A Glorious Fantasy: Mystic Quest


Once again I return to this ongoing series, in which I attempt to play through every game in the Final Fantasy franchise that I can get my hands on, from FF1 through FF13-2, and a variety of the spinoffs and other titles not included in the ‘main series’. This list continues to undergo revision, and for today, Final Fantasy 9 has been removed. Out of spite. Sigh. I know I’ll end up playing it when I get there, though.

Here’s an almost comically thorough recap of my basic premise:

Most people have already played many/most/all of the games that I’m going to write about in this series (weirdly, as I compiled the list of games, I personally have not played a fair number of them). I don’t care. Here are some things I promise I at least thought about when playing through each of these games:

– Some objective data. What version of the game did I play, and why did I select that one. What are the version differences?
– Is the game any good? Seriously! I’m sure some of these games suck! <– So far, they do not, with one notable exception.
– How would I place this game in a historical context? I want to watch the series evolve, devolve, side-volve and revolve as I go.
– Did I enjoy this game? What were the emotions and insane facial expressions I went through while playing it?
– How many times I frantically Googled maps for enormous maze-like dungeons because I no longer have the patience to solve them on my own?
– Was it… challenging? Were these games ever hard? Does the challenge ebb and flow?

I think all of this is extremely important knowledge, and that the human race will be improved by my research. Let's move on! Today's adventure…

Final_Fantasy_Mystic_US_boxart

The seemingly-but-not-really universally maligned Final Fantasy Mystic Quest! I did some research into this one, because I remember playing it as a kid… and the parts I remember from that experience (full disclosure: did not even come close to completing the game, just played it at a buddy’s house a few times)… were not bad. But it seems like what most people know about this game is that it’s bad. It sucks. It’s awful. Well…. is it? It’s a more complex question than it might appear on the surface. I’ll dive into it in detail, I promise. First though, the basic stuff.

Version played: Original SNES version.

As far as I know, this is the only ‘official’ version. There is a fan remake, “Final Fantasy Mystic Quest Remastered” – for which no current website seems to exist – which I did some research on. Apparently someone enjoyed Mystic Quest enough to go through the difficult process of remaking it on the popular “RPG Maker VX” software. I guess there would be harder games to remake, for what it’s worth!

Final Fantasy Mystic Quest says entry-level right on the NA box, as you can see. And that’s not far off… compared to other Final Fantasy games, the game is very simple. It has a point-by-point world map (ironically, a feature that didn’t become common until games later in the series) instead of an open-world one. The random encounters are gone, replaced with enemies that can all be seen on the screen. You command only two characters at a time, and even then, your second character by default is under ‘Auto’ computer control. Because none of the enemies require a particularly strategic approach, the computer’s auto control isn’t even un-usable: they prioritize healing the player, and never use nonsense attacks that would heal the opponent or be ineffectual. Healing spells and abilities are extremely powerful, items are plentiful. Oh, and instead of a traditional Final Fantasy inventory/equipment system, Mystic Quest’s system much more closely resembles that of a “The Legend of Zelda” title: the menu has a number of icons for your consumable items and equipment, but the best possible equipment is always on your character. The hero can use all of the available weapons in the game, and he always has the best of each one he’s received equipped. Each weapon has a field menu ability, such as the sword’s ability to thrust forward and ‘poke’ buttons, the axe’s ability to cut down trees, and the claw’s ability to (somehow) hookshot you across gaps. In fact, your hero also has a jump ability, so in some ways, this game has an adventure game feel.

Most simple of all? The story, unfortunately. The setup is a familiar one: there are these four elemental crystals. Only, some unpleasant rabble swung in and stole them all. Now the world is all out of whack. Prophecy says that the legendary knight-hero captain awesome will save everyone from disaster. The first character you meet, a bearded geriatric, is pretty sure that the Benjamin (the hero’s default name) really is this prophesized knight. Well, that’s good enough for Benny, who heads off into danger. Although each character in this game is a unique one, with their own skills and abilities, and unique personalities, the limited scope of the storytelling and dialogue doesn’t explore them in much detail. However, they are oddly somewhat less bland than other characters I’ve played with recently… despite that same limited scope. Huh.

Our most egregious example of multi-stage final bosses yet: The Dark King!

Our most egregious example of multi-stage final bosses yet: The Dark King!


Trying to place this game in the context of the series is a challenge. It’s definitely a sideways-move from the main series, with many ideas that will never re-appear in any future titles in the franchise (at least, not that I’ve ever heard of!). At a time when the main series is firmly entrenching itself in ATB, this game’s battles actually remind me more of Dragon Quest than anything. While Final Fantasy IV and V have colours of mages all over the place, and codify the mighty summon spells, Benjamin can learn all of the game’s magic, and he does so by finding (or being given) spells as treasure items throughout the game (note, then, that all party members in Final Fantasy VI, VII, VIII…, can be as versatile, magically, as you desire…). The point-based navigation of the world, even, is something that we will see later in the series a couple times at least. Obviously, the adventure game elements would never become firmly entrenched in an RPG franchise, but it’s interesting that for a game which is so widely maligned… well, is it, though?

It seems like many people who pan the game haven’t actually bothered to play it. They’ve just ‘heard’ about how dumb it is. Or seen some screenies, read some of the description of the game I gave above, and decided, “that sounds terrible”. And to some extent, you’re right. I would much rather have the vast customisation of Final Fantasy V, mastering jobs and mucking about, and the detailed storytelling that defines many of the series’ games. But Mystic Quest has a few things going for it that many people, and maybe this is a ‘retro’ fad thing, have seemingly come to appreciate over the years:

– A rockin’ soundtrack (not by series stalwart Nobuo Uematsu, but by Ryuji Sasai and Yasuhiro Kawakami). Seriously. Give attention to such essential tracks as all of the battle themes (especially Battle 3, the final boss’ music), City of Fireburg, Doom Ca… look, just check it out, okay? Or choose to trust me.

– A nice, tight play time. Even if you wipe out all of the ‘battle locations’ (basically, places with more monsters, in case you somehow aren’t tired of fighting them. You do get some prizes for ‘clearing’ them though), there’s no sidequest padding on this bad boy. I estimate it did not take me any more than twelve hours to complete… and I had no idea what the eff I was doing through the whole affair.

– Surprisingly entertaining gameplay. For all the bells and whistles that Mystic Quest is lacking, I didn’t feel the absence of more than a couple.

Of course, the game has problems. It could never have gotten such an unsavory reputation without them. If you’re looking for a compelling story, deep character motivations, lots of party chatter, or whatever… you’re barking up the wrong tree here. The game also has a wildly uneven difficulty curve, which can be frustrating at times. While for the most part Mystic Quest is not very difficult, some of the enemies have some cheeseball moves or abilities which can decimate your party (though, since you can’t get a Game Over unless you want one, obviously, you can’t really lose to poor luck), but more importantly, some of the boss fights become serious marathons, where your party’s resources simply might not be enough to outlast the boss. The solution, unfortunately, if you can’t fight any smarter, is to level up…

And boy, it is not fun to try and grind levels in Final Fantasy Mystic Quest. If you find yourself at an impasse, hope that there’s a nearby battlefield that you haven’t cleared yet… because otherwise, the amount of experience provided by monsters in a given area becomes trivial once you hit a certain point. If you can’t beat the boss at that point, you’ll have to track down and destroy every monster stack in sight. Luckily, this didn’t happen to me often, and it’s far from an unknown in these pre-PSX JRPGs. Final Fantasy VII is the first game in the series where I know before I go in that I’ll feel absolutely confident running straight through with no grinding for levels, spells, job points, or whatever else.

If the game still sounds terrible, then, honestly, don’t play it. It was definitely not the best game in the series, even so far. It’s a better game in virtually all ways than, say, Final Fantasy I, which really is just stumbling blindly by on nostalgia alone… but it doesn’t stack up to games like Final Fantasy IV which have so much to offer the player in terms of silly-but-much-longer stories and guys named Cid. Just don’t fool yourself into thinking this game has no merits at all based on some nebulous negative reactions to it from twenty years ago. There are worse games, even within the series, and yes, I’m looking strongly toward Final Fantasy XII here, though I won’t name any names.

