the world who actually value a good story and strong characters over graphics (and to some extents gameplay). Blogging was mostly an exercise to get myself writing every week and perhaps launch into bigger and better writing projects in the future. After a personal tragedy in 2013, I returned to college to finish a degree in Applied Linguistics and decided that since I was writing a paper every week, I really couldn't afford the time to write about video games every week on top of that. I was certainly getting enough writing practice.
I wanted to do a grand reopening in January with a "Best of 2014" article, but that fell to the wayside as I prepared to move from Maryland to Hawaii. It's roughly 4800 miles to move a family of five. No big deal. My supportive wife says, "It's never too late." So perhaps I will do a review of 2014, or perhaps I won't. I haven't decided what to do, honestly. All I have decided is that I need a creative outlet. I've been out of school since January and comfortably settled in Hawaii since March. It's time to get back into writing - and hopefully back into blogging.
The last real post on this blog was Music May of 2013. It was a huge undertaking and it was one of my favorite projects that I've ever done. It took months of preparation and hours of writing and listening to music. When Grooveshark crumbled in April, I was fairly devastated. My entire blog was dependent upon Grooveshark to provide the optional, ambient background music of TOP Gaming. It was another crushing blow and another setback to my return, because I knew once I came back I'd have to address it. I still don't know how to solve the issue. There really isn't anything quite like Grooveshark on the internet that I'm aware of. I don't know how best to integrate video game music with video game musings. I'm sure that in time something will come up.
May 4th of this year, a new son was added to my family. He's asleep right next to me as I write. The weekend leading up to his birth was a very difficult weekend for me and I wrote a yet unpublished blog about how I was feeling at the time. I'd also like to polish up and publish that blog for you sometime as it was an amazingly powerful outlet for me to vent some pretty strong emotions - and yes, I somehow managed to tie it together with a video game, or specifically a video game song that I don't know how to feature on this blog at the moment.
That brings me to June - which it is for a few more hours. I didn't really have any life-changing or blog-disrupting changes this month. I probably could have posted a bit earlier, but I did not. I got caught up in the Heavensward launch for the MMO Final Fantasy XIV, but now things have settled down and I'm trying to set aside more time for creativity and expression. That's really all I have. I don't want to tease an audience (whatever's left of one) into thinking I'm truly back. I haven't really thought this through. I just thought it was long overdue that I sat down and wrote.
I apologize I haven’t updated “Breton in Skyrim” yet this
week. Hopefully, I will have time this afternoon. I had an extremely exciting
adventure in Bleak Falls Barrow. I nearly died! Trying to play by a set of
rules, and keep my friends and fans informed and involved in the adventure
really adds an additional pressure to keep Genjo alive to blog another day. So
these scenarios the game concocts to defeat me can really be an adrenaline rush
due to the added incentives of keeping this “public figure” alive. It’s
extremely fun.It nearly gave me an anxiety attack.
I’m continuing to work my way to the end of Final Fantasy IV. I try to beat one
major boss a day. I’m currently stuck on Doctor Lugae in the Tower of Babil. He
is not quite like he was on Super Nintendo, so I’m forced to think up a new
strategy for him, or resort to looking online if I get tired and lazy. Cecil
now has “Draw Attacks” which makes all single-target attacks hit him, making “Cover”
obsolete. He’s almost the perfect tank now and up until Lugae, he was making
the game a lot easier.
The story of Holden and Gwen played out rather awkwardly.
Pancho Villa moved in and to Holden’s dismay also moved in on Gwen. They had a
baby together named Micaela Villa Glover. They were together for some time.
Holden wrote lots of emotional books about the misery he was enduring. Then
Pancho Villa (a successful doctor) had to go to the hospital on an emergency
call on Gwen’s birthday. Holden took advantage of the opportunity and they
finally got together. They had a baby named Edmund. Pancho Villa eventually
moved out of the house. Everyone got their life goals accomplished!
This is a picture of my Vangaurd, Nerine. She’s my favorite
character that I’ve made on Star Wars and she’s seen here in a graphical
glitch on the Republic Fleet. Apparently Carrick Station has disappeared
leaving her floating freely in space. I took two weeks off from Star Wars, but
a recent trailer for the Legacy update in patch 1.2 has me a bit excited. So I’m
logging on again to do dailies on Shikari and hopefully level up Nerine and my
wife’s character Zelona.
