...well, for gamers, anyway. The Electronic Entertainment Expo (aka e3) has finally arrived, and boy, is it BACK! Until roughly two years ago, e3 was the premiere event for game companies to reveal upcoming game lineups and even new hardware. That all changed two years ago, when various coincidental factors caused the expo to become massively downgraded. It's pretty apparent from Microsoft's Press Conference today, however, that e3 is BACK and better than ever. Christening the event "Christmas is July" (err, June) doesn't do it justice.
This is the day gamers of all stripes have their eyes glued to their computer moniters (and now, with the advent of digitally distributed game content, video game machines themselves can now broadcast this information just as well) waiting for the latest breaking news about new games (today's hot items: Metal Gear Solid for the Xbox 360 and PSP, Mass Effect 2, and a remake of the classic adventure game Curse of Monkey Island, among others) hardware revisions (did anyone get to see the new PSP GO?) and rumblings of things still yet to come (the infamously secretive Sony game developer Team ICO is present and will reportedly be showing off their latest projects some time soon!)
I never designed this blog to become a news aggregate, but e3 is THE gaming event of the year (with the possible exception of the Tokyo Game Show in the fall) and offers plenty for gameheads everywhere to talk about. So, what do you think of the show thus far? What games/hardware/speeches stand out thus far? Anything particularly memorable? Or perhaps e3 is a snoozer of a spectacle for you?
Let's hear it, folks. Fire away in the combox below!
St. Justin Martyr, pray for us!
Monday, June 1, 2009
Saturday, May 30, 2009
InsideCatholic Does a Retrospective at the Adventure Genre
Hear ye, hear ye, all ye fans of "old-school" adventure games! Joe Susanka at the InsideCatholic.com has an article you won't want to miss!
Since I'm part of the younger generation that never experienced that likes of games such as The Curse of Monkey Island, Grim Fandango, and King's Quest, I can't really comment on his main questions at the end of the article (namely, what happened to this type of game?) beyond the usual observation of its re-emergence on the Nintendo DS. Games like the Ace Attorney series, Hotel Dusk, and Jake Hunter are all treated as "text-adventure" titles by critics and fanboys alike; can anyone who is more familiar with the older titles of the bygone era of the "adventure" game vouch for this claim?
Since I'm part of the younger generation that never experienced that likes of games such as The Curse of Monkey Island, Grim Fandango, and King's Quest, I can't really comment on his main questions at the end of the article (namely, what happened to this type of game?) beyond the usual observation of its re-emergence on the Nintendo DS. Games like the Ace Attorney series, Hotel Dusk, and Jake Hunter are all treated as "text-adventure" titles by critics and fanboys alike; can anyone who is more familiar with the older titles of the bygone era of the "adventure" game vouch for this claim?
Thursday, May 28, 2009
Hello From a New Contributer
Hello my fellow gamers!,
For those of you who don't know me (which I am sure is most of this readership) my name is Br. Allen Martin. I am a currently finishing up my novitiate with the Carmelite Order, professing my Simple Vows this June. I have a degree in Philosophy from Loyola University Chicago and I am a graduate of St. Joseph's College Seminary. Andy and I were at the seminary together last year (I was a Senior when he was a Freshman). I recently came across this site and became hooked. I think that this is a wonderful way of responding to Pope John Paul II's call for a "New Evangelization" and I knew instantly that this was something that I wanted to be a part of. The use of all "new media" is turing out to be a wonderful new means to spreading the Gospel to people of all walks of life.
I will be writing posts here (regularly I hope, but at the very least from time to time) looking at a variety of games from Catholic point of view, and even unlock the "secrets" of some of these popular games. And just so you know, where I say "secrets" I am not referring to the hidden weapons, turing on "God-mode", or how to get unlimited ammo. No, when I say "secrets", I am referring to the Catholic undertones which run throughout many of todays popular games.
So to close this introductory post, I want to say that I am looking forward to sharing my thoughts with you, and I am also looking forward to hearing your thoughts and perspectives.
May God Bless you, and Our Lady keep you!
Thursday, May 14, 2009
Our Sunday Visitor Headline: "How Video Games are Good for Kids"
As usual, I'm totally LTTP on this one, but this is too significant to ignore: The Catholic Newsweekly Our Sunday Visitor (a publication I would highly recommend, BTW, if only because of the spectacular writing of Russell Shaw) published an article earlier this month entitled "A Proposal: Computer Games can be Beneficial for Children." The editors pushed it the article to the front cover of the weekly edition, too, so anyone who has a subscription to the publication should have no trouble finding the article. The author, Eugene Gan, himself a professor at Franciscan University in Stuebenville, Ohio, chronicles the time he spent playing Lego Star Wars II with his son.
Some notable excerpts:
"We've all heard how sports help kids learn important life lessons, including perseverance, teamwork and all the rest. I propose -- and this may horrify some of you -- that computer games can play the same formative role."
...
"Talk about team play: It was in one such level in the computer game that I could hear myself coaching my son to persevere and not to give up so easily.
"Stick with it, son. You can do it."
But he was too quick to whine, "I can't do it," without really even trying. Aha, a life-lesson opportunity. I paused the game to talk about the importance of facing challenges, recovering from failure, and relating it to Our Lord's falls while carrying the cross on the Via Dolorosa. (That last one didn't seem as much a stretch at the time.)
The key is to look beyond the old perception of computer games as solely eye-hand-coordinated diversions for real opportunities to encourage more coordination through thinking and purposeful movement."
Feel free to read the whole thing here.