TV Recap: Marvel’s Agents of S.H.I.E.L.D., Episode #12: “Seeds”


AgentsofSHIELD Sometimes it seems that all hope is lost. That a show with recognizable potential has past the point of redemption. That it’s game over. But that time is not this week! No! For indeed, peeking between the clouds of wooden acting and stilted dialogue, comes a new episode of Marvel’s Agents of S.H.I.E.L.D…. and spoiler alert, people of Earth… it’s a pretty good one.

You heard me.

Now Apparently A Permanent Fixture Previously On: As random plots get tied together from earlier in the season, we always need these recaps, I guess. Basically, this time, we need to remember that Skye is looking for her parents.

Cold Open: S.H.I.E.L.D. Academy! Do they have a Sorting Hat at future Hogwarts? Oops, no time to worry. The students are at the pool, only, it’s uh… freezing. For no apparent reason. One student is nearly trapped in the ice when it rapidly freezes over his leg, but another busts the ice open with the hilt of a pool skimmer. Yikes!

Act I: After the briefest of cold opens, Fitz-Simmons are talking about how they designed a device that can freeze pools! Well, it wasn’t designed to be used in that way, but someone has apparently weaponized it. For that reason, Fitz-Simmons have been recalled to the Academy. Well, the SciTech Academy. Apparently there are three … Communications, Operations, and SciTech. I think that answers my incredibly important question about how they’re sorted into Houses. I guess you just apply for the division you’re suited for! There’s a rivalry between Sciences and Operations. Skye makes a funny about this to a passing Agent May, who confesses that Ward, Skye, and Fitz-Simmons are going to the Academy… she and Coulson are bound elsewhere. Skye is a little worried about Coulson, actually. Remember, how he had it kind of crappy last week? Ward re-assures her. There’s something about Ward this week that seems less wooden. Maybe I’m imagining things. I hope not though.

At the Academy, the Shield ActionTeam is met by the lovely Agent Weaver (Christine Adams), apparently some kind of administrator. Weird that they don’t make that clear. It also seems like Agent Ward outranks her. I wish I knew a little more about how S.H.I.E.L.D. is organized (and by a little more, I mean a LITTLE, not a lot. Please no one inundate me). Does being Level 7 give Ward clout automatically, as well as determine his secrecy rating? Is Level 7 a rank? Has this already been explained and I just blacked out? Anyway, Agent Weaver is worried they might have a bad seed at the academy. Ward tries to explain the meaning of this term to Skye who helpfully informs him that it is also a phrase that normal people know of! It was a very Joss Whedon moment. I assume that Jed must have had some hand in this scene. It’s fun to try and guess.

While Fitz-Simmons prepare for their lecture on how you should be careful of the potential of dorm room science projects to be weaponized into something dreadful… Ward and Skye visit the Wall of Valor, a memorial to S.H.I.E.L.D. agents who have fallen in the line of duty. Skye wishes that she’d come up through S.H.I.E.L.D. the right way, but Ward talks her down. It’s a stunningly human moment from Ward. Did I drink a lot before this episode? I’d like to believe that, instead, Ward is finally a character instead of a caricature.

On the ActionPlane, Coulson and May rehash the whole ‘Coulson was dead and got brought back by mad science’ thing. More importantly, May has a line on one Richard Lumley (Boyd Kistner), former Agent, who vanished 23 years before. I have deep suspicions that he’s connected to Skye’s mysterious past! Sounds like fun.

At the Academy, Fitz-Simmons begin their lecture. Apparently they’re held in some reverence at the Academy. Meanwhile, Ward is interrogating the near-victim of the pool freeze, a young man named Seth (David Zovatto), one of the top students at SciTech. Seth admits that the academy is competitive, but that they don’t typically attempt to kill one another to gain pole position. He also claims not to know a student named Donnie Gill (Dylan Minnette)…

…Who at the same time is freezing over solid during Fitz-Simmons’ lecture! Fortunately, Fitz-Simmons are seasoned field operatives, and Skye and Ward arrive just in time to identify the freeze device responsible and smash it. Their combined efforts save young Donnie before he suffers much in the way of undue effects.

Oops, there’s the scene changes I’ve been missing. In a tinted limo, we’re re-united with hilariously evil CEO Ian Quinn (David Conrad) who you might remember from the Gravitonium debacle. He’s just here to tell us he’s involved in this somehow, before we’re back to the Academy.

Eh, it’s just some filler dialogue. Donnie has a 190 IQ, no friends, no enemies, has trouble relating, blah blah blah. The faculty is worried about him. Wards wants Fitz-Simmons to take the group to the students’ refuge, The Boiler Room. There’s another scene change in here, but I don’t even want to talk about it. I spent more words explaining that than the time we spent scene-changed. Ugh. Anyway, Ward ACTUALLY wants Fitz to go make friends with Donnie Gill. Simmons and Skye make fun of him, because he’s abruptly acting like a human being, and this is new for all of us. Humour helps break the tension. The rest of them will check out the Boiler Room. I capitalize it, because apparently the SciTech students turned the literal boiler room of the campus into a nightclub. No, I am not kidding. There appears to be no cover, and while Ward is twice the age of any student on campus, apparently real S.H.I.E.L.D. agents drop by from time to time.

Over at Donnie’s place, Fitz and he compare notes on being the biggest nerd on campus. Fitz is impressed by the cool gadgets that Donnie’s been working on. In his own time, he also invented weird things. You know, like technology that could be weaponized into a FREEEEEEZE gun.

In Mexico City, May and Coulson being unobtrusive in their bright red ActionCorvette. They are talking about Skye. Actually, May is doing almost all of the talking. This is a day for breakthroughs for everyone! Skye has finally completely won May over, we discover. This is actually nice to hear. I was tired of May being unbearably frigid toward poor Skye. Or maybe I was just bored after we had to deal with it from Ward as well? Hmm. Coulson’s got concerns about the whole ‘re-worked his brain and implanted false memories’ thing. May does not. I like that Coulson is dealing with some stuff to make him more interesting. He’s not so smarmy here, and he doesn’t feel like he knows everything anymore. He even says he’s ‘tired of secrets’. We all know that’s not true, right? He’s a man of secrets. Fortunately, about this time, they spot Lumley and go into pursuit mode.

It’s a hilarious kung-fu mismatch between Agent May and Lumley. He literally hits her with a pallett, which slows her down for a second, while Lumley attempts to flee. But then we discover that the unobtrusive and very stealthy bright red Corvette can fly. Well, then! Coulson identifies himself, and Lumley sags in relief. Or despair. Or something. “Oh good. This is about the baby girl, isn’t it?” Time to learn cool things!

Lumley tried to take a cyanide capsule. Coulson is horrified. What did he think they were going to do with him? Well, there’s a story! 24 years ago (this is the number associated with Skye’s infancy, in case you forgot) Agents Lumley and Avery were in China. A whole S.H.I.E.L.D. team had apparently been wiped out trying to recover an 0-8-4 (this is the code given to an object of unknown origin. Previous examples include the Peruvian artifact we saw earlier this season, or perhaps even the Tesseract itself (this is the dumb, generic name given to the Cosmic Cube in films such as ‘The Avengers’). It turns out that the 0-8-4 these agents were retrieving was a baby girl, who exhibited no special powers that they ever observed. One by one, everyone who knew about the kid was hunted down and destroyed, including Agent Avery. Lumley is the only other survivor. Before her death, Agent Avery faked a Level 8 (!! who the eff is level 8 if Phil Coulson is only level 7? Just Nick Fury? It all seems kind of arbitrary though, let’s not think too hard) clearance. Avery assigned the S.H.I.E.L.D. foster system to move Skye around every few months not because she wasn’t wanted… but to keep her safe. Wow. Let’s take a breather after that.

