Hello! The article titled Monster Hunter Tri has been updated! Just some stuff I forgot to mention.
Also, I totally revamped the site layout and template! I personally think it kick ass. Please comment!
Hello! The article titled Monster Hunter Tri has been updated! Just some stuff I forgot to mention.
Also, I totally revamped the site layout and template! I personally think it kick ass. Please comment!
Up until that moment I had been on a quest to find a worthwhile “hardcore” (click here if you’d like to know why I use quotation marks) type game, mostly because pretty much every game I’ve owned for the last 10 years or so has been pretty “casual”. Well, there was the Force Unlashed fiasco, but that’s a blog post of its own. Anyway, I became very interested in the game and, being flat broke and actually unemployed at the time; I decided to carefully research the game before investing.
Game play videos were easily available from people who uploaded themselves playing the demo on YouTube, however streaming and compression make it impossible to tell if the graphics were either good or great. Also, they were all talking about how much fun the game is, but it’s just no fun watching someone else play. I also, for the first time, went to Metareview to gather information. While I don’t trust their weighted average calculation, I found it really handy to quickly scroll down a lit of reviews from all over. There were a few bad reviews, in the sense that they gave the game a low score, but then after I read them I’d still buy the game. It also reminded me a bit of Phantasy Star Online, which I own but couldn't afford online play at the time.
The concept is pretty simple, take your regular fantasy game, remove all the story and pointless stuff, and focus on combat… no, wait, focus on BOSS BATTLES. Yeah. Every quest in this game feels like an epic boss battle. As for character progression you get rid of skills and experience points and make it all about finding the right stuff for your next weapon or armor upgrade. Most of these items you carve out of your foes’ twitching bodies with a hunting knife.
Translate this into game play terms and what you get is loads of fun. Just like in a boss battle in an RPG you have to save your game, fight, die, reload, prepare and try again. Besides learning the creature’s attacks, movements, weak spots, and “tells”, it’s also good to know what kind of items to bring along or if your current armor/weapon will be effective. All quests have a 50 minute time limit (some may have less). You are given a handful of “supply items” and a goal. There are different places quests take place in, each with its own climate and ecosystem where different creatures interact differently. Also each creature has its own personality and they don’t always come in the same exact size.
There are different weapons from which to choose, each with its own strengths, weaknesses, moves, combos and general control scheme. They are all very balanced, for example the hammer (my personal favorite) has the highest damage rate, but has no blocking and the attack animations are pretty slow (it's pretty big), thus requiring more strategy. Whereas the sword and shield have the least damage, but you can block, attack a lot faster AND use items without sheathing the sword. It's really important you find the weapon that better suits your style as you learn the ropes. Try switching weapons once you’re used to your favorite, it’s like playing a brand new game.
Graphics and sound are beautiful, just keep in mind this is a Wii game. Landscapes are gorgeous and animations are smooth. Lots of tiny details here and there, too; I still find myself looking at new things in the very first map. Character gestures are lots of fun; and one thing I found especially clever was that the running animation turns into a hilarious “HOLY SHIT IS IT STILL BEHIND ME?!?!” panic run when you are running away from a monster.
Control-wise the game is pretty tight, the camera is ideal for the kind of things you will be doing and you can browse through your stuff and find that potion while running like hell. Some features in the menus, though, seem tacked on just to justify the wiimote + nunchuck controller scheme, which is not that bad, really. I have no issues with the classic controller, but I’ve read about people complaining about it and strongly recommending the new Classic Controller Pro.
When playing offline you are assigned an AI partner that will teach you that no matter how much your teammates suck, it’s still a WAY LOT better than being by yourself. Cha-cha will help with some things but generally he is just a good decoy. Your base of operations will be a village that you are meant to save from a few huge beasts. There’s a bit of a story but mostly it’s about how you learn the rope while hunting progressively tougher monsters until you're ready to face the terrible leviathan terrorizing the village. You have the option of stepping outside into an island while not on a timed quest to practice or gather stuff. Some people complain about the slow learning curve, It was OK for me, just keep in mind this is no easy game. Also, the few hours you spend training are nothing compared to the time you will be spending with this baby.
When playing online the game will be divided into servers, then gates, then cities. There are four types of servers: Open (everybody can play), Rookie, expert and recruiting. If you ask me all servers should be recruiting servers, where you either join a group that is doing something you want to do, or open a “city” and wait for others looking for what you’re looking for to join.
There are four players to a city, where you pick a quest and go hunting together. You can use gestures, WiiSpeak, a USB keyboard or preset “shout outs” to communicate. After a few deaths the quest is failed. Otherwise, there aren't many ways a bad player could ruin your quest. Finding friends is still a big annoyance because of the “hunter ID” system which is nothing but a glorified Friend Code, but you’ll probably have tons of fun with strangers anyway.
Finding the right group can be tedious at times because of the way the servers are divided, but that is mostly because sometimes higher-ranked (Hunter Rank is a system that measures your experience) players refuse to pick quests accessible to the least experienced players in the city. The truth is that f you're doing a lower rank quest, the game will sprinkle a few surprises around to keep the tougher players entertained while the newbies pick mushrooms.