For my part, I was simply glad to read an article from the Catholic Press that didn't lambast video games as something inherently evil (which, sadly, has been the norm for the past decade or so, even though the U.S. media in general seemed all to eager to perpetuate this same viewpoint even now). This article, however, is actually the latest example of a growing trend in Catholic media outlets. No longer are video games to be ignored as worthless or, worse yet, derided as sinful mind-numbing, soul-stealing agents. The article leaves something to be desired (it leaves an open door to critics that claim the lessons learned from video games are also just as easily learned from sports, clubs, and other activities, which really just reflects an ignorance of video games as both a communications and artistic medium), I'm glad that prominent Catholic publications, both web-based and printed periodicals, are beginning to discover video games as something worthy of accolades rather than something to be dismissed with derision. Kudos to Eugene Gan and OSV for running this piece!
Some notable excerpts:
"We've all heard how sports help kids learn important life lessons, including perseverance, teamwork and all the rest. I propose -- and this may horrify some of you -- that computer games can play the same formative role."
...
"Talk about team play: It was in one such level in the computer game that I could hear myself coaching my son to persevere and not to give up so easily.
"Stick with it, son. You can do it."
But he was too quick to whine, "I can't do it," without really even trying. Aha, a life-lesson opportunity. I paused the game to talk about the importance of facing challenges, recovering from failure, and relating it to Our Lord's falls while carrying the cross on the Via Dolorosa. (That last one didn't seem as much a stretch at the time.)
The key is to look beyond the old perception of computer games as solely eye-hand-coordinated diversions for real opportunities to encourage more coordination through thinking and purposeful movement."
Feel free to read the whole thing here.
For my part, I was simply glad to read an article from the Catholic Press that didn't lambast video games as something inherently evil (which, sadly, has been the norm for the past decade or so, even though the U.S. media in general seemed all to eager to perpetuate this same viewpoint even now). This article, however, is actually the latest example of a growing trend in Catholic media outlets. No longer are video games to be ignored as worthless or, worse yet, derided as sinful mind-numbing, soul-stealing agents. The article leaves something to be desired (it leaves an open door to critics that claim the lessons learned from video games are also just as easily learned from sports, clubs, and other activities, which really just reflects an ignorance of video games as both a communications and artistic medium), I'm glad that prominent Catholic publications, both web-based and printed periodicals, are beginning to discover video games as something worthy of accolades rather than something to be dismissed with derision. Kudos to Eugene Gan and OSV for running this piece!
Monday, May 11, 2009
Star Ocean vs. Star Trek



On Sunday night I saw the new Star Trek movie. It has its rough spots, particularly in the first half of the movie, but it all comes together quite nicely in the end. I left the theater feeling a little underwhelmed, but satisfied. I don't think it deserves the lavish critic praise its received (95% rating from rottentomatoes.com? are you kidding me?), but I can at least give the movie a mild recommendation.
I also managed to finish off Star Ocean this weekend, and my feelings regarding the game are actually remarkably similar. I made no secret of my disdain for the narrative portion of the game in my last post, but the second half of the game (the last two discs combined took me approximately 24 hours to complete, barely longer than the entirety of the first disc) actually incorporates some much-needed character development, plot expansion, and some much-needed puzzle elements into the mix. Rather than feeling embarrased that I was sitting through 30 minute sessions of vapid dialogue from inane, uninspired characters, I was genuinely impressed with the writing and the overall plot structure. The gameplay, too, generally improved as I gradually reached the game's climax - the characters eventually faced off with a nihilistic nemesis bent on destroying the universe in the name utilitarianism (are you paying attention, Trekkies?)! Overall, like Star Trek, I can't help but think the game has been excessively praised by too many people, but overall, I think that the gaming community has done a far better job assessing the merits and shortfalls of Star Ocean than most movie critics have done in their critique of Star Trek.
On one hand, I'm slightly surprised that my feelings regarding both Star Ocean and Star Trek are so similar; on the other hand, considering that Star Ocean Producer Yoshinori Yamagishi has said many times that the series is heavily influenced by the original Star Trek, maybe I shouldn't be so surprised that my sentiments regarding the former are so remarkably similar to my sentiments for the latter.
And so, a mild recommendation for both Star Trek and Star Ocean. Suffice it to say, both are good, but definitely not great.
Any thoughts?
Wednesday, April 29, 2009
Star Ocean Player Diary (Caution: story spoilers! You have been warned!)
This past weekend marked the completion of approximately one-third of my escapade into tri-Ace’s Star Ocean (the game spans three disks, and I just completed the first of them this past weekend). The gorgeous graphics and intriguing dystopian plotline that fueled my initial foray into the great expanses of this game’s universe propel me no longer, and the only suitable sustenance I have to satiate my gaming appetite is garnered solely from foraging on the various hospitable planets I come across in this journey through the final frontier. Using the game’s clever item creation system, I can utilize the various items I’ve collected throughout my explorations – items that have very scant utilitarian value by themselves – to create other items that can help me in my dealings with planet natives, friend and foe alike. Unsurprisingly, the battles with hostile enemies end up absorbing quite a bit of time. This isn’t necessarily a bad thing, either. The “fast-paced, action-based” fight sequences are enjoyable enough in their own right (when was the last time that magic spells and clashing swords were boring, anyway?), but it’s never an exercise in arbitrary button presses on a video game controller, as the system grants different rewards for different play styles. Wanna exclusively cast magic spells to wipe out enemies? A nice experience bonus awaits after battle. Would you rather blindside enemies and strike them when they aren’t expecting it? Congratulations, some extra gold is headed your way – just enough to buy that cool sword on sale at the bazaar in town!
Additionally, each playable character in the game gains “experience points” both individually and as an entire crew – the former type of experience can be “spent” to upgrade the character’s particular skills and parameters, making them more effective at fighting, foraging, etc. and the “team experience” is useful in the aforementioned item creation system. Even when exploration itself gets tedious (and it does – if my travels through the Star Ocean are any indication, the universe doesn’t hold much more than planets that are, by-and-large, replicas of medieval Europe populated by cat-eared humanoid life forms that look like they walked out of an anime convention), at least the battles and the item creation keeps me on my toes.
