#116: Wolfenstein: In Defense of Probst Wyatt III
Kingdom Hearts Primer - X: Back Cover - Episode 2 - So Whatever
At last, the Kingdom Hearts Primer comes to a close.
If you’re curious about Sam’s thoughts on Persona 3 and it’s extra epilogue, The Answer, you can check out his post on them here.
Remember, as of the time of this post, the reveals regarding Riku’s new outfit, Vanitas, and the new footage from the Monster’s Inc world had not happened. Considering how much time Sam and I have spent on this project, we were getting exhausted by the hype train. I still stand by what I said, in that I need to see Kingdom Hearts 3 in my hands before I believe it’s done, but you have to understand the context behind the statement.
This movie as a whole occupies a bizarre place. The fact that it’s part of “Final Chapter Prologue” implies there is some relevance to Kingdom Hearts 3, but I just don’t see it. Nothing here feels like it is of any consequence.
I’m left with a bizarre mixed of excitement at Kingdom Hearts 3, exhaustion from the Primer series, and confusion as to what Back Cover implies is in store for the franchise’s future.
Kingdom Hearts Primer - X: Back Cover - Episode 1 - Bearly Deloved
We’re so close to truly, honestly finished out this Primer series. Just one more episode after this one.
I don’t actually have a whole lot to add here in the post-script. It’s almost sad that Back Cover is the last thing we talk about in this project. Not much of note happens, and the whole film comes across as milquetoast.
Kingdom Hearts Primer - 0.2 Birth by Sleep: A Fragmentary Passage - Episode 4 - The Kingdom Hearts Hype Train
And here comes the finale of 0.2
At the time we recorded this video, the trailers that were release earlier this month had not yet come out. Nor was the announcement that the game’s release date would be formally revealed at E3 this year.
As much as those reveals did a lot to warm my heart to the idea of Kingdom Hearts 3 again, I still stand by my earlier statements that Kingdom Hearts 3’s hype train started to grow into a massive problem. Part of why the most recent reveals were so important was that they give off the impression that Kingdom Hearts 3 might actually be finished some time soon.
Sam and I also talked about the prospect of shorter, character-focused RPGs and how much we’d be willing to spend on them. I’d like to pose that question to you guys reading this as well:
- Would you be interested in a shorter, 4-6 hour RPG?
- How much would be willing to spend on it if you are?
#115 Resident Evil 7 - Biohazard : Inside the VR Headset
Ever since a friend(?) asked me to join him in campaigns across Dead Space 3, Resident Evil 5, and Resident Evil 6, I have tried to broaden my horizons and open up to the horror genre. Up until then, I had avoided them like the plague because I was (for lack of a better phrasing) afraid to be scared. With mixed results, I’ve dived into the previous Dead Space games, Amnesia, Outlast, and a couple of others. This is why Resident Evil 7: Biohazard caught my attention last year despite not caring too much for RE6. Game critics and personal friends of mine who played it sang its praises, raising more than a few eyebrows.
Kingdom Hearts Primer - 0.2 Birth by Sleep: A Fragmentary Passage - Episode 3 - A Good Character Piece
Surprising everyone, we have a lot of good things to say about Kingdom Hearts in this episode.
At the end of this episode, we begin to talk about how A Fragmentary Passage is a solid, 2-4 character piece (that also shows off the technology that will be used in Kingdom Hearts 3). The fact that it is such a concise, yet mostly complete experience is a large part of what makes it so successful.
As much as I love RPGs, the commitment required to finish most of the games in that genre is a huge barrier, especially as I come into a part of my life where I generally don’t have to worry about being able to afford games. Persona 5 was one of my favorite games last year, but it’s not easy to recommend a 100+ hour game to somebody. And it’s especially not easy to dedicate the time to it.
Though it’s hardly a great example of the genre, stuff like this and Alpha Protocol shows that it is possible to make RPGs that players don’t have to spent months of their life playing. Undertale also did that only a few year ago. I’d love to see more RPGs so this route, if only for the selfish reason that it slides into my schedule more effortlessly.
Kingdom Hearts Primer - 0.2 Birth by Sleep: A Fragmentary Passage - Episode 2 - Lost to Time
Settle in, ladies and gentleman, because things are getting self-referential and existential.
