31 December, 2022

A New Review to Start Out a New Year (...plus some social media housekeeping)

This was the other picture I took of the Little Book of Sound Chips that would have been posted to Twitter. I don't have a reason as to why I chose the one taken on the desk, but I'm glad I saved this one! —Taken with an iPhone 8 

So usually, if I did more polls like the one from last year, I'd blog about it before leaving it to the social networks. However, with Twitter being erratic under new management—from sudden changes on a new linking policy to the first major outage under Musk—I was hesitant in making a blog post. It's a bit weird, but the first draft of this thing would have been a lengthy ramble regarding the blue heron with lengthy praise about the ancient mammoth heard (Mastodon).    

So I went ahead and dropped the poll anyway with four choices to consider in the new year to write about or review: The Little Book of Sound Chips Volume 2 (pictured above), Live a Live, the Teenage Mutant Ninja Turtles Cowabunga Collection, or continue on with metroidvania retrospective ending with a double-bill review of Axiom Verge 1 & 2.

The last option was essentially the reason for said poll since I put off the thing to the point where I started ruminating on other ideas. I might come back to that one eventually. 

For now, with the results tallied, we change course. We will start out 2023 with a book review of the Little Book of Sound Chips Volume 2: 1982—1986.

This is a nice change of pace and it's a book I've been looking forward to for awhile now since it covers both the Commodore SID chip and the Paula chip on the Amiga. That, and it also covers the chips used in arcade games like Outrun and Space Harrier, making this trip into gaming history an exciting one.

It shouldn't take too long to read, but I'm going to give myself until around mid-February to write out and post the review. This is more or less in case I get distracted or if something comes up in my personal life (admittedly, it's more of the latter). Goodreads will get a condensed version, but the full review will be here along with a brief look into the first volume as well.     

Speaking of Goodreads and Twitter, we need to talk about social media...

It's nothing bad, but the rapid decline of Twitter's made me feel uneasy for various reasons—for both technical reasons and political ones

At the same time, I don't want to lose touch with the people I've met through the social network—especially those who I conversed with in mid-2018 and later. Of course, there are accounts that solely continue to do business on the platform whose tweets keep me in the loop whether it deals with the world of video games, writing, Doctor Who, or current events in general.  

So starting next year, my Twitter focus is going to be on solely those people. Or rather, I'm limiting my Twitter usage to keep in touch with those people. 

If you just stumbled upon this blog and would like to network with me elsewhere, you can find me on both Mastodon and Goodreads. The former social network is a decentralized service that I joined five years ago, but has been gaining rapid traction in response to Elon's Twitter acquisition and mishandling. It's a lot like Twitter with the only major difference being that, because of its decentralized nature, you join the network by signing up for an account in one of many instances. In short, these instances are a part of a wider network called the Fediverse that make up Mastodon proper with each one having their own set of  guidelines among other things.

What I also like about Mastodon is the fact that, if you don't feel comfortable adding a new social network to your growing roster, you don't have to. There's a little-known fact that Mastodon supports RSS feeds for individual accounts as discovered by the father of RSS himself, Dave Winer. As he points out himself in the link, all you have to do is add a .rss to the end of a profile's URL and paste it in your feed reader of choice. I took a couple screenshots of my feed as seen in NetNewsWire below as an example. Feed URL: https://mastodon.social/@PromptedInk.rss


Above: NetNewsWire highlighting my first post on Mastodon. My Ello account still exists in a dormant state with the same handle as Twitter.
Below: NetNewsWire highlighting a post with a content warning label—Mastodon has this built in for individual posts—where I talk about deleting tweets due to Musk's policy preventing mention or linking to other social media accounts.
Both captured on an iPad Pro (11in, 3rd Generation)  

The only issue with the RSS feed is that it does not include anything I boost (read: retweet) on the service so you might miss something that I thought was amazing–like Say Mistage's doodle of Mario, Olivia, and Bobby from Paper Mario: The Origami King for example. I might link to those in the random entires, when I get around to doing them again.

Either way, I get good vibes from Mastodon and that's where I'll mostly be on social media alongside Goodreads. 

Even if I didn't get as much writing done as I'd like, I'm still proud of the long-form reviews I did throughout 2022. It's been a personal year of amazing highs (traveling to Boston and seeing my sister graduate college) and minor lows (mostly day-job related, but nothing new) that have helped make me aware of aspects of my life I could temper and improve on for the year to come.

No matter where you are, I hope you have an amazing 2023!

08 October, 2022

Return to Monkey Island: A Rich Glass of Grog, and an Aged Fine Wine (Switch)

 A Determined Pirate Gets Sage Advice—Captured on Switch (Handheld Mode) 

I’m a bit ashamed that, with my growing love of point-and-click adventure games, the Monkey Island series was only a cluster of islands on the acoustic archipelago. Being conceived during the dawn of the nineties meant that I would miss the first two titles developed by Ron Gilbert during his time at Lucasfilm Games—while it was known as LucasArts. My earliest experiences with the genre were the edutainment titles by Humongous Entertainment that were a fun romp as a kid, but not so much now—a couple decades older and somewhat wiser. I was left wanting so much more and most of the Sierra games—that I am aware of—only run on Windows, at least according to GOG.      