The gameplay systems, however, while certainly gratifying, hardly fulfill the game’s earlier promise of a deep, compelling narrative; with a game subtitled “the Last Hope,” I’d expect some treatment of this significant metaphysical theme. So far, I’ve got very little hope that the game will offer anything of the sort. The characters, like the game’s narrative, initially hold some promise, but are essentially static. Star Wars, among other movies, took a cast of characters that included aliens, cyborgs, and human beings of various ages and genders - all with different worldviews of the universe - into one of the most successful commercial franchises of all time; Star Ocean basically tries to replicate this success in a different medium, with a stronger presence of shamelessly scantily clad female characters for what seems to be no particular reason whatsoever. I suspect that even most juvenile game players would find them to be terribly uninteresting.
Nothing serves to demonstrate this point more effectively than to view one of the game’s numerous cut scenes, which generally involve one character apologizing to another for some vague reason, followed by an awkward 5-second pause, followed by some ghastly revelation of some grave secret that really isn’t that big of a deal in the grand scheme of things anyway. Even gaming veterans familiar with the generally poor plot direction of Japanese role-playing games will, I think, be squirming at the ludicrous excuse for a plot that this game presents to its audience.
Fortunately, one’s tolerance for poor voice acting, writing, and film direction need not be one’s personal barometer for enjoying the game, as the vast majority of these cut scenes are “skip-able.” Should you elect to do so, the synopses you’ll be forced to read are far more tolerable. Still, I can’t help but decry the game’s inexcusably bad narrative presentation. It’s not enough that Star Ocean fails to make the nuclear holocaust of planet earth into a genuinely interesting story; *SPOILER ALERT* it somehow manages to make the aftermath of the entire destruction of the earth of a parallel universe into one of the most derisibly bad melodramatic movie sequences I’ve ever seen. ****END SPOILER**** Resolving some conflict on one planet just lands the crew on a new one where the same ineffectual, uninteresting, virtually non-existant relationships between the characters take center stage over the far more interesting developments taking place all around them. Rinse, recycle, repeat ad nauseam, and you’ll probably understand why I question if the Star Ocean is worth playing to completion.
Philosophers such as Plato and the Angelic Doctor St. Thomas Aquinas lauded the relaxation from games as something virtuous in moderation, but if Star Ocean is merely an expensive piece of tinker toys and/or eye-candy, it’s not worth paying $60 for a new copy, harmless fun as the game itself may be. Human beings look for more than a quick fix for a longing for relaxation of the mind and/or body; we’re searching for fulfillment for the longings of the human heart! Art attempts in some way to “echo” this search; my journey through the Star Ocean has yielded scarcely even the slightest reverberation of this yearning’s fulfillment.
On the other hand, my escapades in the realm of videogame-dom (and my gallivanting exploits in the role-playing genre in particular) have also instilled in me the virtue of patience. As Archbishop Fulton J. Sheen says in Life of Christ, “…there are two [ways of viewing the world]: fast before Feast, or Feast and then hangover.” Perhaps my tedious time in tri-Ace’s Star Ocean will yield something more substantive in the near future. I certainly know better than to expect something from a videogame that only Christ can give, but it’s not unreasonable to expect something more than simple mind exercises and sensory overload from a particular form of media. If nothing else, a trek through the Star Ocean at least offers breathtaking visuals and a clever, if often redundant, battle system that makes mental micromanagement fun. The question for this discerning Catholic seminarian is this: Does it offer anything else? So far, the answer is a regrettable and definitive “no.”
Additionally, each playable character in the game gains “experience points” both individually and as an entire crew – the former type of experience can be “spent” to upgrade the character’s particular skills and parameters, making them more effective at fighting, foraging, etc. and the “team experience” is useful in the aforementioned item creation system. Even when exploration itself gets tedious (and it does – if my travels through the Star Ocean are any indication, the universe doesn’t hold much more than planets that are, by-and-large, replicas of medieval Europe populated by cat-eared humanoid life forms that look like they walked out of an anime convention), at least the battles and the item creation keeps me on my toes.
The gameplay systems, however, while certainly gratifying, hardly fulfill the game’s earlier promise of a deep, compelling narrative; with a game subtitled “the Last Hope,” I’d expect some treatment of this significant metaphysical theme. So far, I’ve got very little hope that the game will offer anything of the sort. The characters, like the game’s narrative, initially hold some promise, but are essentially static. Star Wars, among other movies, took a cast of characters that included aliens, cyborgs, and human beings of various ages and genders - all with different worldviews of the universe - into one of the most successful commercial franchises of all time; Star Ocean basically tries to replicate this success in a different medium, with a stronger presence of shamelessly scantily clad female characters for what seems to be no particular reason whatsoever. I suspect that even most juvenile game players would find them to be terribly uninteresting.
Nothing serves to demonstrate this point more effectively than to view one of the game’s numerous cut scenes, which generally involve one character apologizing to another for some vague reason, followed by an awkward 5-second pause, followed by some ghastly revelation of some grave secret that really isn’t that big of a deal in the grand scheme of things anyway. Even gaming veterans familiar with the generally poor plot direction of Japanese role-playing games will, I think, be squirming at the ludicrous excuse for a plot that this game presents to its audience.