In the end, ask any player and most will agree that the best part of the game is the sense of satisfaction you get from finishing a quest. I don’t recall feeling so exited and relieved after beating a boss in any other game. It is very rewarding.
If you’re ever on, drop me a line, my ID is ngkyf5.
click here to read my endgame review.
Here I am, thinking “I haven’t played any new games lately, what can I write about?” Well, I have been spending a great deal of time with the DS, but not with a game. Let me tell you about this underrated killer app that is Flipnote Studio. This application is freely available to all DSi owners, I know, this article is intended for those who do not own a DSi or have not bothered trying the application.
The first thing I liked about FS is the price. It’s abso-freakin-lutely free! Heck, if I’m not mistaken, it was free back when the web browser was at 500 points! So I download it and give it a shot. What I found brought me tears of joy. I could fulfill my childhood dream of being a cartoonist/animator! Not skipping a beat I threw together this little piece:
The interface is ridiculously simple and the basic animation tools are pretty intuitive. Again, I drew the animation above right after downloading. The more advanced tools take some practice, just as with making a complex animation by hand; so the learning curve seems well proportioned. The built-in instructions (just like every other DSi Ware title has) along with the packed-in animations will help you through this process. Besides drawing with the stylus you also use images from the Nintendo DSi Camera application (be warned – the pictures will be turned to monochrome) and use the microphone (or previously recorded/edited bits from the Nintendo DSi Sound application) to add sound.
Graphics-wise the application has a simplistic, elegant layout composed of straight lines, smoothed edges, solid colors and pixelated frogs. This style prevails when using the online client and can be seen on the PC counterpart of the website. The elegance of this design helps you acclimate to what a flipnote is.
The flipnotes, or animations, produced always have a rather “artisan-ish” feel to them; they never show more that three colors on screen at the same time (from a choice of four), and sounds and music experience some loss as they are always recorded through an open microphone in a room that probably isn’t a recording studio. Now, to me this is a good thing; with all artists using a standardized tool, talent plays a key role in what constitutes a good flipnote. A few cheats can be seen here and there, but they are easy to spot.
Another rather awesome feature is that the software acts as a client for the Hatena web page. Think of it as YouTube but everything’s hand-drawn. That’s where I found the little gem at the header of this post. They have this form of currency – stars – that is used as a mean as showing one’s appreciation for a particular piece of art. You can throw yellow stars around with reckless abandon, but a star of any other color will actually cost you, so when a piece of art has a red, blue or green star, you know it’s that good. The only downside of this online community is that it’s littered with preteens… which can be a bit annoying for us older folks (mostly because their tendency to meddle around one’s lawn). Every once in a while a creative kid comes up with a new fad like a roulette animation that you pause to determine how many stars to give or a single-frame animation that says CHAT ROOM where kids rush to post comments (therefore making the animation ridiculously popular while not being an actual work of art). There are supposed to be “channels” to keep these grouped but still kids will abuse this by submitting these to EVERY channel. In the end, the really good stuff always makes it through to the headlines and together with being able to keep tabs on your favorite artists and built in suggestions, browsing around their site is still a generally pleasurable experience.
At the moment I’m working on this really awesome short film (almost 200 frames so far!) for a new webcomic I’m working on. Click HERE For more info about my current projects. If you wish to follow my Hatena work, my search code is: You can add me as a favorite author if on the DSi or subscribe to my RSS feed if watching on your PC. If you have an account and want to post your search codes go ahead and leave a comment!

Metagaming is a broad term usually used to define any strategy, action or method used in a game which transcends a prescribed ruleset, uses external factors to affect the game, or goes beyond the supposed limits or environment set by the game. Another definition refers to the game universe outside of the game itself.
In simple terms, using out-of-game information, or resources, to affect one's in-game decisions.
-Wikipedia quote
There are two separate instances in which I’ve seen this term used. The first being when players use knowledge obtained outside a game’s narrative to gain an advantage in-game. For example, imagine an FPS that takes place in your hometown, you would have an advantage over other players, especially right after the game’s launch, because you already know the “maps”. In a less realistic scenario, Imagine a fantasy game based on a book in which those who have read the book may have an advantage. In role-playing games it is considered metagaming if a player says or does something their character should not know about, this is usually considered cheating.
The other instance would be a videogame that is extremely flexible in what the player can do to achieve a certain goal. The truth being this instance is the same as the former as the players’ knowledge gives them an edge when offered so many possibilities. It seems to me, though, that the word was assigned to this phenomenon as a need to name this trend which is a necessary step in the evolution of video games, another fad just like the term “sandbox”.
In Pac Man, you control the hero and are given a goal to devour all the pills in a maze without being caught. However you are limited to moving up, down, left or right at a steady pace. Stopping isn’t even an option, unless you keep walking against a wall. The only tools you have are power pills, which enable you to defeat the guardians of said pills. This is the base from which most games evolved from. You are given a character, a set of moves, enemies, a level and a goal to reach.