So I sought out other titles like the Sierra-inspired Guard Duty, the comedic sci-fi quadrilogy Deponia, and  a callback to Maniac Mansion titled Thimbleweed Park. The last game, developed and published by Terrible Toybox, had Ron Gilbert on the team—early Monkey Island’s very same. I admit that I have yet to fully finish a playthrough—I’m a little past the halfway point—but the writing is something else in the best way possible. So when I read about, then watched the announcement for Return to Monkey Island, I decided it was finally time to dive in…

…and I regret nothing.

Passing on the Legacy In-Game, the Threepwood Way—Captured on Switch (Handheld Mode)  

Return to Monkey Island starts out with a fun little prologue of a tutorial staring Guybrush Threepwood’s son, Boybrush, and his friend, Chuckie, playing around in an amusement park. Even if you are familiar with the basics of any point-and-click adventure, Ron Gilbert and the team making this teaching experience an enjoyable one with a fully-voiced cast and little sprinkles of humor that lead into the grand adventure itself:  A journey in which Guybrush Threepwood (voiced by Dominic Armato) plans on traveling to Monkey Island to uncover the Secret and ultimately one-up his ethereal adversary, LeChuck (voiced by Jess Harnell).

It is impossible not to fall in love with Threepwood’s antics as he unintentionally causes chaos on his journey. Every item he needs requires him to walk straight into events of roughish mischief with an equally lovable supporting cast that seems to roll with his punches...mostly. They even make the fourth-wall a part of the world—or, they aware of the fact that they are in a video game and just roll with it like a normal workday. Guybrush Threepwood is truly a master of metatheatre. More importantly, so are Ron Gilbert and Dave Grossman who not only designed this game, but wrote the story in which everything just works together. The music and artwork only add to the charm, bringing the tropic locales to life alongside undead deckhands.  

Even if, like me, you are mostly unfamiliar with the Monkey Island games, Return is a perfect entry point into the series. There is a scrapbook on the menu screen that provides a voiced recap of Threepwood’s previous adventures if his past voyages pique your curiosity. The story itself, however, does not require past knowledge of previous games to understand Threepwood’s world…unless you want to try your hand at the trivia cards.  

Just one golden nugget...out of many. (Pst! He's Describing the Quill!)—Captured on Switch (Docked Mode) 

Question: How does the gameplay far on this Return to Monkey Island? Answer: Smoothly. 

You can use either the touchscreen or the controller to guide Guybrush Threepwood on his journey back to the namesake island with little trouble. It does feel slightly more awkward with the controller—as in, I sometimes found myself missing important items in a room—but the game’s use of the top-shoulder buttons makes this a non-issue, allowing you to cycle through every highlighted object until you find the one you need. 

Outside my minor fumble, everything else about the gameplay and the interface is truly a matter of pick-up-and-play. Or rather, in this case: Pick up, discover, and explore. There is also a hint book you obtain early in the game which, when a puzzle completely stumps you, provides a couple of lines to prod you in the right direction. 

Speaking of puzzles, the difficulty modes do a good job of providing the player with the choice between smooth-sailing for the story (casual) and a full-on head-scratcher (hard). If you went from a casual playthrough to the more difficult one like I did, your interpretation of “full-on head-scratcher” may vary since the more challenging puzzles mostly just stick some extra bits and steps on the older ones.    

There is also a neat little option that acts as a sort of “director’s cut” to the in-game dialog—ideally extending the writing. I say ideally since I also started my hard mode playthrough with the option turned on so its a little unclear how it works. That bit of mess is on me though.

No, Not the Artwork...I personally dig it—Captured on Switch (Docked Mode)

The love Ron Gilbert and his team have for the Monkey Island series emanates in every detail of this unexpected installment. Return to Monkey Island is not just catering to long-time fans of the series, but to newcomers like myself who want to join Threepwood’s journey to possible riches. Unless you are a trivia buff or have a heap of Monkey Island nostalgia, this game perfectly stands alone with every character being memorable in both a loving and comedic way. What was simple in point-and-click gameplay is made simpler in controls, but the puzzle difficulty is left up to you. Spoiling this game further would be a disservice as it is an experience full of heart, japes, and barrels stuffed with grog and limes. In other words, I would set sail and make the pilgrimage to Monkey Island if I were you. 

In Sum: The Secret is a glass of grog, rich in flavor and easy to pick up. It is a tale that does not require multiple nights at the bar listening to stories and sea shanties past. If it was a wine, it aged gracefully and will never pixelate: 9.5 out of 10 

Additional Notes: As I'm writing this, there's an ongoing Kickstarter campaign for a book detailing the history of the Monkey Island games from French book publisher, Third Editions. Simply titled The Mysteries of Monkey Island, the book dives deep into the worlds of both Guybrush Threepwood and the team who created the games themselves. It goes without saying that it's not sponsored, but when I went to change my pledge for another campaign (the one for Fusion Retro Books's Annuals), this one popped up in my suggestions. After my experience on Monkey Island, I couldn't say no...

If you're interested in backing it, the campaign ends on October 17th at 11am (EDT).

03 October, 2022

Eventually, I'm Going to Assess the Return to Monkey Island...