I just bought this game on its release on Tuesday. I’m
excited to support a series that doesn’t always make it over to western shores.
The first “Tales” game I played was Talesof Symphonia which didn’t grab me as much as I thought it would, and is
worth a re-investigation since everyone speaks highly of it. The first “Tales”
game that did grab me was Tales ofVesperia. I was hoping that a PS3 version of Vesperia would be released in the US, but Graces is the next to be released, skipping Heartsand Xillia. I have
high hopes.
During the first two weeks of October 2011, I was possessed
by the spirit of battle. I was presented with a daunting challenge, and I
decided to step up and pursue it with everything I could muster. I gathered my
friends and allies around me. I took volunteers willing to fight. I took anyone
who would stand with me in battle to throw ourselves against fate. From these
allies and volunteers, I forged a team I was sure would win and one after
another they faltered, but each failure was bringing me closer and closer to
victory. The time I spent out of battle was spent in deep thought, or in deep
conversation with my trusted council of strategists. The thoughts of immanent
victory consumed me. I ate and slept very little. I would see this beast fall.
I would slay this being that shackled my spirit, imprisoned my mind and tested
my sanity. I would defeat Ifrit.
The introduction of the Ifrit battle was a big deal, not
just to Final Fantasy XIV, but to me
personally. He is a recurring creature in the series, and most notably an early
summon spell for summoner class characters, which have always been my favorite
since my introduction to them in FinalFantasy IV, 1991. I believe part of my affection for the class (as well as
“Final Fantasy” in general) is because it draws on a wealth of mythology to
fuel its imagery. The summon Ifrit is based on Ifrit/Efreet from Arabian
mythology, which is a type of djinn or genie that is an embodiment of fire. As
a mythology enthusiast, I was drawn to these allusions within the “Final
Fantasy” series. It was exciting for me to be able to summon Odin into battle,
and equip Mjolnir or Excalibur. It set the series apart for me at a very early
age, and since then I have had quite a strong connection with its summoners
over the years. Unfortunately, Final Fantasy XIV does not have a summoning
class at the time of this writing, so being able to stand toe-to-talon with
this monster is the next best thing. It’s also worth pointing out that in order
to summon these monsters, one often has to best them in combat to prove one’s
worth, so if they ever did decide to add a summoner to Final Fantasy XIV, I
would be ready.
Ifrit, via Final Fantasy XIV
Ifrit also fire-breathed new life into a very stagnant game.
Due to a very poor launch state, Final
Fantasy XIV is undergoing a continuous revision aiming for a re-launch as
“Version 2.0” later in 2012. Players were allowed to continue playing and all
understood that the game was undergoing some massive overhauls so we would have
to be patient while waiting for a new battle system, class reforms, crafting
reforms, and especially content which would require all these reforms to have a
foundation at the least. So when Ifrit finally erupted into the game, it was a
very momentous occasion. There was finally something to do and something worthy
to fight. I am not understating this when I say that Ifrit is the most challenging
content I’ve ever faced in a Massive Multiplayer Online game. He is a worthy
adversary by no stretch of the imagination.
"Ifrit Bleeds We Can Kill It"
The first time I stood inside that burning circle facing
Ifrit, I was bewitched. Never before had a “Final Fantasy” game required so
much of me. My various defeats on that inauspicious day drove me into a frenzy.
If I was awake, I was fighting against Ifrit. Day after day, defeat after
defeat, I vaguely realized how I was becoming monomaniacal. I forged a team of
players who I thought could defeat Ifrit, and though we came close, we hit a
proverbial wall. We threw ourselves at it for days without making any progress
and so I disbanded that team and formed another. Feelings were perhaps hurt,
egos wounded, but I pressed on, blinded by my own ambition. A Japanese team was
now consistently defeating Ifrit, and I threw myself at their mercy to train
me, and teach me their ways. They shared with me in broken English their tips
and techniques. They created a video for me and me alone to watch. Finally they
took me and my strategist companion, Shin, with them to show us how it was done
and everything fell into place. We had become the first North American and
European on our server to see the monster bested in combat, but it was not
enough.