Back at the Academy, Skye has blended in. Because she’s very smooth, as we’ve seen, she apparently flirted with the bartender and convinced him that she’s a Level 7 operative at the Sandbox (a S.H.I.E.L.D. pure research facility). After she expressed curiousity over top candidates who might be interested in assignment there, she was pointed toward one of the lovely young ladies from the cold open. Ward decides to check it out. Meanwhile, up in Donnie’s dorm, Fitz tries to befriend the troubled young man. He also helps him solve a problem with power generation for some dorm room science project Donnie’s been working on. I’m sure that was a good idea.

Ward is not good at flirting with young S.H.I.E.L.D. cadets. The dialogue here isn’t that good, and neither is he. It’s kind of a bummer. He’s made great strides during this episode, but right here, I either want to punch him in the face, or do the Picard-style facepalm til the scene is over. Right up until young miss… whatever… drops a bombshell. Donnie and Seth are friends. They’ve been bantering for weeks about how they would get to meet the great Agent Fitz. Ward immediately spots the problem. They just now arrived… and didn’t know they were coming… and oh. Right.

Fitz decides to play hero after he realizes that he’s been had, and that helping Donnie with his science project probably actually means that he just taught Donnie how to power a full scale version of the FREEEEEEEEEEEEZE machine. Unluckily for Fitz, Seth is also present, and shoots him in the head. Probably non-lethally. But still. It all comes together now; Seth and Donnie have been in touch with comically evil CEO Ian Quinn (But he really just loves free enterprise, guys! Emphasis on the comically evil.), who seems to do nothing in life except fly around in his private jet and facilitate supervillains and weapons of mass destruction (though, to be fair, he may just not have had time to rebuild his magnificently appointed villa since we last saw him). Skye even confirms with Coulson that this is Quinn’s modus operandi.

Oh, right, we’re back on the ActionPlane now. Coulson is acting kind of weird toward Skye. I WONDER WHY. Fitz thinks that Donnie is still not a bad guy. Also, he abruptly realizes that the device he saw used exotic and rare materials that could never be obtained on the open market by cadets. They’ve got a financial backer.

In a parking lot somewhere, Seth is on the phone with amusingly sinister CEO Ian Quinn.

On the ActionPlane, we now learn that Seth’s father works for Quinn WorldWide. Remember how, to the rest of the world, Quinn isn’t full of cackleworthy menace? Hmm. Even Seth and Donnie probably don’t know that he’s hysterically foul. Quinn tells Seth he wants a full-scale demonstration to prove that the device is worth his time now that the ActionTeam is on the case. Then he hangs up the phone and immediately orders his pilot to turn around. Remember what I keep saying about him? It’s ha-ha funny! It’s heinous!

Donnie is having second thoughts about just randomly firing up their untested ice machine at full scale. Seth convinces him otherwise, and they push the big red button. Only, instead of doing whatever idiotic thing they thought they would do… well, even Donnie doesn’t know what dumb thing they just did.

On the ActionPlane, Coulson squares with Skye. He tells her the whole truth. The music rises as he does so. The music tells us how we should feel about each of these scenes! I’m still in shock over the fact that Coulson decided to square with Skye. Is this show getting like… a lot better? Please, dear reader, you tell me. Skye says that the truth about her past cannot be worse than what she imagined. Coulson assures her: “It is.” Rise, emotions! Obey that musical cue! The music is so ascendant, it can carry us through to other scenes…!

Agents Ward and Weaver witness the instanteous formation of a huge, dangerous storm system.

Skye is in tears.

Donnie and Seth are at the eye of the same storm. Seth is triumphant; Donnie is deeply concerned. While the device worked… they could be in terrible danger.

After the break… Donnie is yet more concerned. They seeded the clouds, only they did a REALLY good job. Ice is coming. Like, a capriciously lethal amount. He begs for Seth’s help to try and reverse the process. Coulson orders Ward to see if he can extract Donnie and Seth, but Ward takes one look outside and says: “Not so much”. The only remaining recourse is to land the ActionPlane in the eye of the storm and get the two young men out manually. Luckily, Agent May is a good pilot and stuff. I’m sure they’ll make it. Uhh… not before Seth is hit by a bolt of lightning though. An unfortunate consequence of holding on tight to a metal object that rises up above its surroundings. Donnie is knocked back as well, and the machine is totally fried. The ActionPlane descends, the ActionTeam is here to save the day… but Seth is already too far gone, despite Fitz-Simmons’ best efforts. Donnie is devastated.

In the aftermath, Donnie is being shipped out to the Sandbox, where S.H.I.E.L.D. can keep an eye on him. May wants to revisit the whole ‘she and Ward are making love with machine-like precision and wooden facial expressions’ thing but Coulson’s not concerned. She also seems genuinely upset, like a real human being, at how badly it must have hurt Skye that Coulson told her the truth. Coulson, though, is positively glowing, as he talks about Skye’s reaction… guys, it turns out that Skye is a hero, she’s an ‘up’ person, and she gives her all for the team. Now, I don’t want to put too fine a point on this, BUT ALL THE VIEWERS KNEW THAT ALREADY COULSON, GOOD GRIEF. We got over ‘conflicted allegiances Skye’ like ten episodes ago. As part of the exeunt, we see Donnie making ice with his finger. Hey, it’s the influence of farcically vicious CEO Ian Quinn! Makin’ dem Supervillains!

In a final segment, Coulson calls amusingly malicious CEO Ian Quinn to threaten to blow him out of the sky if he ever comes near a S.H.I.E.L.D. aligned nation again. Quinn’s unruffled, and tells Coulson that … ‘The Clairvoyant told me to say “Hello”‘. Because we can’t have two groups of bad guys. God forbid. They’re all one group of interconnected evildoers, responsible for all of the evil! The musical cue tells me dread, but I felt ‘yawn’. Tsk tsk. The music wasn’t powerful enough.

Guys, this episode was great! The best one so far, by a clear margin! I know that people have already fled this show, and believe me, I get it. No one watches it more times than I do, despite the pain and suffering it causes. But if every week was like this one, we’d have an above-average TV show. Isn’t that all we can ask for from the broadcast networks anymore? Anyway, I’ll join you all again next week, for another journey into the unknown. Meanwhile, I’m going to see how a guy gets entrance into the S.H.I.E.L.D. academy… seemed like a pretty happening place.

A Glorious Fantasy: Final Fantasy IV


Once again I return to this ongoing series, in which I attempt to play through every game in the Final Fantasy franchise that I can get my hands on, from FF1 through FF13-2, and a variety of the spinoffs and other titles not included in the ‘main series’. This list continues to undergo revision, and I seriously considered removing Final Fantasy 9 from it for personal reasons. But we’ll get there. I promise.

For those who are unfamiliar with my premise (read: I would think most everyone), here’s an almost comically thorough recap:

Most people have already played many/most/all of the games that I’m going to write about in this series (weirdly, as I compiled the list of games, I personally have not played a fair number of them). I don’t care. I’m going to look at all (most? I’m bad with structure, we’ll see how long this lasts) of the following things from these games:

– Some objective data. What version of the game did I play, and why did I select that one. This will be less important when I reach the PSX era, but we’re not there yet! One thing I’d like to do is discuss some of the changes between the “original” and the version I end up playing.
– Is the game any good? Seriously! I’m sure some of these games suck! <- Weirdly, most of them do not. This one might get redacted, and you might just have to deal with me bitching about Final Fantasy 9.
– Is the answer to that question, “It just doesn’t hold up”? Why? <– This hasn't come up yet. I'm considering redacting the question.
– How would I place this game in a historical context? I want to watch the series evolve, devolve, side-volve and revolve as I go.
– Did I enjoy this game? What were the emotions and insane facial expressions I went through while playing it?
– How many times I frantically Googled maps for enormous maze-like dungeons because I no longer have the patience to solve them on my own?
– Was it… challenging? Were these games ever hard? Does the challenge ebb and flow?
– No MMORPGs. Sorry FF14 fans, I don’t ‘do’ MMORPGs anymore. Plus, the plan here hopefully doesn't involve spending a bunch of money acquiring and (especially) subscribing to games.