Admittedly, this was also my state of mind over the weekend—Captured on Switch (Handheld Mode)

The staycation's over, the weekend's through, and there's no review to be seen...yet. I'm more or less writing this to let you know that there will be a review of the game this week—ideally Wednesday or Thursday at the latest.

I have a proper excuse this time though...

In short, I celebrated another year of aging on Friday and it was a good day! No major celebrations to report, but I did end up putting my expedition into Return's hard mode until Sunday evening. 

Still, it was a good weekend and I made good progress into said expedition. I'll be back soon with the proper assessment once my notes and ingredients are in order.

27 September, 2022

Ink for September 27th, 2022 (...and the sites I forgot in the Boston Travel Blog)

A Heartwarming Message on a Bridge Overlooking Congress Street—Taken with an iPhone 8

In composing the first proper travel blog earlier this week, I forgot a few points of interest that were neat or noteworthy enough that I wanted to do an addendum of sorts. The above picture was one of them—there was a lot of construction going in the Seaport District while we were there and Congress Street was no exception. Below is another instance... 

Not Traveling to a Huge City for a Long Time Can Make Mundane Construction Seem Epic—Taken with an iPhone 8

However, one of my favorite landmarks on my way to Flour was a bit before the "Love your Neighbor" bridge...

On First Glance, a Factory Draped in Architectural Brutalism/Modernism—Taken with an iPhone 8  

This was probably one of my favorite sights on the entire trip—I remember trying to get a proper photo of it—and I I found out (thanks to Dad more or less) that it's part of a large ventilation system for the "Big Dig". There's a little more on the Big Dig straight from Massachusetts Department of Transportation themselves on how the project would help curtail traffic congestion in the city alongside the challenges the project faced during construction.

There were also these colorful sculptures on Seaport Boulevard by the artist San Miguel... 


Top: Bald Eagle has an Offering for Someone
Bottom: Multicolored Deer Stands Poised with the Traffic—Both Taken with an iPhone 8

They are part of Miguel's project titled "Air, Sea, and Land" where the statues symbolize some of the artist's favorite themes which include the interactions between humans and the animal kingdom alongside other motifs.

Considering that Boston's accessible by train, it's more than likely I'll be back to do a day trip to do a proper tour. I thought about signing up for one of Grub Street's local classes alongside their online offerings or doing couple blogs. One post would be something about touring Boston on the cheap, looking for good bargains and inexpensive meals while trying to stay local—avoiding the chain stores as best as possible. The other idea I had is something more out of the playbooks of people like Mr. Wright Way and Metal Jesus where I would go looking for game and computer stores across the Boston metropolitan area. The trouble with that one is...well, everyone's done something similar. It's not a bad thing, but I would need to look for a unique angle for it to be something I'd be comfortable undertaking. (Example: Could I find a proper Commodore Amiga on the streets of Boston?)

On that note, here's what I'm reviewing next...

Compression will never do this game justice—Captured on an Nintendo Switch (Handheld Mode)

Return to Monkey Island is my first trip to the Monkey Island series of point-and-click adventures with the humbly reckless, but lovable rouge Guybrush Threepwood. Unlike with Chrono Cross, I won't hide it this time...this game's turning out to be something brilliant. As to how brilliant the game itself is, you'll have to wait to find out. 

I made it through the story once already, but I'm trying hard mode to see where the puzzles get numerous and complicated. I did say previously that I'm aiming to finish this by Friday, but if that doesn't pan out, expect something over the weekend instead. 

25 September, 2022

A Short Journey to Boston

A Brief View of Charlesgate W & Commonwealth Avenue in Boston—Taken with an iPhone 8 

I'm no stranger to long road trips—I spent much of my childhood on journeys to Mount Rainer, Mount Saint Helens, and Tukwila for shopping trips to Southcenter Mall and Half-Price Books. I'm also no stranger to flying, but it's been a long time since I last flew—with that flight being to Washington State when I was a freshman in high school.
 
Last time I properly traveled was with my Mom and sister to see my late uncle get hitched (read: married) for the second time in Canaan, Vermont. That was a little over five years ago. It was a nice, quiet place in the countryside near the Canadian border to Québec.

The Backyard at my Late Uncle's House in Canaan—Taken With a Nikon Coolpix S210 

Aside from that, I haven't really traveled out of town much and the coronavirus pandemic hasn't helped encourage such endeavors at all. 

In May, that changed. I went with my parents on a road trip to Boston to see my sister graduate from university. It was only a two day affair, but I think we managed to cover a lot of ground. 

The Iconic/Main Campus Building—Taken with an iPhone 8

We spent the first afternoon and evening over on the Simmons campus with a small meet-and-greet with members of faculty followed by a food-truck dinner at the residential campus hosted by the graduating class. It was a little cold and damp for late-May, but everyone was in high spirits and the food was excellent. I ended up having a grilled cheese sandwich followed by an ice cream sandwich that had a cookie base—I unfortunately forgot what kind of cookies they were, but it was to die for. 