Fortunately, one’s tolerance for poor voice acting, writing, and film direction need not be one’s personal barometer for enjoying the game, as the vast majority of these cut scenes are “skip-able.” Should you elect to do so, the synopses you’ll be forced to read are far more tolerable. Still, I can’t help but decry the game’s inexcusably bad narrative presentation. It’s not enough that Star Ocean fails to make the nuclear holocaust of planet earth into a genuinely interesting story; *SPOILER ALERT* it somehow manages to make the aftermath of the entire destruction of the earth of a parallel universe into one of the most derisibly bad melodramatic movie sequences I’ve ever seen. ****END SPOILER**** Resolving some conflict on one planet just lands the crew on a new one where the same ineffectual, uninteresting, virtually non-existant relationships between the characters take center stage over the far more interesting developments taking place all around them. Rinse, recycle, repeat ad nauseam, and you’ll probably understand why I question if the Star Ocean is worth playing to completion.
Philosophers such as Plato and the Angelic Doctor St. Thomas Aquinas lauded the relaxation from games as something virtuous in moderation, but if Star Ocean is merely an expensive piece of tinker toys and/or eye-candy, it’s not worth paying $60 for a new copy, harmless fun as the game itself may be. Human beings look for more than a quick fix for a longing for relaxation of the mind and/or body; we’re searching for fulfillment for the longings of the human heart! Art attempts in some way to “echo” this search; my journey through the Star Ocean has yielded scarcely even the slightest reverberation of this yearning’s fulfillment.
On the other hand, my escapades in the realm of videogame-dom (and my gallivanting exploits in the role-playing genre in particular) have also instilled in me the virtue of patience. As Archbishop Fulton J. Sheen says in Life of Christ, “…there are two [ways of viewing the world]: fast before Feast, or Feast and then hangover.” Perhaps my tedious time in tri-Ace’s Star Ocean will yield something more substantive in the near future. I certainly know better than to expect something from a videogame that only Christ can give, but it’s not unreasonable to expect something more than simple mind exercises and sensory overload from a particular form of media. If nothing else, a trek through the Star Ocean at least offers breathtaking visuals and a clever, if often redundant, battle system that makes mental micromanagement fun. The question for this discerning Catholic seminarian is this: Does it offer anything else? So far, the answer is a regrettable and definitive “no.”
Saturday, April 18, 2009
Alleluia!
Frequent readers of this blog have doubtlessly noticed the dearth of postings during the past month and a half that roughly coincided with the Lenten season. Hopefully they have also noticed the recent flurry of activity that has accompanied Easter's arrival, as well!
Catholic Video Gamers welcomes two additional staffers to its ranks: Arturo Felix and Charles Harmata. Both are well versed in the technological knowledge that has allowed for the Easter renovation of the CVG webpage, and their expertise in this field is supplemented with a plethora of gaming knowledge that is, needless to say, informed by a strong Catholic faith. They'll both be posting their own introductions soon enough - stay tuned for more from each of them in the near future!
In addition to the blog's new banner and general aesthetic overhaul, CVG is now proud to announce its two patron saints: St. Isidore (being patron saint of the internet, he seemed like a natural choice for a patron of a weblog) and St. Gabriel the archangel. May their intercession guide and protect all who visit this webpage to the loving embrace of the Savior. St. Isidore and St. Gabriel the archangel, pray for us!
Finally, with the school year winding down, (all four staffers here are students), the impending summer vacation should provide ample opportunities for us all to keep CVG more frequently updated. None of us are planning to "blog-vanish" anytime soon; please keep us all in your prayers as the academic year comes to a close!
St. Apollonius the apologist, pray for us!
Catholic Video Gamers welcomes two additional staffers to its ranks: Arturo Felix and Charles Harmata. Both are well versed in the technological knowledge that has allowed for the Easter renovation of the CVG webpage, and their expertise in this field is supplemented with a plethora of gaming knowledge that is, needless to say, informed by a strong Catholic faith. They'll both be posting their own introductions soon enough - stay tuned for more from each of them in the near future!
In addition to the blog's new banner and general aesthetic overhaul, CVG is now proud to announce its two patron saints: St. Isidore (being patron saint of the internet, he seemed like a natural choice for a patron of a weblog) and St. Gabriel the archangel. May their intercession guide and protect all who visit this webpage to the loving embrace of the Savior. St. Isidore and St. Gabriel the archangel, pray for us!
Finally, with the school year winding down, (all four staffers here are students), the impending summer vacation should provide ample opportunities for us all to keep CVG more frequently updated. None of us are planning to "blog-vanish" anytime soon; please keep us all in your prayers as the academic year comes to a close!
St. Apollonius the apologist, pray for us!
Thursday, March 5, 2009
A Supernova of Star Ocean screenshots!
Those who frequent this blog know by now that I have a nasty habit of making promises I can't keep, so I'm not going to promise any new "player diary" postings on Star Ocean for the immediate future.
Seeing as I did, however, highlight the game's graphical granduer along with its rather seemingly dystopian storyline, I'd welcome anyone interested in the veracity of those claims to view the game's promotional trailer and screenshots (as seen here) both of which, I think, validate my claims from yesterday's postings.
Heck, even the game's boxart is beautiful!
St. John of the Cross, pray for us!
Seeing as I did, however, highlight the game's graphical granduer along with its rather seemingly dystopian storyline, I'd welcome anyone interested in the veracity of those claims to view the game's promotional trailer and screenshots (as seen here) both of which, I think, validate my claims from yesterday's postings.
Heck, even the game's boxart is beautiful!
St. John of the Cross, pray for us!
Wednesday, March 4, 2009
A False Hope?
My dad bought me a copy of Star Ocean: The Last Hope as an early birthday present for me yesterday. I played it for about 2 hours so far; the graphics are great, the music fits the whole Space Odyssey thematic, but the one thing that's struck me so far is the game's story: man destroys the planet earth in a cataclysmic WWIII, then builds a huge space station in the hopes of colonizing other planets...reminds me of the Tower of Babel story from Genesis (which I just happen to be studying in my Old Testament class at Loyola!) Man constantly tries to make himself into a God, and constantly fails (and the story of Star Ocean thus far is demonstrating that all too candidly!)