It’s very ironic to talk about how people watch YouTube content podcast style when the footage for this “Let’s Play” got corrupted.
It feels strange to talk about YouTube and how to work around it’s many problems in the wake of all the recent controversies surrounding it. With the “adpocalypse”, the rise of YouTube criticism in video games, and the rest of the “YouTube culture”, it’s a subject that probably won’t go away anytime soon.
In a way, the whole reason I came up with the queue system in the first place was that the intended way to watch content on YouTube, to follow the recommended videos and keep watching through Autoplay, just didn’t fit into my schedule. I found myself annoyed at all of the great content I wanted to watch and missed out on. Thus, the queue was formed.
I know it’s weird, and I doubt many other people use systems like that, but it works for me.
Kingdom Hearts Primer - 0.2 Birth by Sleep: A Fragmentary Passage - Episode 1 - Pretty Dress Up
Remember when I said we were done with the Kingdom Hearts and considered it closed?
Well, I lied….
It’s really painful to listen to how giddy we were to do a Let’s Play… knowing that the footage corrupted and we ended up doing a sudo-podcast anyway. After the incident with Watch Dogs, and the corrupted recording of our first Kingdom Hearts 1 Primer, we swore off ever re-recording something again. We also decided that we wouldn’t be able to recreate the magic that was this recording.
It’s also nice to not be as critical about this game as we have been to other Kingdom Hearts games. Without spoiling the upcoming episodes too much, we had a great time with this recording. We had some criticisms to be sure, but this was largely 2 hours of praise.
Lastly, kudos to Sam for taking the footage from Gamer’s Little Playground and meshing it with our audio to make a final piece that is still largely cohesive. This was quite an effort on his part, and I don’t want it to be overlooked.
So yeah, you asked for it, and we’ll deliver.
#114: "The World" of .hack: How Does it Compare?
In a real sense, .hack nails this perfectly in almost every sub-series. The storylines in .hack are strongly character-driven, focusing on the players much more than their actions within “The World”. This is partially why the anime .hack//SIGN received such mixed reception when it came out. Despite being set in a online world filled with warriors, wizards, and rogues adventuring together, much of the on-screen time is dedicated to players talking with each other, looking for answers as to why the character whose handle is “Tsukasa” is unable to log out of the game and pontificating as to how it must feel to be trapped inside the game. Even when the characters are shown to do more classically video game-y tasks like questing and level grinding, it serves more to give them a reason to hang out and chat with each other than as an action set-piece for the audience. While //ROOTS has more action than //SIGN did, it too was primarily centered around characters using “The World” as a meeting ground.
This focus on characters even translates to the video games as well. Although they are single-player RPGs, players of the .hack video games assume the role of players inside “The World”. Their party members are other users of this fictionalized MMORPG. While the plot in both the original four-part series and the GU trilogy is centrally focused on the main characters’ struggle to rescue personal friends who have been put into a coma while playing “The World”, they also give time for other, less critical adventures. In both games, it is fairly common to receive an email from someone in the protagonist’s online friend group to join them on a quest, just for fun. Most of the major character development occurs during these missions, as the cast takes the time to reflect on everything they’ve been through together. The way //GU protagonist Haseo talks to his friends Silabus and Gaspard during any random quest accurately captured how groups of my friends and I behave when we’re gaming together. While we’re all working towards complete the mission at hand, we mostly just talk about what’s been happening in all of our lives since the last play session. In both anime and games, .hack understands the value of the people one plays with.
This is understandable as a device in service to the story. It is far easier to instill a sense of drama in a scene if the character has upset another party and runs the risk of being ambushed while in the course of regular play. Further, fights can occur more organically if both parties don’t have to agree to one beforehand. Yet judging by how players act and react under this system, it is clearly a problem in “The World’s” fundamental design. The beginning of .hack//GU has protagonist Haseo get “PKed” on his very first day in the game, by two other players who pretended to want to teach him how to play.