Emmanuel's Eccentric Neighbor, Merck—taken with an iPhone 8 

There are also a few other academic institutions between the main and residential campuses as Simmons is part of the Fenway with one of them being Emmanuel College. I managed to get a picture of the Merck Building adjacent to Emmanuel and near Simmons's main campus on our way back. Emmanuel College, being a private religious school, might be the last place one may find a major drug company. However, as Peter Schworm writes for the Boston Globe in 2007, it was was a vital deal which allowed the university to expand:

Emmanuel's transformation, while unorthodox, has been undeniably successful. Since 1999, enrollment has risen from 466 to 1,741 students, applications have risen eightfold, and the faculty has nearly doubled in size. Its revenue has tripled, and the endowment, bolstered by the proceeds of the lease with Merck, has soared from $8.6 million to $85 million.

We ended up staying at the Renaissance Marriott in the Seaport District since the graduation ceremony would only be a walk away. Being both a worldwide chain and in a huge city, it wasn't cheap—two nights netted around US $1,000—and we had the wrong impression that the sofa bed I would be sleeping in would be like a futon. Thing is, the view made the whole thing worth it...

A Foggy Start to Day 1.5 (or the only full day in Boston)—Taken with an iPhone 8
  
The next morning had us waking up for an early morning graduation at the Leader Bank Pavilion—as seen on the bottom-right in this Twitter cluster—with a brief stop at the hotel Starbucks for sandwiches and coffee. Nothing special there.

The ceremony also came and went relatively quickly, but that was because the school hosted both their graduations—graduate and undergraduate—at the same venue so any last moment photo opportunities or social mingling had to be cut short. 

In a big city like Boston though, this wasn't much of a problem since, once the venue staffed ushered us out, we opted for a trip down Congress Street to a place my sister recommended...


A Selection of merchandise when you walk into their Seaport District location—Both taken with an iPhone 8 

Flour was a lovely little café chain that served sandwiches, breakfast foods, and sweets with the purpose to spread the love of baking and bread to the public at large. I had a toasted applewood-smoked bacon sandwich with a matcha latte which was all around delicious and, on its own, sat around US $11.50. It's a well-made meal at a decent price—similar to some of the meals I order over at the local restaurant, Puffins. The latte was nice and foamy too with the matcha not being too overpowering—that was around US $4.75 to 5.25.

When I head back one day, I'll definitely stop by here again—Taken with an iPhone 8

After lunch, we went back to the hotel to rest for a couple hours until my sister arrived to take my Mom and I shopping again while Dad stayed behind. Our first and big plan was to head down to a little place called Porter Square Books that was located in the same district. We circled around the street and area where it was supposed to be, but when we found it, ooh... 

The Reason Why I Accompanied Them—Taken with an iPhone 8

The bookstore itself shares the space with Grub Street—a place which offers writers an opportunity to network, take classes, and brainstorm ideas for their work among other services—which took up the space on the left side of the property. While there wasn't any activity in the Grub Street corner, Porter Square Books did not disappoint with its huge selection and homely atmosphere. It felt like the city was a universe away while I was browsing the shelves—a hallmark of any good bookstore.

Of course, I didn't leave without buying a few titles...which I'll talk about later. We left the bookstore and explored the nearby harbor where the biggest landmark eluded us for this trip... 

The Institute of Contemporary Art Museum—Taken with an iPhone 8 

...which might be something for the next time I properly get the chance to explore the city. For now, we went back into the inner streets of the Seaport District where they continued their shopping trip at Everlane while I left to find nearby shops that would be more up my alley. I didn't want to venture off to far—just in case they left the store early—so I opted to try a smoothie at what I thought was local to Boston...


  
Expensive, but Sweet—Both Taken with an iPhone 8 

Thing is, Juice Press was not a bad place to pass away the time and the Mango Passion Smoothie I ordered was one of the best drinks I've had in a long time. However, with the largest size being US $12.89, it's not something I would order daily if they ever set up shop locally. I might try to do a simplified DIY version of the smoothie with a couple substitutions in the future—in case I ever get the hankering for something like that smoothie. 

We eventually made our way back to the hotel and said goodbye to my sister who would go back to start packing up her dorm.  went over to a restaurant on the waterfront called 75 on Liberty Wharf.
 

Top: The View from Our Table
Botton: Another Expensive Meal, but Worth It—Both Taken with an iPhone 8

I don't usually do seafood, but these beer battered fish and chips were pretty good. However, much like the smoothie, this was not a cheap meal in the slightest. As I'm writing this, the current menu has this meal slated at US $28.95, which I believe is the resulting combination of the restaurant's location and the current rate of inflation. There was a cool breeze and the view was pretty decent—I happened to sit where the parking lot was straight across from me—which helped make up for it. 

If you like seafood and have the budget for this sort of thing, I'd check this place out. Otherwise, I'd give it a pass.

The Warrior Ice Arena from the Massachusetts Turnpike—Taken with an iPhone 8

75 on Liberty Wharf concluded our first and only full day in Boston and the second day—or Day 2.5—consisted of us helping my sister move out of her dorm. We had little time to sightsee and ended up leaving the city in the afternoon, but considering how easily accessible the city is by train, I'll probably be back again. 

I also can't forget about the reason why I went up to Boston with my parents. I'm very proud of my sister for what she's accomplished at university—which is way more than I've ever done—and she reminds me that I have a lot of work to do myself. I look forward to see what she'll do in the future and I'll do my best to keep up in some way.

