story-driven

Exit Fate: Why jRPGs Suck and Why You Should Play Them screenshot

Exit Fate

Game released: 2009

Developer: SCF

Production: Independent

Platforms: Windows

Price: FREE

Get it from: Developer's Website
Yan Zhang's picture

Daniel, the protagonist of Exit Fate, is a soft-spoken orphan who fights only so that peace would eventually soothe the troubled land. He is separated from his army during a night raid, eventually finding himself at the head of a new army while searching for clues about his cursed fate and how to exit it. He meets over seventy heroes of all shapes and colors such as Meiko, a girl-scout with a mighty pen and a mightier right foot who you can assign to interview the other characters for more backstory, or Klaus, the last of a noble line of talking cats who deigns you worthy of his time after you provide him a room furnished as those of your best generals. You can freely select your adventuring party from among these heroes, although besides fighting, some heroes will help run your magic shop, smith your weapons, or even change your color settings. Occasionally, there will be a wargame-style square-grid mission involving the entire army’s special abilities.

Right, it is just Suikoden II; or as critics would say, any other Japanese RPG. Aren’t those all the same? Read more »

Full Throttle: Saved by its Faults? screenshot

Full Throttle

Game released: 1995

Developer: LucasArts

Production: Commercial

Platforms: DOS, Mac OS 9, ScummVM, Windows

Price: Out of print

Get it from: Amazon
Jordan Magnuson's picture

I only review games that I have either just played, or replayed, as I want to make sure that they’re fresh in my head. Looking over the games I’ve played and completed in the last few weeks, the one that won’t leave me alone is, perhaps surprisingly, Full Throttle, which I recently played through with my wife. I considered reviewing the more predictable Blueberry Garden (winner of this year’s Seumas McNally at the Independent Games Festival), but with Beacon and Seiklus still so fresh on the front page, I felt like going in a different direction. I like variety, and it’s my goal with this site to review all manner of games, commercial and independent, old and new. Full Throttle beckons me because it’s different from the stuff I’ve been reviewing of late,[1] because it’s not a game that typically receives critical attention, and because it’s full of memorable characters and settings, which continue to meander through my mind.

The question, though, is how to approach a game like Full Throttle: a game so grounded in an established genre that it makes little, if any, attempt to explore new gameplay ideas? What to do with a game that relies on established mechanics so completely that it seems to seek to legitimize itself entirely through aesthetic, character development, and plot? Some might dismiss such a game out of hand as irrelevant: games haven’t done a whole lot for us in the past twenty years, right? So anything good must come from innovation, pushing the boundaries, doing something different, and new. We’ve played adventure games, and that mode can only be so successful at conveying story, at expressing mood or emotion, at highlighting the unique brilliance of the interactive medium. Case closed.

Or is it? What happens if we forget all that? If we come at a game like Full Throttle with new eyes, intent to take away everything that the game has to offer? Let’s approach this thing from the bottom up. Read more »

Photopia: Not a Mediocre Short Story screenshot

Photopia

Game released: 1998

Developer: Adam Cadre

Production: Independent

Platforms: Glulx, Z-Machine

Price: FREE

Get it from: IFDB
Jordan Magnuson's picture

If you have not played Photopia, you should play it now. You should play it because it is a beautiful work, but if that’s not enough to encourage you, you should play it because it is a very important game, and it is very short. Really, if you’re not interested in taking an hour out of your day to play one of the most significant pieces of interactive fiction of the last twenty years, then you probably won’t be interested in what I have to say anyway. All games should be experienced before they are analyzed, but some games absolutely need to be, or they cannot be analyzed at all. Photopia is one such game.