I hope to have more on this game in the coming days (no pun intended!). St. Kasimir, pray for us!
I hope to have more on this game in the coming days (no pun intended!). St. Kasimir, pray for us!
Tuesday, December 23, 2008
Player Diary: Persona 3
I bought this game off of Amazon as an early Christmas present to myself at the beginning of this month. I'm usually not one for purchasing much of anything online, but as any gaming buddy of mine will tell you, my normally fiscally conservative spending habits tend to buckle when my eyes spot a critically acclaimed Japanese role-playing game. When it's only $19.95 plus shipping and handling and comes with a free soundtrack and art book, well, even my rather obstinate and unreasonable case of online shopper's stigma is eradicated almost instantaneously.
I finally popped the game disk into my ps2 this morning, and I played for a good, oh, hour and 30 minutes or so. It was enough to get the general gist of the game's storyline premise, but that's about it. There's alot of in-game cut-scenes thus far, and not very much of anything else. Frankly, given how long I played, I'm surprised I remained as engaged as I did - usually, the first hour or so of role-playing games tend to be dominated by tutorials, and I 've grown to expect this over the course of many years as a gamer. I know when I can "zone out" without missing anything crucial. There really hasn't been any point so far where I've really "disengaged" in this way, and given how the game has done very little to engage me in terms of actual gameplay so far, I'm downright impressed.
Basically, you play as a high school transfer student who discovers that his dormmates are part of a secret school club dedicated to defeating people-eating monsters called "shadows." These shadows only appear during the "dark hour," beginning and ending at 12:00 midnight - the "hidden" time between one day and the next. How do you fight these shadows? Well, you take an "evoker" - a pistol - and shoot yourself in the head (!!!!) to summon a "persona" - a physical manifestation of the psyche that takes the form of some mythological god/goddess. When it's not "the dark hour," you attend school as a student, and the academic performance in classes and relationships your character develops with your friends effect your persona(s) ability to battle. When that "dark hour" comes again, it's time to take the fight to the shadow's nest - Tartarus, a gigantic skyscraper that just happens to render itself directly atop the school building where you attend classes during the day. The school, then, plays an crucial role in the game, an irony that is not lost on this college student currently enjoying respite from the drudgery of grueling schoolwork.
In summary, my Persona 3 experience thus far: its very Japanese, an interesting combination of two video game genres, very Japanese, and most assuredly deserving of it's "M for Mature" ESRB rating. And very Japanese.
Obviously I can expect suicide to be a prominent thematic in the game's story. Whether or not it retains the morally problematic depiction shown thus far (suicide as a way to unleash "inner power" is so unabashadly Nietzchean) remains to be seen. I'm a firm believer in not finishing games if they are not worth my time, and if the game communicates nothing but a morally evil message, well, it's certainly not worth my time. But whether or not that's the case with Persona 3 remains to be seen.
I finally popped the game disk into my ps2 this morning, and I played for a good, oh, hour and 30 minutes or so. It was enough to get the general gist of the game's storyline premise, but that's about it. There's alot of in-game cut-scenes thus far, and not very much of anything else. Frankly, given how long I played, I'm surprised I remained as engaged as I did - usually, the first hour or so of role-playing games tend to be dominated by tutorials, and I 've grown to expect this over the course of many years as a gamer. I know when I can "zone out" without missing anything crucial. There really hasn't been any point so far where I've really "disengaged" in this way, and given how the game has done very little to engage me in terms of actual gameplay so far, I'm downright impressed.
Basically, you play as a high school transfer student who discovers that his dormmates are part of a secret school club dedicated to defeating people-eating monsters called "shadows." These shadows only appear during the "dark hour," beginning and ending at 12:00 midnight - the "hidden" time between one day and the next. How do you fight these shadows? Well, you take an "evoker" - a pistol - and shoot yourself in the head (!!!!) to summon a "persona" - a physical manifestation of the psyche that takes the form of some mythological god/goddess. When it's not "the dark hour," you attend school as a student, and the academic performance in classes and relationships your character develops with your friends effect your persona(s) ability to battle. When that "dark hour" comes again, it's time to take the fight to the shadow's nest - Tartarus, a gigantic skyscraper that just happens to render itself directly atop the school building where you attend classes during the day. The school, then, plays an crucial role in the game, an irony that is not lost on this college student currently enjoying respite from the drudgery of grueling schoolwork.
In summary, my Persona 3 experience thus far: its very Japanese, an interesting combination of two video game genres, very Japanese, and most assuredly deserving of it's "M for Mature" ESRB rating. And very Japanese.
Obviously I can expect suicide to be a prominent thematic in the game's story. Whether or not it retains the morally problematic depiction shown thus far (suicide as a way to unleash "inner power" is so unabashadly Nietzchean) remains to be seen. I'm a firm believer in not finishing games if they are not worth my time, and if the game communicates nothing but a morally evil message, well, it's certainly not worth my time. But whether or not that's the case with Persona 3 remains to be seen.
Saturday, December 20, 2008
Gaming Marathons...for Charity!
"Speed gaming" refers to repeated attempts to complete a game in the shortest amount of time possible. It ain't exactly my cup of tea; I have enough trouble finishing games without racing against the clock. The guys and gals over at www.thespeedgamers.com, however, are clearly of another disposition, and they've found an interesting way to make their hobby more fruitful: they organize "gaming marathons" to benefit various charities. At the time of this writing, they're trying to catch all 491 Pokemon (hard to believe it's that many now!) in the Pokemon games for the Nintendo DS within 72 hours, with proceeds going for Autism care and research. Speaking as a Pokemaniac myself, I can say with certainty this is not an easy task. Here's hoping they make it...