I think all of this is extremely important knowledge, and that the human race will be improved by my research. Let's move on!

final-fantasy-iv-snes-logo-73917

Version played: Nintendo DS remake

Wow! Now this is a crazy remake. So, with FF1 and FF2, there were ‘updated’ graphics, which basically amounted to 16-bit+. Not like this though! FF4 has been totally remastered since I last played it on the Super Nintendo Entertainment System… to be rendered in 3-D (sketchy 3-D, but 3-D all the same). It’s been upgraded with voice acting! And, I’m told, the difficulty has been ‘restored’… or even ‘upgraded’. Because here’s the thing. I remember Final Fantasy IV. I played it on the SNES. Granted, it didn’t happen until shortly before I played “Xenogears” for the first time, but it did happen. The fact is… the game was really easy! It was toned down for American gamers, for reasons which were probably solid, but are also infuriating. In the original version, I did not need strategy to face the Four Fiends, even the mighty Rubicante! I just blasted them with my spells / stabs and patted myself on the back.

One thing I will say for the DS remake. It does not pull any punches. Rubicante will end you, if you don’t know what you’re doing. And something about that really appeals to me. Because here’s the truth: Final Fantasy IV’s story is kind of silly. So are its characters.

There, I said it.

Go ahead, cast stones. I can wait.

This is one of the titans of the JRPG genre. It’s Final Fantasy Freaking Four. 4^4. Yeah, your nostalgia is telling you things that aren’t true. The story of this game is silly. Partway through, the writers just start making shit up. It’s okay, because the game is still a lot of fun. Having some voice acted cutscenes actually makes things better, even if the 3-D makes Cecil into a weird cartoon character who is both stocky enough to wear heavy armor and swing a big sword and take some hits, but skinny enough to fit into women’s pants. But the story is still fundamentally silly. This does not mean that I did not enjoy it; it means exactly what I said. It’s silly! And, as an aside, all villains in all genres should take notes from Golbez… who is pretty much undefeated throughout the whole game, until a major plot twist changes things around. Spoilers? C’mon. It’s a SNES game.

I forgive FFIV for its faults. You didn’t even have to ask me. It has The Soundtrack (does anyone recognize the Red Wings’ Theme? It has The Characters. Rydia of Mist? Well, she’s the first proper Summoner, she anticipates characters like Terra Branford and Yuna. And she has green hair. Seriously. How cool is Rydia?

I know that I talked about the ‘connective tissue’ of story, and how it makes games like Final Fantasy I almost unrecognizable when put up against games like Final Fantasy VII. You can see the gradual evolution of this point through the series, like a straight line leading away from audience insert ‘generic’ characters toward fully realized characters that the player ‘watches’ or ‘guides’ rather than ‘owns’. This is fundamentally different from how WRPGs evolved, where the ‘create your own D&D guy’ aspect has remained integral to the experience. With a JRPG, you don’t make any of the characters, and you don’t choose how they respond to stuff. Even the Light Warriors in FF1 are game to save the world, no matter how you, the player, feel about it. At least in “Baldur’s Gate” you were perfectly free to bitch about it to everyone who would listen.

Different doesn’t mean worse. Here, we’re essentially along for the ride as some broken adults work out their issues. Cecil became the Dark Knight of Baron on his King’s suggestion, and in doing so, he gave up his soul. Kain Highwind, despite being the son of a legendary dragoon, has lived in Cecil’s shadow all his life… including in the courtship of the beautiful white mage, Rosa. These characters feel like people in an insane high-powered fantasy story, at least to some extent. This is a significant achievement in the evolution of the RPG. It would be difficult for me to overstate how much influence it feels like “Final Fantasy IV” had on subsequent games of many genres. Forget the sillier plot points. This game remains demonstrably important when placed in a historical context.

It is silly though.

Also, the DS remake is hard! This bears repeating. I had to google the strategy to defeat Rubicante (this was weirdly one of my only Googles during this one. I guess I remembered it pretty well!). I thought that I was a Final Fantasy tough guy entering this game after Final Fantasy III. But weirdly, a lot of the same themes repeat themselves here with bosses… and won’t disappear entirely until (I suspect) Final Fantasy VII. We’re not talking superbosses here. We’re talking about enemies that you have to defeat in order to progress… and those enemies requiring a strategy, not just a level mark. This is something that the RPG genre has kind of abandoned in favour of a more cinematic approach. You can hardly blame them. When the storytelling takes center stage, something has to suffer, and it’s typically the difficulty (notable exception: Baldur’s Gate II. Try a dry run of that game and tell me it doesn’t have its share of brutal challenges). If that’s the game you’re looking for, you’ll prefer the original SNES (American) release of FF4. The DS version has bosses capable of wiping out your whole party with routine moves. Somehow, that was fun for me! I don’t know what my deal is. Also, how did this not apply to the final boss? Your guess is as good as mine, readers! It’s probably related to the ‘defend’ command also reducing magic damage though. Shhh. Don’t tell anyone.

Dodging attack patterns based on visual cues is more of a ‘Megaman’ thing anyway.

I’m honestly not sure what else to say. This is one of the great pillars of the genre. It’s deservedly beloved. It’s a girthy, fun, game, with characters that are given motivations… lives, hopes, and dreams. The story is ultimately quite silly, but it’s not nearly as silly as Final Fantasy V (oh, we’ll get there!). Crystals, fiends of the elements, and the meteor spell. It was fun to play. I appreciated that it was harder than it was when I played it as a kid. Viva FF4! Let the legend live on.

TV Recap: Marvel’s Agents of S.H.I.E.L.D. Episode #11: “The Magical Place”


AgentsofSHIELDNobody was more excited for the return of Marvel’s Agents of S.H.I.E.L.D. than me. I mean that literally. I think no one, anywhere on earth… was more excited for the return of this boring, silly show. There’s no way the cast members were more excited. I’ll maybe be willing to give Jed Whedon and Maurissa Truncheon the benefit of the doubt. Maybe they were equally as excited. I mean, the show’s success kind of determines their viability, right? How do you screw up a big budget TV show that’s within Marvel’s universe, when the Marvel universe is gangbusters?

If you’re reading this, you probably don’t share my excitement for the return of this TV show. Maybe you just want to read recaps about it? Who can say? But I won’t bore you with my personal commentary any longer. Let’s recap the show!

The triumphant return of Previously On…

We get to see one line of dialogue from Ron Glass! I am much too excited about this! Remember, guys, how Loki stabbed Coulson in the chest? Oh, and remember the half-season cliffhanger episode where Mike Peterson fought some super powered dudes and May remained completely stoic and in control as she dodged a series of kicks and punches? Remember how Mike Peterson probably exploded? (Poor Mike Peterson). Well if you didn’t remember before, you definitely do now. I am beginning to suspect that this episode will have something to do with the mystery of Coulson’s death! Perhaps we will learn a tiny bit of information that will raise further questions! Let’s find out together!

Cold open: A pretty young woman and an Australian man (Aiden Turner) are discussing business. The business of Chitauri metal (this would be, if you’ve forgotten, remnants from the Chitauri invasion during “The Avengers”). Why? We don’t know! Then a disc which is (hilariously? obnoxiously? insanely?) branded with the logo of S.H.I.E.L.D. skitters across the floor. “Is that a roomba?” wonders the pretty young woman. Foolish young lady, it is not any variety of iRobot! It is a flashbang device, which cues May and Ward to surge into the room with wooden, workmanlike precision. They then proceed to very professionally work over the muscle in the room. Is it a precise but emotionally distant dance, much like when they make love? You speculate, dear reader, for I will not. The Chitauri metal dealer flees. Ward isn’t fast and dodgy like May, so he is on the ground as she pursues the dealer. Do her movements remind me of the scene in “Terminator 2: Judgment Day” when the T1000 pursues John Connor, overtaking even a moving car? Am I trying too hard to make machine parallels?