The book haul itself has similar significance...

A Solid Selection of Unexpected Finds—Taken with an iPhone 8

Continuing with the graduation theme, there's Jasper Fforde's Eyre Affair, which I remember someone recommending it to me shortly after graduation. I can't recall if it was via Goodreads or Twitter though—as in, it wasn't a local recommendation—but the premise was fascinating enough that I actually bought the Kindle edition...and ended up forgetting I did so. Either way, it's still on my to-read list. No purchasing regrets here.

Descending from Eyre Affair is the first book of Neil Gaiman's graphic novel series, The Sandman. Gaiman was one of my favorite authors from my late high school years with American Gods and the short story anthology, Fragile Things, but The Sandman has never been on my radar since my graphic novels of choice then were titles like Fullmetal Alchemist and Gintama. I'm currently a little over halfway through the book and I'm enjoying it so far as an interesting adaptation of a mythical figure.

The huge tome on the bottom was one of my most unexpected finds from the haul—an account of one the world's largest media players by David Hendy titled, The BBC: A Century on Air (or alternatively, A People's History). Being the broadcasting corporation which introduced me to Doctor Who, Mark Kermode and Simon Mayo, and ultimately ended morphing me into an anglophile, I could not say no to this book. I have yet to properly read this book, but flipping through it reveals a thorough account of the BBC's history from its inception to the present-day struggles the broadcasting house faces today. 

Which leaves us with the book on the top of the stack. This one's another historical account but this time as an autobiography from software developer Sid Meier simply titled, Sid Meier's Memoir!: A Life in Computer Games. This was a book I learned about through the Video Game History Foundation's flagship podcast, in which they interview Sid Meier himself. His computer game Civilization, was one of my Dad's favorite computer games while I was a kid—admittedly one of mine too. He still plays it to this day with its fifth iteration and with my renewed interest in the gaming sphere, the book was a must-buy for me and sits on my to-read list alongside some of the Boss Fight Books titles and upcoming annuals. 



...and that about wraps it up for the first proper travel blog. The trip to Boston may have been short-lived, but we still managed to cover quite a bit. It's more than likely I'll head back there on a day trip by train, to do a proper tour of the city—meaning that there may be another blog on Boston in the near future. 

Until then, Happy Travels!

18 September, 2022

Yet Another Change in Plans...

A Fork in a More Recent Adventure...
 I'm going to keep this one brief, but I just wanted to pop in, say hello, and update you on what I'll be working on for the blog. I got sidetracked, as I usually do, after the last review—partly by Skyrim and Shadowrun (the mid-2010s mobile trilogy), but also because of some offline things. Nothing bad, and nothing to do with the major event in May, but I was slightly stressed out between June and July. So, I did another one of those impromptu social media breaks—or semi-breaks where I still log in, but mostly scroll and like but not much else. 

It always does some good in the end, but I need to play major game of catchup. So here's the rundown in list form:

  1. I'll be writing a blog post about my trip in May before blogging anything else (excluding dated entries). If you're not on Twitter, here's a brief window as to where I went
  2. I plan on dropping in a surprise review—the only teaser I'll give out is that it's not a role-playing game. 
  3. Then I'll finally tackle the personal Metroidvania retrospective, which I believe is going to be like the one I did for my nostalgia for gaming magazines but possibly shorter in length though. 
I'm aiming to have the travel blog done by the end of the week. I also may have the review done by the end of the following week—I'll be on vacation from work then so I have a good chunk of time to do it. As for the last item, I'm aiming for mid-November this time and I might sneak some random entries in to motivate myself a little. 

Until then, have a good week! 

30 May, 2022

Chrono Cross: The Radical Dreamers Edition—Lost at Sea, Grounded in Time

A Polygonal Finisher—or "Classic" mode in its full glory. (Captured in Handheld Mode)

Nintendo Force ran a Player’s Poll survey in their forty-eighth issue asking readers about their favorite third-party titles and companies. I decided to write in—having almost nine months time with the Switch—saying that the company I loved the most at that moment was Square Enix for putting their back catalog of late 90’s (and early 2000s) Final Fantasy titles onto the Switch. When I first got the Switch and jumped onto the eShop, one of the first titles I bought from that set was Final Fantasy VIII after recalling Kim Justice’s in-depth review and narrative analysis of the game. Then a couple weeks later, I decided that I also wanted to see what all the fuss was about with Final Fantasy VII and Louis Rossmann’s YouTube AMAs (ask me anything) are to blame for my purchase of Final Fantasy IX when it went on sale. I have yet to finish any one of these, but to be able to experience some of the best Japanese role-playing games that I could only experience previously via YouTube walkthroughs is an incredible thing.

That Nintendo Direct announcement of Chrono Cross: The Radical Dreamers in February took me by surprise. My only exposure to its prequel, Chrono Trigger, was with the port on the Nintendo DS shortly before I graduated high school in 2009. I remember, more than anything else, turning it on just to listen to the soundtrack, but the game itself pulled no punches. It was a time travel story, but it managed to keep things simple with a memorable cast of characters, a tired and true battle system, and a small world map which made every place matter—even the optional ones. 

Chrono Cross ideally would follow a good opening act with a grand show, right?