Tuesday, December 16, 2008
Christmas Break!
As of Friday I have been granted a temporary reprieve from the academic burdens of my vocational discernment. This gives me an opportunity to focus on my emotional, physical, and spiritual obligations, especially those that I've neglected over the second half of the semester, this blog included.
Despite the new game releases that accompany each Christmas season, I haven't interest in any of them save Chrono Trigger DS, which I'll hopefully get as a Christmas gift. Soul Calibur IV has proven to be surprisingly popular with my brother seminarians, and while I can't say that the game possesses any particularly endearing value beyond sheer entertainment of the absurd (who wouldn't want to see Yoda fighting an Elvis look-alike with nunchaku?), that alone has been a welcome respite from the strenuous workload that too often characterizes college life.
Since I've been back home, I've rediscovered that I have the Pokemon gene - embarassed as I am to admit it, I can totally understand why the game has been so successful and popular. Organizing a team of virtual critters to fight and trade with friends makes for an undeniably fun game. This game and Pope Benedict XVI's Spirit of the Liturgy will ensure that my living room sofa is occupied for long stretches of time for this 3 and a half weeks of Christmas vacation. The book is certainly a bit on the "heavy" side - I find myself re-reading passages just to glean everything I can from the text - but my gaming hobby and Spirit of the Liturgy are proving to be far more complementary than I would have ever thought they would or could be. Being a video gamer, the "play" theory of liturgy (though Pope Benedict does ultimately deem it as "insufficient") resonates deeply with me. The idea of play being an excape from the confines of the world is an idea that many video games take and "run with," so to speak, but in the end, it ultimately becomes just another part of the world we live in, as the rules and confines established by the game transform the game from being "another world - a counter-world or a non-world - to being a bit of our world with its own laws." Games provide a fleeting escape from reality at best; they can't transport us to our higher calling, even if they can indirectly help us on our way there. It's a good reminder for video game enthusiasts (including yours truly) not to let these games become idols - they aren't the Savior whom we await during the Advent season, and we certainly can't offer ourselves to them expecting any sort of true fulfillment.
That's not to say that games don't provide something of value - Aquinas, for one, echoed Aristotle's thoughts that the relaxation from games provided a good - but in the age where many (myself included) spend inexorbinant amounts of time with video games, Pope Benedict's reminder is one worth noting.
Despite the new game releases that accompany each Christmas season, I haven't interest in any of them save Chrono Trigger DS, which I'll hopefully get as a Christmas gift. Soul Calibur IV has proven to be surprisingly popular with my brother seminarians, and while I can't say that the game possesses any particularly endearing value beyond sheer entertainment of the absurd (who wouldn't want to see Yoda fighting an Elvis look-alike with nunchaku?), that alone has been a welcome respite from the strenuous workload that too often characterizes college life.
Since I've been back home, I've rediscovered that I have the Pokemon gene - embarassed as I am to admit it, I can totally understand why the game has been so successful and popular. Organizing a team of virtual critters to fight and trade with friends makes for an undeniably fun game. This game and Pope Benedict XVI's Spirit of the Liturgy will ensure that my living room sofa is occupied for long stretches of time for this 3 and a half weeks of Christmas vacation. The book is certainly a bit on the "heavy" side - I find myself re-reading passages just to glean everything I can from the text - but my gaming hobby and Spirit of the Liturgy are proving to be far more complementary than I would have ever thought they would or could be. Being a video gamer, the "play" theory of liturgy (though Pope Benedict does ultimately deem it as "insufficient") resonates deeply with me. The idea of play being an excape from the confines of the world is an idea that many video games take and "run with," so to speak, but in the end, it ultimately becomes just another part of the world we live in, as the rules and confines established by the game transform the game from being "another world - a counter-world or a non-world - to being a bit of our world with its own laws." Games provide a fleeting escape from reality at best; they can't transport us to our higher calling, even if they can indirectly help us on our way there. It's a good reminder for video game enthusiasts (including yours truly) not to let these games become idols - they aren't the Savior whom we await during the Advent season, and we certainly can't offer ourselves to them expecting any sort of true fulfillment.
That's not to say that games don't provide something of value - Aquinas, for one, echoed Aristotle's thoughts that the relaxation from games provided a good - but in the age where many (myself included) spend inexorbinant amounts of time with video games, Pope Benedict's reminder is one worth noting.
Labels:
Nintendo DS games,
Pope Benedict XVI,
Xbox 360 games
Tuesday, November 18, 2008
C.S. Lewis: The Video Game
What a cool idea!
Like many, I only wish that is was real. I hate MMORPGs, (including the tacky, Lord of the Rings-inspired ones nearly devoid of what made Tolkien's signature works so great: Catholicism!) but anything in the vein of C.S. Lewis can't be that bad....right?
(h/t Mark Shea of Catholic and Enjoying It!
Like many, I only wish that is was real. I hate MMORPGs, (including the tacky, Lord of the Rings-inspired ones nearly devoid of what made Tolkien's signature works so great: Catholicism!) but anything in the vein of C.S. Lewis can't be that bad....right?
(h/t Mark Shea of Catholic and Enjoying It!
Saturday, October 18, 2008
Audiosurfin' USA
Anybody familiar with the gaming community/network Steam has doubtlessly heard (if not already a proud owner) of Audiosurf, a rhythm/"music" game with an interesting twist.