If you have not played interactive fiction before, or if you have tried and given up, then this is a perfect chance to bite the bullet and finish a piece of IF. Because Photopia is not only short, but also very easy to play. If you shy away from IF because you don’t have the patience to read, then Photopia is made for you in its brevity; if you like to read, but shy away from IF because you don’t have the patience to learn a confusing syntax and interface, then Photopia is made for you in its simplicity and linearity. “Talk to” everyone you can, use “who am I?” and if you don’t know what else to do, try “wait”-ing a few times, or just keep walking north. I promise you, you’ll finish the game in no time. Just try not to rush through it so fast that you don’t enjoy those moments that should make you say “ah.” Read more »

Indiana Jones and the Fate of Atlantis screenshot

Indiana Jones and the Fate of Atlantis

Game released: 1992

Developer: LucasArts

Production: Commercial

Platforms: DOS, Mac OS 9, Wii, Windows

Price: $5.00

Get it from: Steam
Jordan Magnuson's picture

Who doesn’t dream of donning a fedora and leather jacket, grabbing a 10-foot, 12-plait bullwhip, and diving into the nearest cave in search of treasure, danger, and adventure? Who doesn’t want to look like an Average Joe on the outside, but secretly be a professor of archeology on the inside, and even more secretly be a globetrotting daredevil?

There are a bunch of games out there that let you do the whip-wielding archeologist thing, but most of them aren’t that great. Two very good ones though, are Indiana Jones and the Fate of Atlantis, released by LucasArts in 1992, and Spelunky, released by Derek Yu seventeen years later (that’s 2009, for the mathematically challenged).

The fascinating thing about these two games is that they are quite similar in terms of theme and mood: both do a fantastic job of imparting that sense of earth-incrusted derring-do – both make me feel like an armchair Indiana Jones—and yet the mechanics that make the games tick are very, very different. Fate of Atlantis is a classic point-and-click adventure game, filled with puzzles and featuring a well-developed but mostly linear plot; Spelunky, by contrast, is a an action-platformer-roguelike with procedural level generation, whose player-created story arcs are less defined, and never go the same way twice.

As I recently finished playing through Fate of Atlantis for the second time, after fourteen years away, I was struck that these games, with their similar themes yet different mechanics, present a great opportunity to compare and contrast two breeds of interactive experience… [This game was reviewed in conjunction with Spelunky. To see the full comparative review click here.]

Shadow of the Colossus: It's a Poem  screenshot

Shadow of the Colossus

Game released: 2005

Developer: Team Ico

Production: Commercial

Platforms: PlayStation 2

Price: $19.00

Get it from: Amazon
Jordan Magnuson's picture

My life is flashing before me, and I wonder if I will get down from here alive. “Here” being the back of this behemoth of all ancient beasts, this blue whale monster of the air. Like an elephant senses a fly it has become aware of my presence, and it is writhing to shake me lose: I am an inconvenience, a tickle, an insect that it would rather be free of. And so I cling to my life by the hairs of its back, and pray for the strength to hold on. The world spins around me, and I wonder at my power, and my weakness: the fact that I have in my hands the means to end this creature for all time—though it does not know—and the fact that, if it does not stop spinning, my body will be crushed against a desert rock within the space of three seconds. I wonder what has become of Agro. Dear friend; she will miss me.

Such moments as these are not uncommon while playing Shadow of the Colossus, a game released in 2005 by the same people who made Ico. And what I mean when I say this is not that such moments in their factuality are not uncommon—not that you often die, or often fight large creatures—but that such moments of epic poetry are not uncommon. Shadow of the Colossus, more than any game I’ve ever played, brought me close to Tolkien and Beowulf and Sagas of Icelanders: the game is a setting, a feeling, a long waterfall of tumbling verse. Read more »

SCMRPG: Time to Pick up the Gun screenshot

Super Columbine Massacre RPG!