Minimalism is Radical Dreamers's greatest strength. (Captured in Handheld Mode)

Before we answer that question, let’s tackle the other game in the Radical Dreamers Edition—the collection’s tagline namesake. Radical Dreamers: Le Trésor Interdit—which translates from French as “the Forbidden Treasure”—was an obscure visual novel  that required a Super Famicom and Satellaview peripheral so you could download it via a series of well…satellites—occupying a strange space between Sega’s Mega Modem and high-speed broadband. Visual novel may be a bit of an overstatement here as most of the screens look more like a text adventure game or MS-DOS, but the blackness in and of itself makes up for it.

Radical Dreamers puts you in the shoes of a Serge, a musician who finds himself teaming up with a thief named Kid and her partner, Magil, in order to infiltrate Viper Manor and nick a jewel called the “Frozen Flame”. The game is not shy in letting you know that you are back in the world of Chrono Trigger as many players who played that game, or are familiar with the story, will already make a connection in the opening scene where the trio mucks around the manor’s perimeter. Upon entering the manor, the screen goes black, you go down one end of a corridor, a somber track plays while Serge narrates their journey, and a Griffin screams at you with its claws ready to tear you apart.

That last part is one in a possible series of random encounters you will experience in sneaking around the mansion. Sometimes, it’s a skeleton who is usually easy to deal with, a goblin that takes pride in its combat training, a ghost who whooshes in with the wind…or its the griffin. The creature’s 16-bit shrill, which comes out of nowhere, always made me jump, but many of these encounters do require you to be alert and ready to choose your next move. If you do nothing, the monster might come out on top and force you to go through the entire game again. If you know the right path in the manor, it is only a minor inconvenience, but your first few heist attempts may be slightly frustrating.

Thing is, these encounters add to the already foreboding atmosphere of Viper Manor. There’s barely any music in the game and the track which plays while you sneak around makes the place more like something out of a horror movie. Most of the rooms, which do have proper backdrops, are dimly lit. If the griffin was not scary enough, the development team made excellent use of the Super Famicom’s sound chip to make the manor seem haunted for its strange emptiness and odd architecture.

For a game you could easily complete in an hour’s sitting, Radical Dreamers does a bang up job of making the trek worth it. This was easily my highlight of the collection, both as someone who played Chrono Trigger and a fan of little gaming oddities, and I might go through this again one day to see the multiple endings for myself.

In Which a Fisherman Deals a Possibly Fatal Blow to a DRAGOON (Captured in Handheld Mode)

Chrono Cross, however, is a different matter which started out as a promising trip in one of Nostalgia’s newly constructed side streets. You start out as Serge, but instead of treading around a well-guarded mansion in the cover of night, you find yourself ascending an ancient, ornate building. Kid is still with you and your mission this time is just to take down a character called Lynx—who was also Viper Mansion’s owner in Radical Dreamers—with some other person who is one out of a myriad number of party members you can recruit. Upon entering the chamber that sits way above the building itself, Serge witnesses himself, blood dripping from his dagger with a sly grin on his face as the screen flashes to Kid lying on the ground, dead.  It gets stranger from there as this whole sequence was merely a dream and the Serge of Chrono Cross has no idea who Kid is.

The game’s opening moments do a genuinely decent job at introducing the story and core gameplay mechanics, but the battle system feels very unwieldy. Instead of the Active Time Battle system used in Chrono Trigger—where using Techs was as easy as casting a simple spell—Chrono Cross makes an attempt at making its fights stand out from similar games. Attacks take a certain amount of stamina, meaning that you can put a good amount of oomph into a strong strike, or chain a flurry of weaker attacks to keep your party from completely wearing down. These attacks also help to fill up an “element” grid for each character so they can cast a particular set of spells—you will want to keep fighting so you can belt out your strongest hexes. Trouble is, if you bypass the village chief at the game’s onset, this whole system will not make any sense whatsoever. The inclusion of field effects and summons complicate things a bit further—I hardly used any of the latter in my play through—and winning battles feels more like doing so in one of the SaGa games (Romancing Saga 1-3 and SaGa Frontier) where instead of experience, you get varying stat boots. Defeating a boss does net you a star—which you can use for summon elementals—and a few extra spaces on your party’s elemental grid, but it hardly feels like your getting stronger. 

It gets more complicated from there as your team does not learn “element” spells—aside from at least three unique attacks per person—but you either find them scattered about throughout the world, or you can buy them off particular vendors. Some of them are exclusive to party members whose “innate element” aligns with the color of a particular spell, but thankfully those ones only come up in the late game. Allocating specific spells could either be a simple matter or a micromanager’s worst nightmare since there are options to automatically add or remove elements and that leads us to the biggest wrench in the works: your team.

One of the More Eccentric Recruits on your Journey Through Sea and Space (Captured in Handheld Mode)

There are so many characters that you can choose to recruit…or decide to join you because they have nothing better to do, which seems like a good selling point. The execution leaves much to be desired…and that is putting it lightly. In one word, it is overwhelming. The thing with the elements is just the start of it since all of them have their own weapons and armor that you have to gather materials in order for the blacksmith to forge them. The easy thing to say, and my best advice, would have been to concentrate on Serge and your two other favorite teammates—or the ones who would oppose a particular boss’s innate element—but near the end of the proverbial “part one”, you are forced to build a new squad after a dramatic event. In another word, or rather two, it is a mess.