The megapopular mainstays Guitar Hero and Rock Band rely on a system of colored "bars" that more or less function as musical "notes" on a scoresheet. (Those unfamiliar with Guitar Hero, Rock Band, etc. are probably already lost at this point: take a gander at the Guitar Hero video review here for a glimpse at what I mean). In Audiosurf,, these on-screen colored cues aren't notes on a scoresheet; they're cars on a highway, and rather than tasking the player with matching these colored bars to buttons a joypad or controller to "play" a song, Audiosurf needs no newfangled, awkward insrument-shaped controllers: you need merely the arrows on a keyboard or a computer mouse to navigate your vehicle as you traverse the musical highway...crashing into as many cars as you can along the way.
Well, sort of, anyway. Think of this game as "musical Tetris": the color-coded "cars" on the highway don't cause your vehicle to crash immediately; they are stored in one of three columns (each column corresponding to a lane on the highway), and by placing three cars of the same color in either a row or column, the player not only scores points, but like in most "falling block" puzzle games, the blocks (or cars, in this case) disappear and the columns are emptied. Likewise, if the columns are filled, the car crashes and the player loses points.
Keep in mind that the "cars" that appear on the "highway" correspond to musical notes of a song; the game also marks changes in the rhythm of a song with sudden sharp turns and uphill climbs. The best part? Audiosurf doesn't use a pre-set song list like most games of its type; any music file on yor PC harddrive, music CD, mp3 file, etc. can be used! Scores are tracked online, as well, if you wish, and it was quite a shock to see that I had racked up a 15,000 point score on the Salve Regina highway only to find out that someone had outscored me! Apparently I'm the only one who's been travelin' down Fr. Groschel's The God of Mercy and You freeway, though. No surprises there...
With a $10 price tag, I can't recommend this game enough. I'll never understand how I missed Audiosurf when it released earlier this year, but I'm sure I'll be playing it for many years to come.
The megapopular mainstays Guitar Hero and Rock Band rely on a system of colored "bars" that more or less function as musical "notes" on a scoresheet. (Those unfamiliar with Guitar Hero, Rock Band, etc. are probably already lost at this point: take a gander at the Guitar Hero video review here for a glimpse at what I mean). In Audiosurf,, these on-screen colored cues aren't notes on a scoresheet; they're cars on a highway, and rather than tasking the player with matching these colored bars to buttons a joypad or controller to "play" a song, Audiosurf needs no newfangled, awkward insrument-shaped controllers: you need merely the arrows on a keyboard or a computer mouse to navigate your vehicle as you traverse the musical highway...crashing into as many cars as you can along the way.
Well, sort of, anyway. Think of this game as "musical Tetris": the color-coded "cars" on the highway don't cause your vehicle to crash immediately; they are stored in one of three columns (each column corresponding to a lane on the highway), and by placing three cars of the same color in either a row or column, the player not only scores points, but like in most "falling block" puzzle games, the blocks (or cars, in this case) disappear and the columns are emptied. Likewise, if the columns are filled, the car crashes and the player loses points.
Keep in mind that the "cars" that appear on the "highway" correspond to musical notes of a song; the game also marks changes in the rhythm of a song with sudden sharp turns and uphill climbs. The best part? Audiosurf doesn't use a pre-set song list like most games of its type; any music file on yor PC harddrive, music CD, mp3 file, etc. can be used! Scores are tracked online, as well, if you wish, and it was quite a shock to see that I had racked up a 15,000 point score on the Salve Regina highway only to find out that someone had outscored me! Apparently I'm the only one who's been travelin' down Fr. Groschel's The God of Mercy and You freeway, though. No surprises there...
With a $10 price tag, I can't recommend this game enough. I'll never understand how I missed Audiosurf when it released earlier this year, but I'm sure I'll be playing it for many years to come.
Tuesday, September 23, 2008
An Echochrome Player Diary in Pictures

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=

With most puzzle video games taking the tetris rip-off route, It's refreshing to see something of the "sit-down-and-think" variety appear on any gaming platform.
Labels:
Playstation 3 games,
PSP games,
puzzle games
Thursday, September 18, 2008
Looks Like I'm Not the Only Catholic Who Enjoys Video Games...
Brian Saint-Paul has written a quaint little piece over at Inside Catholic today regarding the new Pew research study which aparently found that 97 percent of American kids play video games. Being a gamer himself, Brian Saint-Paul does not use this study as an excuse to lambast the video game medium and the people who enjoy and utilize it, but actually thinks the findings of the study could be a good thing.
I guess I'm just glad that Catholics are on the forefront of the video game defense force these days. Video game "legislation" is a popular pandering point for politicians of many persuasions - everyone from Hillary Clinton to Sam Brownback seems to think it's a good idea. In Britian, it's not at all uncommon to see the Daily Mail publish asinine articles attacking the video game medium for causing virtually every societal ailment. The Fox News Mass Effect fiasco demonstrates that American news networks are equally nefarious in their treatment of the medium.
Kudos to InsideCatholic. It's nice to see that SOMEBODY gets it...
I guess I'm just glad that Catholics are on the forefront of the video game defense force these days. Video game "legislation" is a popular pandering point for politicians of many persuasions - everyone from Hillary Clinton to Sam Brownback seems to think it's a good idea. In Britian, it's not at all uncommon to see the Daily Mail publish asinine articles attacking the video game medium for causing virtually every societal ailment. The Fox News Mass Effect fiasco demonstrates that American news networks are equally nefarious in their treatment of the medium.
Kudos to InsideCatholic. It's nice to see that SOMEBODY gets it...
