It was a brief comment in Dave Halverson’s review of Dragon Quest VIII from the November 2005 issue of Play Magazine, and not especially relevant to the full review, but it’s stuck with me ever since: “…given the detail, that the lead character is not dynamic to steps and slopes does take a bite out of the realism.” I wouldn’t say I’ve paid attention to the functionally irrelevant detail of characters walking on stairs in every game I’ve played since, but sometimes I notice. In Shenmue III for instance, whenever the protagonist Ryo walks up or down a flight of stairs, his feet hit every step. Every. Step. I know relatively little about the rigors of game development, but it seems ludicrous to offer such attention to detail for something as banal as navigating a flight of stairs. And yet, Shenmue III is in many ways a game about embracing the banal, for better or worse. Continue reading Shenmue III [PlayStation 4] – Review→
Freshly-Picked Tingle’s Rosy Rupeeland is a wondrously weird game. The character that first appeared in The Legend of Zelda: Majora’s Mask has been divisive since his introduction. He was designed to be weird for weirdness sake and I’ve always been on the side of Zelda fandom that enjoyed his company. Tingle’s Rosy Rupeeland never made it to American shores, but it was released in Europe, which means playing it isn’t hard. This version is in English and the DS is region-free so there’s no additional work needed outside of purchasing a copy.
The game begins when Uncle Rupee, a magical character in the shape of the universe’s currency appears before Tingle, a single, 35 year old man with little direction in life. Uncle Rupee promises Tingle entrance to a world unlike his own, a theme park of sorts, if Tingle can scrounge up the necessary money. And so Tingle dons his familiar green onesie and sets out to quench his thirst for excitement.
One thing I really like about this game is how it adheres to the concept of money. Everything requires coinage. Tingle’s stack of Rupees represents his health so if they ever deplete, its game over. Reason enough to always have a good amount handy. The characters that occupy Tingle’s world, all want dough too. If you visit a vendor, you have to pay them before they’ll open shop. Even having a conversation with them requires Tingle to cough up Rupees.
I found this annoying at first because nobody told you how much they wanted; you had to make an offer and hope you didn’t overspend. Once I got accustomed to this mechanic and the going-rate for things in the world though, I began to “know” how much something would cost. Lowballing characters could result in lost Rupees if they rejected my offer but still took my money. However, when I successfully came in under a suggested amount, I felt like a wheeler and/or a dealer.
This concept of cash rules everything around me was also a large hang-up of mine because of its correlation to the combat. It seemed to me the major source of income early on was fighting enemies to harvest the recipe ingredients they’d drop, make soups, and sell the end product. Enemies weren’t too prevalent and I spent a lot of time entering areas, fighting and harvesting ingredients, exiting to allow the enemies to respawn and repeating over and over. I didn’t find this gameplay loop enjoyable, especially when the combat was nonexistent.
Brushing up against an enemy created a cartoonish dust cloud fight which lasted until one of us croaked. I could tap to speed up the process, but I honestly didn’t notice much impact. Wrangling multiple enemies into the fight multiplied the amount and quality of items that would drop so I always tried to fight groups rather than individual enemies. Finding groups was hard though; I typically found a close-knit group of enemies and returned to them over and over again when harvesting ingredients. Mercenaries could be bought for extra oomph in combat, but many times, they ruined my attempts at gathering enemies together. They’d either trigger battles when I was trying to set something larger up, or wipe out an enemy before I could get another into the fight.
Freshly-Picked Tingle’s Rosy Rupeeland was a humorous game, but in my opinion its primary gameplay mechanic was both its reason for being and its Achilles heel. The game’s devotion to the concept cash is king was distinguishing, but I didn’t enjoy the repetitive gameplay loop I had to go through early on to get ahead. The art design was fantastic and the characterization was top-notch so there are solid reasons to import the game. Heck, being able to say I own/played a game from another country is cool in itself.