There is a reason why I started this review by looking at Radical Dreamers first and it is not because of the fact that Chrono Cross is a bad game. The soundtrack is beautiful, the locales are stunning in concept (more on the graphics later), and it’s partially an adaptation of the Satellaview game. Kid plays as much of a pivotal role in Chrono Cross as she did in Radical Dreamers, at least in theory anyway. The game has its own version of the Viper Manor with an updated rendition of the “Snakebone Mansion” track to go with it. Even the key heist remains the same, mostly. After that sequence concludes followed by another fetch quest, Kid can easily be forgotten with Serge being the party member you can not change out. Even with barely a legion at your disposal, you could put the pivotal thief on the backbench in favor of a popular rockstar, a lab technician, a priestly Luchador, or even a literal voodoo doll (and the bizarreness does not end there). The majority of them barely make any dents in the story outside of about thirty-five percent of the cast—if you decide to play the game in full, it is easy to figure out who the big narrative players are. 

The saving grace of this remaster is the little tools that, with a press of a button, you can become invincible to even the most powerful foes, avoid random encounters altogether, or just breeze through the entire game on fast-forward. However, they just make the flaws in the story more apparent with the huge absence of Kid between two narrative strands and in that void is where my interest in the game dropped. Or rather, I took the tinted-glasses off upon realizing that this was not the harbor I thought it was with tools that were less like brandishing a Swiss Army Knife and more like trying to fix a modern-day laptop.

An attempt at showcasing the "New" graphical mode. Notice the details on his clothing. (Captured in Handheld Mode)

The last niggle about the entire collection is the assortment of display settings—which are almost solely a Chrono Cross affair. I have no right to comment on the comparisons between the remaster and the original Playstation game seeing as my only experience of the game was a bunch of YouTube walkthrough videos. The different display and graphic modes leave much to be desired though with “full” being way too stretched out all all ends and “zoomed” being slightly longer on the big screen along with readable onscreen text. The 4:3 option was the one I stuck with throughout my playthrough which was perfect on portable along with the “classic” graphical style, which feels like a CRT filter, but merely pixelates the text and keeps the original artwork and character models, “New” seems like the binary opposite with good intentions—the backgrounds feel more like a series of murals, the text is made clean and spotless, and everyone gets an updated model…which weirdly introduces tremendous slowdown. I had the luck of testing out the “New” graphics at the worst possible moment in which a tank, built and driven by dwarves, drives onto the battlefield and brings the game to a sluggish pace—it is worse when it attacks the party. 

On its own, Radical Dreamers would earn an easy nine out of ten from me. With it being bundled with Chrono Cross at a twenty dollar price point it is an entirely different story. Those who loved Chrono Trigger to bits might want to give this a go to see how everything plays out and if the references make any sense. Otherwise, I would sail far away from this maelstrom. 


In Sum: A collection with an odd gem and a sequel to a well-loved game that distances itself from it in almost every aspect aside from name-dropping and musical lemotifs. A presumed classic which wants to be a more detailed adaptation of said gem, but gets lost due to the staggering number of party members who unintentionally stomp all over the story that was. A treasure chest of interesting ideas that, in execution, do not exactly sparkle or earn the appraiser's full attention. 

A piece of history stuck in time and floating aimlessly in space.

Score: 6.0 out of 10 

Additional Notes: Some of the answer's from the Player's Poll were published in Nintendo Force's following issue.

18 May, 2022

Ink for May 18th, 2022 (And a slight change of plans...)


An Unusual Sequel to a Classic SNES Epic (Captured in Handheld Mode)

This is going to be a brief update as there's a big, personal thing happening later in the week—as in, I won't be able to access Blogger for a couple days. I posted a Twitter thread last month laying out an update regarding what happened to the Axiom Verge 1 & 2 review, or rather what my future plan was considering that I ignored my initial deadline of late February to early March.  

It's smack dab in the middle of May with the same old song and dance. However, I'm changing things up a bit.  I started writing out a review for Chrono Cross, a game that I started playing in the first week of April. When Nintendo did their Direct livestream in February, I took to Twitter to post how excited I was since the announcement came out of nowhere. 

The big question is this: Is Chrono Cross a classic gem worth revisiting (or in my case, visiting for the first time)?

My plan is to have it finished and posted by next Friday, which shouldn't be an issue this time. It will be similar to the one I did for Shin Megami Tensei V, but I might bump up the word count to around 1250 words so I can better explain aspects like the combat system and the visual novel, Radical Dreamers (pictured above).

Until then, have a great week!

07 February, 2022

Shin Megami Tensei V: A Mystical Marriage of Knowledge and Life (Nintendo Switch)

No, this is not verdict by a long shot, but there's a lot of grotesque demons on your journey to Godhood. (Captured in Handheld Mode.)

One of the things I learned getting back into video games was that sometimes, sniffing the roses too much might take away from the actual experience. A simpler version of this occurred when I first started playing Shin Megami Tensei for myself with the forth mainline entry in which a medieval kingdom discovered the smartwatch before the steam engine. I almost stopped playing partly because of this weird disconnect, but additionally because medusa wiped the floor with me while I was trying to make my way down to Tokyo. 