Metal dealer escapes Agent May, only to be confronted by UAVs piloted by Fitz-Simmons, which are equipped with tactical lights and being scary, for the metal dealer fires some panicked shots then flees into an elevator! How will we stop him now? Do not fear! Skye has control of the elevator! She sends it upward, at full speed! On the roof is an entire team of S.H.I.E.L.D. mooks, a pretty young red-haired woman, and a helicopter. I’m almost positive that this is Agent Victoria Hand (Saffron Burrows), returning for a second appearance. Presumably, she is here to lead the effort to rescue Agent Coulson from the sinister clutches of Centipede.

In Act I, the credits and some dialogue quickly confirms my suspicions. This is, indeed, the return of Agent Victoria Hand. She’s an actual comic book character, look her up! Comedian Rob Huebel appears prominently in the guest stars, which gives me hope for the future. There are a bunch of mooks on the plane now, reinforced by Agent Hand’s briefing, which includes seriously like a million people. Most of them mooks. I finally am able to make out clearly that the Australian Chitauri Metal Dealer’s name is Vanchat. Hand seems quite certain that Vanchat will talk. Of course, I have no idea what he might know that would help, but I might have missed something.

Agent Hand decides that we need to return to the well of Skye not always having been a straight-laced suit-wearing mantra-citing AGENT OF S.H.I.E.L.D., by summarily dismissing Skye from the team, and kicking her off the plane. Ward leaps to Skye’s defense, but May disagrees (stoically). Skye’s pretty sure she can find Coulson using her elite hacking skills, and Ward continues to agree. Wait, they’re agreeing? We need Skye off the plane bad. How will this show survive if we can’t have a secondary source of conflict involving poor, beleaguered, beautiful, Chloe Bennett?

Whoops, scene change! It’s been far too long already. Coulson is in his Tahiti fantasy. Then he’s awake… facing down Poe (Cullen Douglas), our old nemesis from Project Centipede. He’s trying to forcibly extract information from Coulson. Coulson points out that he’ll let himself die before he gives up anything. Then they argue about the death of Mike Peterson. Which was still very Hollywood-y. I hope Mike Peterson’s not dead. More mentions of “The Clairvoyant”, the supposedly telepathic third member of the Centipede triumvirate (the other being Raina, the ‘recruiter’, [Ruth Negga]) whom we have yet to meet on-screen. The Clairvoyant apparently saw Coulson’s death, but could not see the aftermath, when he was brought back to life by S.H.I.E.L.D. Mysteriouser and mysteriouser! Coulson’s not in a questions answering mood. Guess it’s time for more torture.

Act II! Skye is in her civvies, in what looks like an internet cafe (are these real anymore?) using a computer. She’s trying to hack stuff, you know? Unfortunately, S.H.I.E.L.D., in a disturbingly Orwellian fashion, shuts down both her access and that of everyone else in the cafe. Big Brother is watching, guys. Skye bails, buys a magazine, identifies some random CEO (Lloyd Rathman, played by the aforementioned Rob Huebel. His role is so minor that all that previously accumulated hope is fading away), then decides she needs to buy a new wardrobe, then steals a car. That’s really how this sequence went. Uh. Moving on!

Scene change! Fitz-Simmons are developing non-lethal countermeasures to the Centipede guys. At least, Simmons wants them to be non-lethal measures. Fitz is less sure. He says any methods necessary is fine, as long as Coulson is brought back safely. Also, the interrogation of Vanchak is going nowhere.

Scene change! Skye is doing stuff. Specifically, she is crashing her stolen Escalade into water barrels, to scam OnStar or whatever into towing her back to the luckless Lloyd Rathman’s house.

Scene change! Ward is taking over the interrogation of our favourite Australian man. Actually, he might be British. I’m not really sure. His accent is kind of mild. Ward, in what is probably a really ethical interrogation method, opens the cell chamber to the air outside the plane.

Scene change! Coulson is attempting an escape. Or is he? Oh, there’s Poe. Not surprised to see Coulson up and about. Apparently they’re in a Nuketown. The super soldiers are there too!

I’m glad we’re back to normal for the show. Skye is here again! She’s “at home” with her stolen Escalade. She calls up Rathman’s offices, and claims that she’s with the LAPD, has recovered a stolen vehicle, and some officers need to take his statement. He rushes home. Yay! More Rob Huebel! When he gets there, Skye confronts him, dressed in aviators and black leather, and says she’s Agent Melinda May. It’s probably the single best tension-breaking moment ever produced in this show. Seriously. I cracked a partial smile, and thought to myself: “I’m really going to enjoy writing about this one brief moment in this episode!”. It may or may not all be downhill from here.

Apparently, Lloyd Rathman is a legitimate businessman! Except for the whole ‘not asking questions about mysterious funds he’s helping shady characters launder’ thing. Skye takes over this scene in a way that we haven’t seen since the infamous Gravitonium Caper. This show is better when they take the manacles off of Chloe Bennett and let her do things beside type on the computer and give reaction shots, or have dumb conversations with Agent Ward that are supposed to contribute emotional depth. It’s obvious Skye has real ability as a face/con type, and Chloe Bennett is much more magnetic when she’s unchained. Free Skye! Free Skye! Anyway, she offers Lloyd immunity from Big Brother’s persecution, or something, if he chooses not to involve his lawyers. Unfortunately, she doesn’t notice when he taps the silent alarm. Oops.

Back aboard the ActionJet, Agent Hand is giving yet another briefing. She’s not happy with Ward, because Skye vanished, and Vanchat was nearly shot out of the plane. Luckily, Vanchat rolled under pressure of going skydiving sans parachute. Agent Hand wants to know why powerful people like Nick Fury give a shit what happens to Coulson. No agent is that important. “Coulson is,” Ward replies. He looks slightly less wooden than usual here. Apparently we need more of Victoria Hand on this show. She seems to inspire other people to demonstrate feelings and act like human beings.

Back with the Coulson torture experience. Raina shows up. The Clairvoyant doesn’t seem concerned about the pursuit of S.H.I.E.L.D. Boy it sure would be nice if we knew more about this Clairvoyant fellow. Now we’re going to argue about the effectiveness of torture. Also, now the Clairvoyant wants to talk to Raina the Recruiter. Tensions are high among Centipede personnel. Then the Clairvoyant kills? Poe. It didn’t look good, at any rate. I’m worried about his long-term health!

Ward isn’t Victoria Hand’s biggest fan. He and May banter a little. Ward wants to know why May acted like a total bitch and let Skye get kicked off the plane. Well, it’s because Skye works better when she can improvise and work outside the system. All of S.H.I.E.L.D.’s rules mostly get in her way. Yes, we’ve known that since the pilot. But I’m glad everyone’s on the same page now. We’ve made real progress with the character of poor Skye: everyone now admits she’s pretty useful. Then we learn that the ActionPlane can apparently flip a bitch. Nice! Back with Rob Huebel and Skye… she’s in total control. How cool is Skye when she gets to do stuff? I know this isn’t a great episode of TV or anything, but, it’s not terrible. This subplot, at the very least, I’m very much enjoying. Private security shows up, but Skye improbably bests them. Take that, Rob Huebel! Now he will do illegal things on Skye’s behalf! I’m sure this will pan out later. Or not. We’ll see.

Raina is not so sad that Poe is dead. He was a murderer, or whatever. The Clairvoyant gives guidance to Centipede. Except, they don’t know how to make people come back to life. Which is apparently what happened to Coulson (we already knew this, right? We can all agree this isn’t news, right?). Raina really wants to know what happened to Coulson after he died. She’s betting that… so does he. This method seems a lot more likely to work than torture, but it does sort of make the whole last episode seem pointless. I mean, we’re already done with Poe? All that work to break him out of prison, bring him in as a strategist, etc…. and he’s gone? Did Cullen Douglas have a big movie deal or something? This show does a really bad job of giving me reasons to care about secondary characters. They overdid it with Mike Peterson, and underdid it with everyone else.

