There's hidden depth to this game and perhaps it's my loss for not discovering it soon enough.

There’s hidden depth to this game and perhaps it’s my loss for not discovering it soon enough.

http://www.joystiq.com/2013/03/15/remembering-my-favorite-rpg-valkyrie-profile/

I’m going to approach this article a little differently than I usually do. The above is a link to a Joystiq article by Kat Bailey wherein she discusses her love for Valkyrie Profile. Coincidentally, I had quit playing Valkyrie Profile: Lenneth, the PSP remake, only a few days before she posted this article. After spending about thirteen hours with the game, I decided it wasn’t for me. Today, I’m going to riff off her article and try to get the core of what exactly it was about this game that didn’t appeal to me.

What Kat really dives into first is the combat system. She describes it as it is – “fun, fast, and interesting to look at” and I agree, but more so when she considers it serviceable. She doesn’t linger on it long and neither does the game. It’s a combat system that lacks much depth. In my time with the game I kept waiting for combat to expand and it never really did.

Towards the end of my tryst with the game, I began to see promise in the form of new skills. These augmented my roster of characters in many ways, but why didn’t I see more of these in the first third of the game? It would’ve given me more desire to customize my crew and maybe look forward to battles. There were many passive skills that increased stats with many more that seemed to only impact my ranking for sending characters to Asgard – a concept that’s barely discussed. The combat and support skills that began appearing after a dozen hours, I wish, would’ve appeared sooner.

Each face button represented a character in battle.

Each face button represented a character in battle.

As she continues, Kat begins discussing the role of the plot in the game and the dueling narratives. In regards to the overall story of Ragnarok, it’s very straightforward. Lenneth is on a quest to recruit einherjar to defend Asgard in the impending end of days. The subplots of Lenneth’s past and deeper truths of other important concepts in the game are present, and intentionally obtuse. Kat describes this subplot information as “bad game design” as it’s there for the player to experience but the main narrative misleads the player. I highly agree and would add that the game really doesn’t explain much about the subplot.

I do like the concept of the game misleading the player to believe an untruth, but I find it curious that these subplots are present, but there isn’t anyone advocating these paths to the player. I guess the player is expected to stumble upon these encounters, which isn’t guaranteed because of the game’s structure. Granted, in my time spent I only had a few encounters that were related, but they explained nothing! I suppose that’s to be expected in the first third of the game – questions, not answers – but, honestly, barely anything is explained in this game.

This sounds like it could foreshadow a solution to a later puzzle.

This sounds like it could foreshadow a solution to a later puzzle.

Perhaps, the biggest detractor to Valkyrie Profile was its lack of explanations in regards to pretty much anything be it a gameplay mechanic or story beat. That being said, I was dissatisfied with the lack of attention devoted to the, admittedly, large roster of characters. Besides the initial recruitment cutscene, there was little attention paid to them again. I also felt limited by the game’s structure. Divided into chapters and further into periods, entering towns and dungeons became a commodity as I did cost benefit analysis to determine whether or not to take a certain action. After a few hours though, I didn’t really want to explore because towns offered me nothing and dungeons were hardly any better. The combat was unimpressive in the first third of the game as well. So ultimately it was a combination of EVERYTHING that left me ambivalent towards seeing how Ragnarok played out.

Hot Pixel – Review

December 13, 2011

It's available on the cheap!

Figuring I might have a little bit of free time on a trip to visit my girlfriend’s family, I decided to bring along my PSP and a few games. Of the games I brought, Hot Pixel received the most attention. It was developed in France by zSLide and published by Atari on October 2, 2007.

Massage the tattoo on this lady's back, but quickly!

Hot Pixel is really nothing more than a WarioWare clone with an urban theme. It sticks with the idea of microgames and coasts on that idea for about an hour, the time it took me to beat the game and finish with 67% completion. The core mode is broken up into ten episodes consisting of about ten microgames as well as a boss battle. Whereas the microgames lasted a few seconds at most, the boss battles were slightly longer, like a remixed round of Breakout. This isn’t the only remixed Atari classic in the game but there aren’t that many; I wish there was there was more of an emphasis on utilizing Atari’s catalog of old games.