This sets him up for an unhealthy attitude when engaging with “The World” in //ROOTS (which he also stars in), spending much of the early season afraid of getting PKed again if he ever lets his guard down, and in //GU, where he assassinates other PKers (becoming a PKKer, or Player Killer Killer), earning the title “Terror of Death”. Other, less traumatized players still feel the effects of this system through bullying and harassment in the vein of “Do as I say or you’ll get PKed” or “You’re friends with that guy, so I’ll PK you to upset him”. In universe, a PvP arena was created to curb these incidents, but the effect was minimal at best. Even if many moved to the arena for “honorable combat”, all the examples I listed above come from after the arena was established, so the issue persists.
I was eager to jump in and talk about how no designer would create a system like this, but as it turns out that’s not true. Doing some light research, it turns out that Ultima Online(UO), prior to the introduction of PvE servers in 2000, actually had the most logical extreme of this system. Nowhere was safe, and any rules were strictly enforced by the player base. As designer Raph Koster stated in a postmortem, the intent was to make heroism feel genuinely heroic by making villainy equally viable. In practice, it lead to… exactly what I describe from “The World” of .hack. Games like EVE Online and Star Citizen use similar mechanics, but in a sci-fi setting, and the stories from those games reflect that. In this sense, .hack can be said to model the very real effects that “open” PvP systems create.
But in lore, “The World” is a massively popular game that has “sold over 20 million copies worldwide”. All the games from our universe that have open PvP aren’t pulling those numbers. Obviously there will be inactive or unused accounts that factor into that “20 million copies” number (World of Warcraft reports to have over 100 million accounts, but a peak concurrent player base of about 12 million in Oct 2010), but it’s safe to assume that a good amount of those people are still playing by how there are in-game news stories about “The World”. By comparison, real MMOs with the open PvP policies depicted in .hack aren’t anywhere near that popular. As it turns out, while there is an appeal to this kind of system, it’s very niche.
So what do MMOs as wide-reaching as “The World” do with their PvP? First-off, many of them have set of minimum requirements that must be met before one can fight against other players. Final Fantasy XIV forces its users to achieve level 30 in at least one job class and complete a specific quest before they can engage. The level gating exists so that new users have to take the time to learn the basic mechanics of the game before fighting their peers, specifically negating the scenario where a high level player slaughters a newbie on their first session, like Haseo in .hack//GU.
In addition, most MMOs have separate servers dedicated to PvP, splitting the players who want to fight each other from the population who might not be as interested. While preventing abuse and harassment in an online population is an eternal struggle for game designers, separating the two populations is an obvious move that many popular MMOs use to curb the worst of it. In order to attack or be attacked by other players, one needs to opt into it, again preventing the aforementioned “newbie slaughter” and bullying problems depicted in .hack. Ultimately, while .hack technically has a PvP system similar to systems seen in real online games, is it unrealistic in the amount of players that would log into such a game. Were Haseo a real person playing a real MMO, there is a strong chance he would have canceled his account on the very first day.
This might not be all too illuminating in and of itself, but there are a number of conversations that take place in this episode that speak to the nature of applying real monetary value to items inside of an online game. Worth mentioning is that the character Tohta is role-playing as a merchant inside “The World”, and takes great pride in not only living up to his deals, but ensuring that the customer is treated fairly. Throughout the anime, he is depicted as a trustworthy individual, and the person to turn to when discussing matters of commerce. Before he hands over the evidence to authorities, he gives the traders the option to stop, stating that making trades with real money in an online game is “the same as being a drug dealer” because once they start spending real money to get the better gear, they’ll just keep coming back for more. Continuing with this, he claims that “obviously players will buy the best stuff with real money, and then get carried through the game without having any fun. [The traders] make them unhappy by selling them items.” In his view, if all a player is spending is in-game currency, at least they had to earn it by beating monsters or selling/trading to build up that resource, resulting in a sense of accomplishment finally being able to afford the item they really wanted.
While the subject of using real-world money in online games came into focus once more with the semi-recent controversies surrounding loot boxes, there has always been a market for it, regardless of whether or not it is officially supported. World of Warcraft(WoW)’s terms of service (last updated in 2012), expressly forbid the use of real-world currency to purchase any in-game items or help to clear a dungeon/raid. On the surface, it would seem that Blizzard holds this same stance regarding the integrity of the game.