Skye discovers that Rob Huebel is bad with computers. She enlists one of the security mooks she’s imprisoned to do the work while she spits out instructions. Not only does she have a good plan for backtracking Raina’s movements, but she’s still in total control of this episode. Free Chloe Bennett! Skye has what she needs, but she’s also going to borrow the luckless Rob Huebel’s Lamborghini. Is that the Gallardo convertible? We’re all envious of Skye as she zooms off. Back with Raina and Coulson, Raina finally convinces Coulson that ‘The Clairvoyant’ might actually have some telepathic ability by identifying his previous relationship. You know, the cellist. The cellist was heartbroken to learn that Coulson died… except, you know… he’s still alive. So what did happen in Tahiti? Oh, please, Agents of S.H.I.E.L.D. tell us! You have tantalized us with this storyline all half-season! Surely there must be some payoff!

Back on the ActionJet, Fitz-Simmons have developed a non-lethal countermeasure for the super-soldiers! All you have to do is attach a wrist-watch to them, and it will uh… shut off their superpowers. I mean, it totally sounds reasonable. Right? Anybody? Simmons gets a call from Skye. Simmons awkwardly bandies about code words and tries to act casual. Then May, who always knows what’s up, orders the random mooks out of the room and seizes the phone. Of course it’s Skye! Agent Hand is not at all amused that Ward and May want to take their team and investigate Skye’s lead. Presumably, Hand is supposed to be in charge. Blah blah blah. Unfortunately, rather than being coyly amused with her brilliance, May is a brick wall. You know, just like every other time. An unusually expressive Ward declares that they’re going after Coulson, with or without Hand’s backing. Sounds good, Ward! We all know that problems can only be solved by the main cast!

Meanwhile… Raina is being nice to Coulson. She’s got him in the memory machine, but she’s not zapping him or being a dick. This seems roughly 7,000,000,000,000x more likely to actually get memories out of Coulson’s brain. Sure enough, almost right away he’s remembering Ron Glass, and references to Nick Fury. Since we’re about to go to commercial, I can already tell this is going to be some dumb cliffhanger about Coulson’s fate. Seriously, if this is the only mystery you guys have for us, you shouldn’t have started teasing it in S1E1. Anyway, cliffhanger. No question now. But, dear readers, don’t fear! I will return next week with a more timely recap that will follow the same pattern of tough love that I have adhered to thus far.

Act IV! Skye and her Gallardo arrive at Nuketown! She seems disquieted by the mannequins. I think I would be too. The whole idea of a nuketown seems… weird to me. A Super Soldier rushes to apprehend Skye, but he’s run over by the ActionMobile. Coulson is looking inward, toward Ron Glass. Raina is now frantic, trying to divine Coulson’s secret. Meanwhile, the entire S.H.I.E.L.D. actionteam is assembled. And now even Fitz-Simmons are wearing cool black leather uniforms (actually, they have been all episode, but this is the payoff). Ward and the wristwatch are going to take on Random Super Soldier #1. Everyone else is going to fan out and look for Coulson. May deals with some regular mooks with a little crane style, Ward battles Generic Super Soldier. It’s actually a very nice action sequence. Many film directors have no idea what to do when directing action so they either pull us in way too tight or make the camera super shaky so we can’t really see what’s going on. Here, the direction is smooth and confident. Ward and May are allowed to look like badasses. I really appreciate this touch. Ward jams his supersoldier countermeasure into his guy’s mouth. It works perfectly. Score yet another one for Fitz-Simmons.

Coulson is still trying to remember. Then, abruptly, he does. We’re back in time. Ron Glass is morally outraged. Coulson is begging the S.H.I.E.L.D. doctors to let him die, as some robots work on his brain or something. It would be disturbing, but it’s all so static-free and clean. This scene could have used some more visceral reality. Modern-day Agent Coulson is freaking out. Skye shows up and punches Raina right in her freaking face. Seriously, is anyone as cool as Skye? Maybe not anyone ever. She shows real emotions on her real face at the state she finds Coulson in. Meanwhile, May makes a wooden comment about Skye’s new leather jacket.

Back at the ActionJet, Raina is now a prisoner. She and Coulson have an eye-contact-moment. Hand reports that Centipede has gone down in flames. Nick Fury is pleased with their progress. Hand and her goons are escorting Raina back to headquarters for interrogation. Hand admits that the ActionJet and its ActionTeam and (presumably) its ActionSkye aren’t really her style. Then she’s out. Coulson thanks the team. It was pretty much all Skye, but hey, don’t forget the others. Now after like the 2908308423084th time Skye has been useful, Coulson decides to remove her house arrest bracelet. It’s kind of a fun moment, but tempered by the whole ‘let’s revisit Coulson chanting over and over again “please let me die”‘ thing.

Scene change! Coulson does the creepy Hollywood thing where he’s in the back seat of Ron Glass’ car. You know what I’m talking about. Ron Glass is not proud in the least of the whole ‘bringing Coulson back from the dead’ operation. In case anyone hadn’t picked up on it, the “Tahiti trip” was a hallucination implanted in Coulson’s brain. Ron Glass and the other doctors tried to restore Coulson’s will to live after they put him through unendurable agony. I’m stunned that we’re getting this much detail. My respect for the show has hit an all-time high. It’s still not that high. But it’s higher.

Coda! Few shows do the coda as relentlessly as Agents of S.H.I.E.L.D.. This one is actually really good. Mike Peterson (J. August Richards) awakes. He’s alive, albeit missing the lower half of his right leg. Oh… and he’s got the eye thing. Well, shit.

This was a clearly above-average episode of Agents. For whatever that’s worth. I hope you either enjoyed the episode, or turned to this recap for solace and enjoyed it instead. Our odyssey will continue next week. Until then, do not fear the super/mutant power revolution. Because Big Brother is watching.

2013 in Video Games


2013 was a year. And video games were released. And many of them were played by millions. Some of them were enjoyed!

This what I theoretically write about, right?

So let’s talk 2013. In video games. Unfortunately, I didn’t play many terrible games this year. I managed to nail most of my selections, and then I spent some time dealing with serious family problems that repressed my desire to game. Also, I spent a lot of time playing Final Fantasy games. But I do have some thoughts on what happened this year… I’m going to hand out a couple of awards. I’m going to do a couple of lists. Listen, guys, I’m not always great with structure.

Five Games Not Enough People Played*, In No Particular Order
1. Skulls of the Shogun. Critically acclaimed (like, really acclaimed. With good reason) I’m still the only human being I know who has actually played this game. Unless some of you have been holding out on me.
2. Space Hulk. I promise, it’s not bad. Uhh… anymore.
3. Mechwarrior Online. Somehow, the Mechwarrior franchise is not dead… just dying and gasping for air. Still, you can play a real Battletech game for the first time in like 10 years.
4. GTA V! No, but seriously guys, did you play Rogue: Legacy? It’ll make you want to remove your own brain. Or you’ll really have fun. Or, probably both.
5. Saints Row 4. I don’t care how many people played it, there are people who didn’t. And that’s a shame.
*This figure was scientifically determined by a sampling of people I know personally. They represent all of you.