This impending evolution forced game designers to expand all of these options. More heroes to choose from including power-ups, more moves, more goals, more enemies with more ways to defeat you or to be defeated, greater goals and even optional achievements.
Now take a look at this here game called Scribblenauts. A game made popular by its claim of having limitless possibilities. You have the hero, Maxwell. The moves? Well you can walk and jump, initially then there are the power-ups… thousands of items and creatures you can summon as long as you can spell their name correctly. The goal? Find the Starite; some levels have sub-goals you need to accomplish before the Starite appears.
Put this way it sounds horribly simple, right? It is just another side-scrolling platformer, but with a whole lot more power-ups! Just like the (back then) groundbreaking Grand Theft Auto… why, just another top-down adventure game with many goals (missions), many power-ups (weapons, vehicles) and huge levels!
If you have not played this game I certainly recommend you try it. Scribblenauts developed a ridiculously large database of items and characters with such detailed descriptions that the game basically knows what everything is just like the player does, so when the player tries something, the output will be the very close to what the player expects. While solving the puzzles is lots of fun, the best feature is definitely the “sandbox” title screen. While on the title screen, you are allowed to summon stuff, but there is no real goal or time limit. You just put things together and see how they interact. This tickles your brain in a certain way that causes great satisfaction. Try digging up those really obscure words you think will not be there, and make them interact with something completely unexpected. The result will be just what you expected.
Summon a vampire and a priest. The priest will freak out and run away, unless the vampire catches him first and turns him into a ghoul… unless you summon a cross and hand it to the priest, who will proceed to righteously smite the vampire until it is turned into a pile of ashes.
The puzzles range from the obvious to the ridiculously impossible. I find myself putting the game away from time to time just to take a break either because the games the puzzles have gotten too easy and repetitive or because I just can’t figure out how to beat one (I could always resort to my list of fail-proof items, but the idea is to be creative). The sounds and music are just OK, and the controls… well the control sucks. Why didn’t they make the character controlled with the D-Pad so the touch screen could be used exclusively for scribbling and placing items? Having the two things controlled the same way will make your guy suddenly dash into a mine you just set and were trying to move. This happens a lot.
It is fascinating how the game knows what everything is. Imagine now if your favorite game “knew” all this about everything on it.
My point being that terms such as “sandbox” and “metagaming” should not be turned into “genres”, but they should be a model for all videogames to come. While I don’t expect every new videogame hero to be carrying a magical notebook that allows it to summon stuff, I certainly hope game developers learn from the way Scribblenauts manages each and every item, character and place. The task would be simpler to integrate into another game, as there is a set list of items, characters and places. Say there’s a FPS that has guard dogs, well if the player picks up a steak from the mess hall, he could use it to distract the dogs, but the same would happen with every other item that can be carried and happens to be of interest to a dog. What if I grab the dog and release it in the mess hall? What if I take some dog poo and…
Let the player experiment. Have them put the gun down and start looking for creative ways to get through. Let every character have a personality and a set of priorities, even that dumb grunt. What if I leave a dirty magazine here, will the guard stop to look at it? What if I cut down a tree and leave it there, oh, he would definitely freak out… but carrying that tree around is gonna be a pain… I need a plan! Let every item have physical properties. What if I set the enemy base on fire? What if I knock down this wall? What if I drive this tank into a swimming pool? Let every game have a realistic physics engine. What if I load this fridge into the catapult? What if I load myself into the catapult? What if I load the fridge then get inside?
Every game would be a “metagame”, every game would be a “sandbox” but they don’t all have to be Grand Theft Auto Meets Scribblenauts. You still get a character, a set of moves, a goal and a level, only that furniture would not be bolted to the ground, and a gun would not be glued to your hands.
Recently, because of a very busy schedule (being a successful blogger and all) the DSi has been my prime source of gaming and general entertainment (well, then there’s my iPod too). One day I was playing Sudoku via DSiCade (a DSi-web-browser game site) and though it sure is a good time killer and doing it on paper sucks, I thought maybe I should buy a copy for the DSi that didn’t depend on a Wi-Fi connection (not very portable now, is it?).
Luckily for me I was given $20 as a gift a few days later and I decided I was going to splurge and spend it all on videogames. Now, if you spent $70 on your latest game, please don’t jump out the window. I’m talking about DSiWare, downloadable games for the Nintendo DSi.
I browsed through their “store” a few times and made a “shopping list” of items I could get for a total of 2000 points ($20). On the Nintendo DSi shop they organize their games by price, that being: Free, 200, 500 and 800+. On the free section so far they only have the DSi Browser and Flipnote studio and there aren’t any games worth more than 800 in the 800+ section, so the math is very simple. I decided I’d get 2 500s and 5 200s. The 800 point games look like they’re trying too hard not to be “softcore”, and well, there is no such thing as an eight dollar hardcore game.
More specifically my choices were:
And now the verdict!
I find it disappointing that I find myself playing the 200 point games more than the 500s, but maybe it was because of my specific choices? I definitely plan on buying more, I’ll keep you posted.