Despite how badly I wanted to kill this monster, to see it done by a
team I had not trained was surprisingly unsatisfying. Armed with new knowledge,
a new team was forged from the ashes of the old and we progressed ever closer
to victory. It was on one fateful night that I made the alliances with people
whom I considered inferior moral quality, but superior playing ability (a
decision I came to regret). Together with members of the new team, we managed
to slay the beast and as a result my wife was the first North American to claim
an Ifrit-themed prize. This was the victory I craved, though it came with cost.
I had sold my soul and played with players I knew to be liars and cheats. I had
done everything with single-minded purpose to defeat my White Whale in the form
of a red, fiery demon. I swore next time would be different; next time I would
be different.
Shai, Shin & Nimla, Heroes of Their Time
As far as I know, there will not be a next time, though. I’m
still quite torn up about leaving Final
Fantasy XIV behind me. I was looking forward to playing it since it was
announced mid-2009. I was loyal and faithful to it for over a year beyond its
botched launch. I really appreciated the original freedom to play how you
wanted to play, and build your own class. Your character was a blank slate that
you could fill up with abilities as you leveled new classes, and while there
was no sword-wielding mage class, you could make one if you wanted by leveling
two jobs and combining them. Much of the game orbited around the idea of
creating the kind of character that you wanted to play in any way you could
think to play it. However, this was too unstructured for people, according to
player polls and responses, and all these interesting, creative features have
been thrown out for a nearly identical job-system that the predecessor, FinalFantasy XI, features. The original systems of Final Fantasy XIV were bland and
lacked a certain amount of flash, but I think the core ideas were truly
impressive and I simply would have liked to see the idea fleshed out and added
upon. However, due to the failed launch, the developer decided to redesign the
entire game. They are currently aiming for a re-launch later in 2012 under the
name “Final Fantasy XIV version 2.0.”
I miss Shai & Nimla very much.
There is a part of me that is still attached to my
character, attached to the story the game was building and the lore of Eorzea.
That part of me is curious about how version 2.0 will turn out. It whispers the
evil thoughts to me that I may want to log in when it launches and see what
kind of game this has actually become. I am, in a sense, heart-broken, though.
It is an unpleasant experience to watch something you like wither and die and
get replaced by something proven to be more financially successful. I remember
people telling me that this is all for the good of the game, that it needs more
people playing in order to generate enough revenue to keep it going and
updating. I understand all that, but it’s simply not good for me, if I’m not
even going to play it anymore. The game may go on and be successful, but if I’m
not going to enjoy it, what difference does it make to me? I held the unpopular
opinion that Final Fantasy XIV was at its core a great game, released before it
was ready, and not allowed to blossom before they brought in the heavy
machinery to tear it down and plant new seeds. I may see what grows in its
place, but it mostly feels to be a worse version of Final Fantasy XI now, a
game that I was done and tired of in 2009. I fear that despite my curiosity I
won’t be heading back to Eorzea, but thanks again for Ifrit and the other fond
memories.
Star Wars: The Old Republic
has had the most successful launch of any Massive Multiplayer Online
Role-Playing Game (MMO) that I have ever seen in 10 years of playing
around in the genre. There is a lot to like for the hardcore veterans,
the casual players, and the single-player role-playing game (RPG) fans. I
have personally been playing various MMO since 2003 when I had my first
true experience with online game addiction in Final Fantasy XI. Since then I have not been so drawn into a world by its story or compelling characters until now. While The Old Republic (TOR)
has launched with its fair share of bugs, glitches and imbalances I’m
not going to spend any time picking those apart, but rather point out
what sets this game apart from its contemporaries.
The Old Republic was developed by BioWare (Mass Effect, Dragon Age)
and released on December 20, 2011. It has an Entertainment Software
Rating Board (ESRB) of Teen meaning the content is suitable for 13 years
old and older, but as with any online game the experience is truly
dependant on the types of rude or vulgar people you meet (or do not
meet) online.
My Jedi Consular, Shikari, with Nadia (Companion)
TOR
is the first MMO in quite a long time to captivate my attention so
effectively and it has done so in two easy steps. First, it has 8
compelling stories that all lightly intertwine and put you into some
archetype roles you would expect to encounter in the Star Wars universe.