Game released: 2005

Developer: Danny Ledonne

Production: Independent

Platforms: Windows

Price: FREE

Get it from: Official Website
Jordan Magnuson's picture

When it was released without fanfare in 2005, Super Columbine Massacre RPG! was met with near-universal shock, horror, disbelief. News of the patchwork game spread slowly at first, and then like wildfire, fueling anti-video game crusades near and wide. CNN said the game was part of a subculture that worshiped terrorists; PC World labeled it one of the ten worst games of all time. “My god!” cried parents, journalists, and senators, “Jack Thompson was right all along: video games come from the devil direct!” How else can you explain such glorification of violence? Such worship of bad guys?

What nobody bothered to do was play the game.

I won’t lie: SCMRPG is a difficult game to play, for multiple reasons; for some—like the parents of the deceased—I suspect it would be impossible to play. The game puts you in the shoes of Eric Harris and Dylan Klebold on April 20, 1999, the day they shot and killed twelve high school students, one teacher, and themselves. It is an RPG in old-school style, featuring homemade sound and graphics, and real pictures of the boys, their schoolmates, and the event. What makes this work very differently from a biography, or a film—even ones written from the perspective of the killers—is that in SCMRPG you are the killers: you must go to the school, you must load the weapons, you must shoot. This, I think, is one of the reasons that this game met with far more resistance than a book or film from the perspective of the shooters ever would have done. The other reason is that as a culture we despise computer games, and never consider that one might exist to make a point, to be thoughtful, to breed discussion, introspection, reform. Read more »

Ico: What Will I do for an NPC? screenshot

Ico

Game released: 2001

Developer: Team Ico

Production: Commercial

Platforms: PlayStation 2

Price: Out of print

Get it from: Ebay
Jordan Magnuson's picture

I’m always looking back to find good games that I missed playing at their time of release. In this case I recently got access to a Playstation 2 for the first time, and decided to take advantage. Ico, a minimalistic, puzzle-based, action-adventure game created in Japan in 2001, is an astonishingly fresh experience, and a contender for the single best computer game I have played to date.

In the game, you play the title character, a young boy born with horns who is imprisoned in an ancient castle as a sacrifice. It is granted that you must escape, but what really makes this game a beautiful work is the interaction you have with a captive girl you find locked in a cage at the start of the game. Yorda speaks an unknown language, and is in the castle for unknown reasons; she shines, and as soon as you release her shadowy creatures are after her. The relationship you build with Yorda as the game’s story unfolds, developed entirely through body language and character action, is an astonishing achievement, and unprecedented in my computer gaming experience. There are so many good things about this game, that I will have to back up. Read more »

Anchorhead: Embroiled in Lovecraft screenshot

Anchorhead

Game released: 1998

Developer: Michael Gentry

Production: Independent

Platforms: Glulx, Z-Machine

Price: FREE

Get it from: IFDB
Jordan Magnuson's picture

I’ve known about interactive fiction for a long time, but for some reason I just never played any IF games. I think I started one or two over the years, but puzzling controls and less than stellar writing quickly made me abort. At the time it seemed to me that IF was simply a remnant of the past: something that we had moved beyond with graphical adventures (I blush to admit that even in my childhood I would hold such a ridiculous notion as graphics > text). Well, more recently IF has kept popping up at places like Play This Thing and TIGSource, but I haven’t had time to look into them. Then I started reading Emily Short’s blog (highly recommended), and I decided that I would by golly play some interactive fiction. Where to start? Well, I found Short’s interactive storytelling must-play list, and decided to dive right in to the first IF title she mentions. And I am happy I did—despite my aversion to horror as a genre.

Anchorhead is a Lovecraftian horror story loosely based on the Cthulhu Mythos. It is a story that starts out as light and easy as a summer’s day, and ends embroiled in layers of fantastical horror, with the universe turning inside-out and upside-down. It is very well-written, highly enjoyable, and quite intricate; its puzzles never seem very contrived, and when you finally come away from the game it leaves you feeling like you’ve spent a lifetime in another place—like one of those impossibly long dreams you sometimes have in the span of a few hours, but more lucid, more memorable. Read more »

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