A little over a year later, I decided to give that game a second shot and told myself, “I’m not going to worry about why the calvary can operate an advanced digital watch without any trouble.” It worked, I defeated medusa and discovered that underneath that unusual detail was an interesting world and a game that focuses on both theological figures and philosophical matters. Simply put: Gods, angels, and demons get tossed into the post-apocalypse and the player tries to figure out their own ideological leanings while fighting them off.         

Shin Megami Tensei V continues this trend where you play a role of a high school student who, upon investigating a tunnel in search of someone’s older brother, finds himself in another world called Da’at at the pointy end of a daemon’s spear. In flash of light, a humanoid-like figure shows up by the name of Aogami, fusing with you to become a god-like being known as a Nahobino in order to help you strike down the daemon and start your journey to reshape the new world. 

One of the game's strength-based attacks. Or alternatively: Nahobino claws a cryptid in Konan. (Captured in Docked Mode)

Gameplay-wise SMT V is an all-around joy to play in which the classic “press” turn system gets emphasized even more with strength-based, elemental attacks and the new Magatsuhi gauge where upon filling it, all of your attacks deal critical damage until your next turn. Recruiting demons feels more straightforward than in previous games where you could end up losing precious resources because of a simple difference in opinion. Fusing new demons is even easier. No longer do you need to do advanced searches or take a gamble on a fusion since the game allows you to look up all possible combinations with a tap of a button—either for the demons in your stock, or them plus the ones registered to your Demon Compendium. 

Sophia, the deity who rules over the World of Shadows, also allows you to perform another type of fusion called “essence fusion”. This new mechanic blends the Magatama ingestion from Nocturne and the Demon Whispers from IV into another layer of customization for you and your demons, You can use essences that you find throughout Da’at in order to provide yourself and your team with skills that could turn the tide of future battles, or just to gain back a skill lost when fusing a new demon. However, once you fuse an essence, you lose it forever and unless you provide the Nahobino with Miracles, the entire essences’s skill set won’t be available to you. 

Miracles, much like the App Points system from IV and Apocalypse, provide you with additional quality-of-life improvements in exchange for Glory—which you can find throughout Da’at. Many miracles, however, are sealed until you prove your worth as a Nahobino by vanquishing demon nests on the map called Abscesses.

Not the best money shot by any means, but the Miman prove to be excellent tour guides for the Tokyo of yore. (Captured in Handheld Mode.) 

That’s the other major change about SMT V: Exploring Da’at. Previous entries took a more traditional, JRPG, approach where there Tokyo was the overworld and the districts acted as a “town” which sometimes had more monsters between shops than on the streets. With Da’at, the game takes an open world approach with four huge urban wastelands where you can encounter monsters in the open and find treasures within geometric gold alongside Glory crystals for the afermentioned miracles. Terminals from previous games are replaced with leyline crossings which serve the same purpose and then some—saving, fusion, healing, and shopping are all under the same roof.

There are also other things to scour in the post-apocalyptic wasteland—relics that are stuck inside vending machines, the Miman that somewhat reminded me of the Koroks from Breath of the Wild, and the afermentioned Abscesses which blot out any nearby markers until you destroy them.

Between the exploration and the gameplay, Shin Megami Tensei V lives up to the excitement I had for the game when they announced it. The series is one of the very few roleplaying games where I enjoy grinding out levels and this game just makes that experience even better. 

World-building from familiar territory featuring the game's two allegorical stand-ins for law and chaos. (Captured in Handheld Mode) 

The story? This is where the game falls short. Not in the “smartwatch samurai in the middle ages” sort of way, but in the game’s philosophical and theological dealings. The transition from voice-acted visual novel to full-on cutscenes, and the major changes to gameplay mechanics, meant that the narrative as a whole took the backseat. Considering how the combat and exploration turned out, this is far from a bad thing.

When it comes to trying to persuade you to go with one alignment or the other though, the game has a bad case of tunnel vision. There’s a major focus on one particular character through quite a large chunk of the game to the point where he gets more cutscene time than any other. The other main characters, who also act as alignment allegories, barely get the same amount of time on camera. One of them even sits out for an entire section of Da’at. Even if it’s not exactly how the alignment system works, the lack of arguments for or against a particular world vision make the overall story much weaker. Sure, near the end they do have a brief tit-for-tat, but that’s it.

Things is, much like the weird nature of the Eastern Kingdom of Mikado in Shin Megami Tensei IV, Shin Megami Tensei V finds ways to shift the focus from the elements which don’t exactly mesh together to what works. It's a turn-based roleplaying game with battles that are fast-paced and challenging, but gives players enough to work with in order to make their journey to Godhood a smooth one.

    

In Sum: A game that brings a lot of changes to a series, putting gameplay and exploration center stage, but making the story and philosophical debate second fiddle. A mystical marriage which values life a little more than knowledge, but remains a strong candidate as a potential god for the new world.

Score: 8.5 out of 10 

Additional notes: The nods back to Shin Megami Tensei III: Nocturne are really cool whether it’s the sandy nature of Da’at, the monster designs that carried over, or other little references scattered throughout the game.