One feature that I thought was inventive was the addition of playlists. Hot Pixel comes preloaded with many playlists, usually with clever parameters; they can be customized too. I can’t follow up the previous paragraph with one composed of two sentences and I still want to talk about unlockables, so I will! They were lame. There doesn’t seem to be a lot and the ones I unlocked weren’t compelling enough to keep me playing to see what else there was. I was rewarded with pixels for completing games, but they weren’t used for anything. I would’ve liked to see an abundance of unlockables and a shop where pixels were spent, but that wasn’t the case.

This game of Breakout takes place on a skyscraper.

Like Mr. Driller: Drill Spirits, Hot Pixel was satisfying for a short period of time. I didn’t dig every microgame I played, many were too similar, and I wish the game played up Atari’s past more but the game was enjoyable nonetheless. There isn’t enough of a reason for it to be a primary focus, but it’s great for a trip.

2/5

US PSP Box Art

The US PSP box art.

Belonging to the list of games I was interested in when I first heard about them but never managed to play is Riviera: The Promised Land. I was interested in it when it originally came out on the Game Boy Advance solely for the fact it was an RPG. I finally got my hands on a copy, albeit the PSP version, which is probably the superior version but was not impressed by the game. I applaud the fact that the game is different than other RPGs, but I found it repetitive and boring.

Stop me if you’ve heard this one before; a thousand years ago there was a war between the gods and demons. The gods weren’t able to hold their own and in desperation created Grim Angels to assist them. They were able to seal the demons away and bring peace about for a thousand years; but of course demons are beginning to come back. The main character of the game is Ein, a Grim Angel who throughout the game will learn about himself, betrayal and friendship. I found the characters to be predictable and ultimately ones I’ve played as before. Likewise the story was predictable and didn’t offer any surprises I couldn’t see coming.

Adding to the lack of surprise was the way the game progresses outside of battles. Early on you visit a town, Elendia, and for the rest of the game this becomes your home base. You travel here after each dungeon and work out the next plan of action. The dungeons are influenced by adventure games it would seem. Rather than controlling Ein directly, you enter a room and are given the option to look around, interact with objects by spending Trigger Points which are earned by performing well in battle, or move onto the next room. A set of rooms make up an area and in between each are you are given the chance to save. Looking around was vital in the sense it often netted you new items but it wasn’t always necessary to progress.

The battles are never random; the way the dungeons are laid out there will always be a group of enemies in “that” room and to progress you must fight them. Rather than equip characters with a weapon and armor, you are allowed to bring four items into battle. Not all characters can use all items so you have to plan ahead, for instance Ein is good with swords and direct attacks but if Cierra, a witch, were to use the same sword, she’d do a magic attack. Before the battle you can look at the enemies and pick your characters and items. The items have a limited number of uses, so you must also plan around this fact, however, early on you run into more items than you can hold.

Like the battles, leveling up is also unlike most RPGs. Rather than a character getting experience from enemies and leveling up, they earn experience for the item they’re using. Each time Ein uses a certain item, it gains a point of experience and once it’s maxed out, he’ll learn a special ability with that item and boost his stats. However each character has unique levels with each item, so after maxing out something with Ein, you’ll still need to max it out with another character for them to learn a special ability and get their stats boosted. Since the items have limited uses, gaining experience could be troublesome, but there is a practice mode which allows you to level up without breaking items.

Fia's turn in a fight; notice the four items she can use.

The game is completely voice acted and with the exception of one minor character I found it to be very good. My only major gripe with the VO is that a lot of the characters sound familiar, not simply their voices, but the way they act; if you’ve played a handful of RPGs, you’ve seen them before. I liked the soundtrack as well but didn’t find it particularly mind-blowing; I would recommend playing with headphones though to get the nuances in the music.

After the first few hours of getting used to the way the game is different, it became a very linear experience, completely lacking the sense of exploration and wonder I turn to in RPGs. While they tried to innovate in a few ways outside of the storytelling, it shined a spotlight on the generic tale the game wove.

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