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Everything posted by yangfeili

  1. Waaaay before Columbine, when I was in 7th or 8th grade, I was planning to make a Duke Nukem map of my school. Not because I was some crazy maniac, but because it was something that I and all the friends I played the game with had a personal connection to, something which we all shared and were familiar with. Plus, there's the challenge of trying to recreate a familiar environment. It wasn't a sign of some sort of violent disconnect with my peers: it was the exact opposite, a product of a sense of camaraderie. It's no more crazy than having a water gun fight in the school hallway during a summer program--something else we did a couple of times. I've seen maps for games based on famous sites like the Parthenon. Do we need to crack down on those as well, and on anyone who attempts to recreate a real world location?
  2. I'd like to suggest that commercialization should itself be considered artistic. Limitation is considered an artistic technique, and it seems pretty obvious to me that working within the bounds of commercialization is a form of limitation. In fact, I'd like to start a broader movement which overtly embraces and expresses pride in commercialized consumer culture.
  3. That was the problem I had with ToS: true, it had lots of character interaction, but it was eye-rollingly bad character interaction. I very nearly permanently shut the game off in protest right before the final boss battle after listening to the awful dialogue ("Discrimination is in the heart!") I like for my games to be games, not misguided and poorly executed efforts at social commentary by writers who clearly lack the talent to adequately address the subject matter.
  4. That's what I loved about TP. They finally took the focus back off of the town and the goofy over-characterized townsfolk.
  5. Some how I have a feeling that a guy using a plain old mouse and keyboard would completely destroy a guy using this thing on pretty much any game.
  6. Galneryus - The Flag of Punishment They ought to contribute to a Castlevania soundtrack some time.
  7. yangfeili

    Hybrid Games

    When I was a kid, I always thought it would be really awesome if they made some sort of system where you could put in two different game cartridges, and it would produce a hybrid of the two games. Actually, I seem to recall playing a flash game a while back which had Metroid's areas and enemies, put you played as Mega Man with the standard Mega Man controls and moves.
  8. The Japanese genre of Shibuya kei occasionally borrows from that particular style of music. Check out "Trailer Music" by Pizzicato Five (from the album Happy End of the World) for an example of what I mean.
  9. Look into Jack Vance. http://en.wikipedia.org/wiki/Jack_Vance Good place to start would probably be Tales of the Dying Earth (for fantasy), or Planet of Adventure or The Demon Princes (for sci-fi, although Vance's sci-fi is very different from most sci-fi). Honestly, Vance made me throw out a lot of the stuff I had been reading. It's gotten to the point where I find it very hard to enjoy anything by any other author. The few who I do enjoy are usually authors who were inspired by Vance (Gene Wolfe's Book of the New Sun comes to mind), or who inspired Vance himself (Lord Dunsany, Clark Ashton Smith, P.G. Wodehouse).
  10. I've experienced a bit of the game at a friend's house, and I'm not massively impressed. A major beef I've had with just about every RPG that has come out after FF7 is that their primary emphasis seems to be on the story, with the gameplay consisting exclusively of a string of battles utilizing a system which simply can not hold up for 50+ hours. Even when a game has a "good" story relative to other games, it's never that great on an absolute scale, and I often feel like the ambitions of the writers are grossly out of line with their actual talents. "That's what RPGs have always been," you might reasonably reply. Fair enough; however, older RPGs weren't as long, and their battle systems held up well enough for 20+ hours. Plus the battles often felt more streamlined and enjoyable, whereas these days they often seem a little over-animated and clunky (which seems cool at first, but starts to drag on one's patience after a while). Plus they didn't beat you over the head quite so much with their story. Most importantly, I thought I saw a faint glimmer of hope for the future of RPGs in FF7. The motorcycle chase scene led me to believe that there was going to be an upcoming revolution in the genre: RPGs where you do more than just commit monster genocide in a repetitive battle system, RPGs that incorporate a variety of gameplay styles, thus becoming more like their namesake and less like Vaguely Interactive Anime Simulation Games. Sneak into the enemy base using a stealth system! Bribe your way past the guards using the negotiation system! Escape using the vehicle system! I don't know, it just seems like we should have moved past the point where an RPG is really nothing but a battle system. And no, cooking systems in games like Tales of Symphonia don't count. Western RPGs tend to go in this direction a bit more, but they tend to do it in sort of a bland way. I think if JRPGs tried to take this approach, they could do it with a lot more flare and style. Regardless, all of the developers seem to have seized on the flashy cutscenes and big story as the aspects that made FF7 "good," and relentlessly copied those elements rather than trying to build on at least what I think were its more important contributions. FF7 felt like the next small step in a natural evolutionary process; everything after it has felt like grotesquely exaggerated bastard clones produced in a laboratory. I think FFXII definitely deserves credit for trying to do something new with the battle system. But I think the best direction to take in the movement away from the oldschool "menu selection" system is either a full-on turn-based strategic system (something like FFT), or a straight-up realtime action system (Secret of Mana). This sort of hybrid MMORPG thing just doesn't work for me.