The Five Games I Enjoyed Most in 2013
5. Final Fantasy Mystic Quest Tomb Raider. I understand the criticisms that a) the characterization of Lara Croft is a little uneven. B) It’s uncomfortable to watch Lara become increasingly sneaky and (especially) brutal as the game goes along. No matter how much visceral pleasure one might gain from murdering crazy rapey cultists with a climbing pick. C) The puzzles which were the entire point of the series have been relegated to optional side-missions. I get all of that. I promise. This game was still really, really good, and it gave me hope that the Tomb Raider series is moving in a cool direction.
4. Grand Theft Auto V. The release of a Grand Theft Auto game is, basically, An Event. It’s not just another video game release. It’s Grand Theft Auto. It’s an institution. Everyone takes a couple days off work, buys a case of red bull/”Code Red” Mountain Dew/a couple grams of coke and a hundred hours simply disappear. Right? Well… GTA V definitely did a lot of things right. But as usual, I was left with the feeling that the game was working harder to impress me than to let me have fun. Consider me impressed. But I definitely wasn’t always having fun. And yes, I was deeply disturbed by the torture mission. And no, I’m not ignorant of the fact that it’s supposed to be biting satire.
3. Heart of the Swarm. The long (long, long, LONG) awaited sequel to StarCraft II: Wings of Liberty, finally dropped this year. Only 4? 5? more years to go for the epic conclusion! Heart of the Swarm is basically a vast improvement over the original StarCraft II without really changing that much stuff. A couple new units, a very good new campaign (not that WoL’s was at all unenjoyable), and a consistent multiplayer experience. Just because I suck at the multiplayer does not mean it’s bad.
2. Payday 2. Just in terms of hours wasted, it’s hard not to rank this one #1. Or it would be, if the #1 slot wasn’t so preposterously clear that it doesn’t even merit discussion. Anyway, Payday 2 can be frustrating, still has a number of infuriating bugs, and occasionally feels like it doesn’t have nearly enough content. Plus, I’m tired of getting ‘The Jaw’ masks. Do you guys know how many ‘The Jaw’ masks I have? I don’t want to talk about it. Anyway, one of the great time wasters.
1. Saints Row IV.

A Game That Somehow Didn’t Make the Above List But I Want To Discuss
To: Magic: The Gathering Duels of the Planeswalkers 2014.
Quite a mouthful. I actually think it may just be ‘Magic 2014’ this time around. I think it’s okay for me to refer to it that way. This franchise has been putting out an excellent game every year for four years. It is not a replacement for MTG: Online if you’re looking for real constructed formats. This game is its own limited format, and if you don’t want that, then don’t buy it, you’ll hate it. 2014 incorporates all of the gripes I can remember people mentioning since the first (MTG:DTP, no year the first time around!) iteration dropped: You have full control over the 80 cards (or whatever it is) that can be unlocked for each deck. You have full control over the land in each deck. You can manually select which lands tap so the AI can’t cause you to “tap out” of a colour you still need. However, 2014 can’t make the top 5 list because it has some real problems with the balance of its constructed format (the top tier decks are too top tier) and the Steam version was totally assassinated by rampant cheating in the Sealed format early on. Rough year. Still, this is a franchise people should know about.

The Bethesda Softworks Award
For: Most inexcusably buggy release that still has serious problems after a couple major patches
To: Battlefield 4
This award was originally going to go to Space Hulk until I recently revisited it. Fortunately for Space Hulk, the major patches fixed all of the problems for me, at least! Fortunately for everyone, Dice’s Battlefield 4, while incredible in its recreation of a battlefield environment that I can drive an attack boat around and kill people in… is almost hilariously bugged out. A couple of major patches have seemed to create just as many problems as they have solved. And that’s on the (relatively) stable XBox 360 release. I am told that the releases for PS4 and XBox One did not go smoothly. I don’t own either of those consoles yet, so I can’t speak personally… but I have no reason to doubt my sources (they include everyone I know who has played BF4 on a new console). This is particularly infuriating for me because I really want to play and enjoy Battlefield 4. But if I’m the only person who can play it without their bullets shooting sideways and their save data being corrupted… uhh… I guess I don’t have much reason to play at all, under those conditions. Thanks for nothing, Dice.

The Blizzard Entertainment Award
For: Wait, HOW long has that been in development again?
To: Defense of the Ancients 2
This isn’t really fair, since Dota 2 has been in beta for much of the long development cycle, and thus people have been able to play it. Still, the game had been in playable beta for over two years before it ‘dropped’. That having been said, it’s free to play on Steam, so what the hell do I care?

Baldur’s Gate Enhanced Award
For: ‘HD’ remake, ‘updated’ version, or whatever, that I randomly enjoyed
To: Age of Empires II: HD Edition
I seriously think I enjoyed it more than I did when the game first dropped. Mercifully, while this HD version is nothing (so far as I could tell) then a new coat of paint slapped on an ancient game… it was a very pretty coat of paint. And the game runs stably on my 64x OS. And it’s fun! What more could I ask for, really?

Game of the Year
For: Game of the Year
To: Saints Row IV.
C’mon. If you’ve never dipped your toes into the franchise… Saint’s Row IV concludes the story of ‘The Boss’, the nameless player-avatar protagonist who rose from being a nothing street punk to the leader of the Third Street Saints, which then became a massive media empire, to becoming elected as the President of the United States. I believe the tagline for the game on Steam is: “Gloriously Stupid” “Stupidly Fun”. That’s about right, except I don’t know how ‘stupid’ it really is. Saints Row IV is deeply referential; it pays flippant homage to essentially the entire history of gaming. Many of the references range from shrewd to brilliant, and many of them are simultaneously hysterical. It doesn’t have the size or scope of Grand Theft Auto V, but it’s every bit as much fun to play (this is a lie: it’s like 90283048x more fun to play). The absurdity of the game may not be to all tastes, I suppose, but all video games are absurd in one way or another. Give it a chance. Let it win you over. Oh, the PC version has some bugs. I didn’t find that they dampened my gameplay experience too much, but they are there, and they do suck when they crop up. Stupid ports.

Space Hulk


space-hulk-03

A long time ago, Games Workshop released a board game for their popular “Warhammer 40,000” game franchise. It featured a web of interlocking pieces that could be fashioned together to create the claustrophobic interior of a derelict spacecraft, adrift an unknowable period of time in the great beyond. Obstacles such as doors (both functional and not) populated the game board, and then one player took control of an incursion team of elite Space Marine Terminators as they attempt to secure the derelict. In the lore of the universe, this is done because such derelicts, or “Space Hulks”, have the awesome potential to harbor lost technologies from the distant past. Also, such ships could be full of random marauding Orks, or much worse… the Tyranid Genestealers controlled by Space Hulk’s second player.

You don’t need to know what all of that stuff is to understand that the game was fun. The Space Marine player deploys their squad of Terminators and attempts to achieve their objective, while the Genestealers spawn into the map after play begins as ‘radar blips’. Until visual contact is made, the Terminators can’t know how many Genestealers each blip represents… and even a single one of them is a mortally dangerous adversary at close quarters. Of course, the Terminators prefer to do most of their fighting at range, and have stormbolters (think assault rifles), assault cannons (think miniguns) and heavy flamers (think heavy flamers!) they can deploy to wipe out the Genestealers before they can close to close-combat range. Combat within the game is capriciously lethal, and the whole experience was half an hour or so of good, clean fun.

Fast forward to 2013. Space Hulk (even its re-issue!) has been out of print for a long time. It is now very expensive to acquire, and must be procured second-hand (‘new’ copies exist, but you’ll more than likely have to resort to various hobbying or miniatures sites on the Internet to find them). Enter Full Control Studios, a UK-based developer with several other turn-based strategy credits to their name, who on 15 August of this year dropped “Space Hulk”, a fully realized 3-D recreation of the board game experience that some of us will remember. You know, from a long time ago. Their stated goal was to faithfully recreate the board game experience. The tension of that game primarily came from the uncertainty facing both the Genestealer and Terminator players. The Terminators knew their objective and had prior knowledge of the spawn points for the Genestealers, but had no way of knowing which spawn location they might choose to use, and as I mentioned before… the Genestealers always ride single file, to hide their numbers. The Genestealers need these advantages to make up for their deficiencies in long-range firepower, which the Space Marines have brought in spades.