Saturday, September 13, 2008
Player Diary: Tales of Vesperia
Since I am absolutely indisposed to reading Chuang Tzu right now, here's a few more tidbits about the game I managed to play for about 2 1/2 hours today:
-The game introduced the concept of an "over-limit", a special battle command that basically lets your character whale on enemies without reservation. No need to worry about combining attacks and special attacks (or "artes") together (though you still need to worry about conserving health, etc - no invincibility!); you can pretty much just mash the buttons on your controller and watch as the on-screen monsters perish. Unfortunately, enemies can use it too, and since the introduction to this new gameplay feature, the game's difficulty seems to have spiked dramatically. Some nasty Cerberus-like Cloverfield wannabe boss beastie completely annihilated me, and after grinding/"leveling up" enough to wipe him out and traveling to the nearest town, some red-eyed ninjas accsot me before I can save the game. Ugh.
- The story is quite openly discussing consequentialism. In two consecutive scenes, two different characters are faced with situations in which they are tempted to break laws for the sake of preceived righteousness. One character does so and another declines. Sequential scenes show the characters discussing which one did the right thing. Neither characer comes out particularly better off than the other.
I wrote about this in my last entry, but I will mention it again for emphasis: There is a pervading theme of "Just-do-what-YOU-wanna-do-when-faced-with- tough-decisions" in this game's narrative . I'm not sure if "hedonism" is the right word what the game is advocating here, but it's definetley the same "believe in yourself!" self-help rhetoric that seems to pervade Western culture these days. Come to think of it, it's pretty common in anime, too...given the throughly Japanese origin of this game, I guess I can't be too surprised with this thematic.
-Lack of puzzles I realize Tales of games are genearlly light on puzzles, but the near-total lack of them thus far is ridiculous. The game seems too easy without the occasional logic puzzle, even if they are of the thoroughly rudimentary variety.
- I don't understand the "cooking" system. I know what it's used for, and it's sure handy in a pinch, but I'm not sure how the cooking "menu" is supposed to work. Perhaps a reader could add a dash of knowledge (apologies for the VERY bad cooking joke)?
- Total Playing time so far: 7:57 (it's actually more since I had to restart after losing to a "boss" and the game just loads from the last save point. I've probably played around 8:15 or so.)
-The game introduced the concept of an "over-limit", a special battle command that basically lets your character whale on enemies without reservation. No need to worry about combining attacks and special attacks (or "artes") together (though you still need to worry about conserving health, etc - no invincibility!); you can pretty much just mash the buttons on your controller and watch as the on-screen monsters perish. Unfortunately, enemies can use it too, and since the introduction to this new gameplay feature, the game's difficulty seems to have spiked dramatically. Some nasty Cerberus-like Cloverfield wannabe boss beastie completely annihilated me, and after grinding/"leveling up" enough to wipe him out and traveling to the nearest town, some red-eyed ninjas accsot me before I can save the game. Ugh.
- The story is quite openly discussing consequentialism. In two consecutive scenes, two different characters are faced with situations in which they are tempted to break laws for the sake of preceived righteousness. One character does so and another declines. Sequential scenes show the characters discussing which one did the right thing. Neither characer comes out particularly better off than the other.
I wrote about this in my last entry, but I will mention it again for emphasis: There is a pervading theme of "Just-do-what-YOU-wanna-do-when-faced-with- tough-decisions" in this game's narrative . I'm not sure if "hedonism" is the right word what the game is advocating here, but it's definetley the same "believe in yourself!" self-help rhetoric that seems to pervade Western culture these days. Come to think of it, it's pretty common in anime, too...given the throughly Japanese origin of this game, I guess I can't be too surprised with this thematic.
-Lack of puzzles I realize Tales of games are genearlly light on puzzles, but the near-total lack of them thus far is ridiculous. The game seems too easy without the occasional logic puzzle, even if they are of the thoroughly rudimentary variety.
- I don't understand the "cooking" system. I know what it's used for, and it's sure handy in a pinch, but I'm not sure how the cooking "menu" is supposed to work. Perhaps a reader could add a dash of knowledge (apologies for the VERY bad cooking joke)?
- Total Playing time so far: 7:57 (it's actually more since I had to restart after losing to a "boss" and the game just loads from the last save point. I've probably played around 8:15 or so.)
Thursday, September 11, 2008
Storytelling in JRPGs
While I'm not nearly far enough into Tales of Vesperia to offer much of a response to my brother's recent critique on the dungeons, I can say that so far the game's thematic is making me a little uncomfortable. It's pretty much the usual self-help on steroids refrain of "do what you feel is right, don't let anyone stop you/believe in yourself" shlock. It seems overly self-righteous and preachy, evn darnright narcissistic. Bleh.
The battles, though...awesome, as expected. I really like the character development, too - no silly 'skill trees' that have become an unnecessary gimmick in most role-playing games; it's all handled through equipment. It's really nifty, but it still demands some of your attention during the game, too. I'm glad SOME game developer finally found a way to make character development involving without becoming distracting.
It's hard enough to find time to play anything with school, though (and I can't blog if I don't play!). With the release of Rock Band 2 imminent, though, I'm sure I'll find time to play again soon...
The battles, though...awesome, as expected. I really like the character development, too - no silly 'skill trees' that have become an unnecessary gimmick in most role-playing games; it's all handled through equipment. It's really nifty, but it still demands some of your attention during the game, too. I'm glad SOME game developer finally found a way to make character development involving without becoming distracting.
It's hard enough to find time to play anything with school, though (and I can't blog if I don't play!). With the release of Rock Band 2 imminent, though, I'm sure I'll find time to play again soon...
Saturday, August 30, 2008
Tales of Vesperia!
The past two weeks have seen the commencement of yet another academic year (a tired excuse for such a long posting hiatus, I know) but I managed to take some time out amidst the hustle and bustle of the new school year to grab this little gem: Tales of Vesperia, a multiplayer RPG that released just in time for the long labor day weekend.
It's a shame I can't find that fourth xbox 360 controller...I may have to buy a new one just for this game...
It's a shame I can't find that fourth xbox 360 controller...I may have to buy a new one just for this game...
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