BioWare will be the first to tell you that they made this game with
storytelling in mind and I agree that as a story-lover they have done
quite a good job. Second, the Companion system allows you to
automatically recruit 5 crew members to your team and the interesting
personalities and subsequent development by getting to know these
characters will have you feeling reluctant to leave them behind when
forced to choose one to adventure with you. These two story-telling
mechanics help solve a large issue in keeping subscriptions in MMOs
which is an attachment to your character. Someone playing World of Warcraft,
for example, might have 7 years of dedicated work put into their
character or characters and after a brief tour of Star Wars may be more
invested in his previous work. That risk still exists, but TOR does a
good job of getting you very wrapped around your character and the
companions by involving them in a complex story and with their unique
personalities. It is a good attempt to pull a player in emotionally and
sever ties to old characters that are not quite as engaging.
My Jedi Knight, Kyru, with T7 (Companion)
TOR
also manages to feel like a complete package with promise of more to
come. One of the biggest problems with new launch title MMO games is
they have to compete with some very well established titles that have
had over 7 years of live updates and game changes based on customer
feedback. There is so much to do in those games that new games may burn
up all their content within a few months and those old games with plenty
to do look mighty inviting. That risk also still exists for TOR, but
they have managed to launch a game that feels like a full game - it does
have, after all, 8 storylines to play through to get a full scope of
what’s happening in the galaxy. It has essentially packaged 8
full-length single-player RPG games into one, plus the ability to play
with your friends which is quite optional. Every story is able to be
done solo or in a group, with group content being provided incrementally
along the way for additional rewards and challenges. That is why from
any avid RPG lover’s point of view, TOR may be quite welcoming, and for
any MMO veteran’s point of view give you plenty of things to do while
you wait for new content to arrive on your primary or favorite
characters.
Once
you finish your Prologue around Level 10, you are free to progress via
questing, Player versus Player (PvP) arena content called Warzones, or
group raiding called Flashpoints. They each provide unique rewards for
your playstyle: quests often provide gear upgrades for your Companions
who help you solo through the story of the game, PvP will reward you
with gear that will better suit you to a future of PvP playing, and
Flashpoints give some of the best Player versus Environment (PvE) gear
in the game for tackling increasingly harder group challenges as you
progress through the game. All of these areas could use and will receive
work over time, but as they came at launch they are very well designed
and implemented. I have enjoyed exploring all of the above content on a
single character’s journey to the level cap of 50.
Flying into Battle
The
final thing of note is the space battles and that is a point of
contention. At a certain point in your characters’ personal stories they
will receive access to a ship that they will use to navigate the galaxy
(a truly romantic experience on your first playthrough). They can also
engage in space battles sanctioned by their allegiance’s command head
quarters. Some players feel the battles should have been more like they
were in Star Wars: Galaxies, the MMO predecessor to TOR (that I did not have the pleasure of playing) which as I understand it was a bit more along the lines of playing Star Wars: X-Wingor Star Wars: TIE Fighter.
However, as it stands now, it is a moderately challenging rail shooter -
meaning your ship is guided along a set course and you move about the
screen dodging and weaving and shooting enemies “down” (a relative term
that often does not apply in space combat). I truly enjoy it this way
because it reminds me of my younger days playing Star Fox and Star Fox 64and
honestly is one of the most well developed “mini-games” I’ve ever seen
in a role-playing game, much less an MMO. Unfortunately, in its current
state it does lack multiplayer options so you won’t be flying side by
side with your friends, nor will they be mounting your gun turrets like Luke Skywalker on the Millenium Falcon.
You also won’t be targeting enemy players of the opposing faction.
While I would welcome the upgrade to a more 3-dimentional space
flight/dog fighting simulator, all I would really need is to add more
“massive multiplayer” to this mini-game and I think it would truly shine
even on rails, as it were.
Star
Wars: The Old Republic is a great experience for anyone who loves the
Star Wars universe or role-playing games in general. It is fully
voice-acted which breathes life into all your character interactions and
is widely unprecedented in the MMO market on this scale. The
story-telling is what will keep me coming back for more and keep me
hopeful for more of its kind in future expansions and patches. This
attention to character and story is what has earned it the TOP Gaming Seal of
Approval and will be my MMO of choice for quite some time to come, I
believe. Though it has a tried and true foundation based mostly on
EverQuest and World of Warcraft, it comes with enough fresh new twists
on a somewhat stagnant genre to really set it apart and keep it alive.