At the time of the game’s launch, it was met with very mixed reviews. I’ll get to some of the game’s high points in a moment, but it was rightly criticized at launch for an obscene number of bugs. I’m happy to report (in fact, it’s the reason that I’m doing this review now) that with the advent of the 1.3 version patch and the release of the new DLCs, that the game has been running smooth and bug free for me ever since I revisited it. I have not even noticed any jarring graphical anomalies, though they seem like an inevitability in modern game experiences. With the game now smoothly playable, I feel like I can much more authentically recommend it to the interested player. If you are interested… read on, I guess!

Couched in these terms, the video game experience is a very pleasing one. The 3-D graphics are pretty (maybe nothing awe-inspiring, but this is 2013, you’d have to work very hard to impress me with game graphics), and more importantly, the environments have been well constructed to recreate the claustrophobia of the original game. Because, my friends, the corridors aboard the space hulk are only one square wide. You can’t just have your marines spread out in a fire line and advance under a withering hail of machine gun bullets. Instead, the winning tactic tends to be advancing slowly using the ‘Overwatch’ command to fire at moving Genestealers off-turn, or to deploy the heavy flamer or the powerful psionics of the Terminator Librarians to deny certain passageways to the Genestealers completely. Otherwise, what tends to happen, is that a whole bunch of Genestealers charge your position, and your guys die one after another. Oh, and that’s one thing to keep in mind if you do try out Space Hulk: Some of your guys will die. Trying to prevent all friendly casualties? That way lies madness.

If some of this stuff sounds at least a little reminiscent of another recent release (specifically, 2012’s XCOM: Enemy Unknown) that’s because the interfaces share some similarities. Veterans of the new XCOM game will probably find that they have an upper hand in some respects, as you’ll understand what kind of tactics work against enemies that you don’t always know the position of, and who are hilariously deadly if approached in a cavalier fashion. Each of your Terminators, by default, has four ‘Action Points’ available in a turn. One AP allows your space marine to take a step, change his facing 90 degrees, or discharge his firearm (the Heavy Flamer requires 2 action points). You can also use 2 AP to enter Overwatch or Guard (Guard gives you a marginally better chance of success in melee, can be effective on units who already have a leg-up in melee combat)… AP is also used for things like opening doors, acquiring mission critical objects, and so on.

The Genestealer player’s traditional disadvantage, on the other hand, is that she does not know how many command points the Terminator squad has on a given turn, which (in the original version) allowed them to do certain things ‘out of turn’. In the 2013 video game release, command points are rolled at the start of turn (1-6, and you can re-roll them if your squad’s ‘Sergeant’ is still alive), and can be used (at a 1:1 exchange rate) to supplement a Terminator’s normal limit of 4 AP in a turn. In addition, when autofiring while on Overwatch, any roll of ‘doubles’ (1s, 2s, 3s, 4s, whatever) will jam the overwatching weapon…but your Terminator can automatically unjam at the cost of a leftover Command Point.

The game is entirely tactical, without any sort of overarching strategic framework. You enter each scenario (or multiplayer match) with the Terminator’s forces and objectives pre-determined. Only the tactical combat on the map is in play. For that, I find it to be both engaging and fun… in small doses. The game play deepens when you add in all of the game’s potential features, like the Genestealers being able to loose Broodlords into the hulk, and the full Terminator arsenal, including heavy melee weapons, assault cannons, heavy flamers, and psionic Librarians, rather than just the vanilla stormbolter guys…but still doesn’t really match the tactical depth of a game like XCOM, which has many varied enemy types, special unit skills, and a wider arsenal of weapons. An average scenario can clock in at 40 minutes or so, which is not at all disagreeable for me, and, unlike XCOM, Space Hulk is quite amenable to the idea of saving, taking a break, and coming back to your game later.

Oh, one more thing: Space Hulk normally retails at $29.99 from Steam, but is featured in the 2013 year-end sale at 50% off!

A Glorious Fantasy, Part Three: Final Fantasy III


Once again I return to this ongoing series, in which I attempt to play through every game in the Final Fantasy franchise that I can get my hands on, from FF1 through FF13-2, and a variety of the spinoffs and other titles not included in the ‘main series’.

For those who are unfamiliar with my premise (read: probably everyone), here’s an almost comically thorough recap:

Most people have already played many/most/all of the games that I’m going to write about in this series (weirdly, as I compiled the list of games, I personally have not played a fair number of them). I don’t care. I’m going to look at all (most? I’m bad with structure, we’ll see how long this lasts) of the following things from these games:

– Some objective data. What version of the game did I play, and why did I select that one. Since it is now obvious to me that I’m going to play a fair number of ‘remakes’ in the early Final Fantasy games, I’m also going to research the differences and try to note some of them here. This was a big part of my experience with FF1, which I am now intending to revisit as a part of this series later.
– Is the game any good? Seriously! I’m sure some of these games suck!
– Is the answer to that question, “It just doesn’t hold up”? Why? <– This question is not going to last into the more modern games, but I suspect it could affect games even as recent as FF7, the graphics of which I'm afraid will hurt my brain.
– How would I place this game in a historical context? I want to watch the series evolve, devolve, side-volve and revolve as I go.
– Did I enjoy this game? What were the emotions and insane facial expressions I went through while playing it?
– How many times I frantically Googled maps for enormous maze-like dungeons because I no longer have the patience to solve them on my own?
– Was it… challenging? Were these games ever hard? Does the challenge ebb and flow?
– No MMORPGs. Sorry FF14 fans, I don’t ‘do’ MMORPGs anymore. Plus, the plan here hopefully doesn't involve spending a bunch of money acquiring and (especially) subscribing to games.

I think all of this is extremely important knowledge, and that the human race will be improved by my research.

FF3

Version played: ‘Unofficial’ NES fan-translation by Alex W. Jackson and Neill Corlett.

This time, I played Final Fantasy III – not to be confused with Final Fantasy VI, which was originally brought to North America and Europe as “Final Fantasy III” on the Super Nintendo (as was done with Final Fantasy IV, brought over as Final Fantasy II). No, this was the original Final Fantasy III, another game in the series that I had never played before (this is becoming a thing with me! And here I always called myself a ‘fan’!). After my experience with a questionable remake of Final Fantasy I, and the relative ordeal of playing a long JRPG on my phone, with Final Fantasy II… I decided that with this installment I would try to get the ‘true’ experience.

Much like Final Fantasy II, it’s not particularly surprising that I, and presumably many others, have never played this particular installment in the series. It was never translated in its original form, leading (ultimately) to the confusing disparity in the main series’ numbering, which in English releases goes FF1, “FF2” (actually 4), “FF3” (actually 6)… then Final Fantasy 7. I think everyone is familiar with this by now, but it’s worth pointing out. The very first ‘official’ translated release of FF3 in North America was in late 2006 (it was originally going to be released on the WonderSwan Colour… a system presumably no one ever actually owned). The 2006 release was over 15 (!!) years after the game was originally released. This version was on the Nintendo DS, and was a full remake, using 3-D graphics. My research indicates that they also re-balanced classes, changed the relative power of individual enemies, and created backstories for the heroes of the piece. Well, screw that noise, am I right?

No, I played the original NES experience.

The Onion Kid is an iconic Final Fantasy image... from a game many people have never played!

The Onion Kid is an iconic Final Fantasy image… from a game many people have never played!

Like Final Fantasy 2, Final Fantasy 3 uses the basic connective tissue of a storyline to take us from place to place. As is the case in the first five main series games, the plot revolves around elemental crystals, which have a dramatic impact on the world. In this case, the crystals were used by an ancient civilization, which was both advanced and powerful. Unfortunately, they inadvertently created a ‘flood of light’ which washed over the land. In order to prevent this from destroying the world, four Warriors of Darkness arose, countering the effects, and bringing the world back into balance. Prophecy speaks of a time in the future when the world will be threatened instead by a wave of darkness, and that Warriors of Light will go ahead and take care of that nonsense.

However, unlike Final Fantasy II, which does not really advance the premise of the game beyond its initial shell (Palamecia has declared war on everyone, watch out!), but simply takes us through a series of events related to it, the basic premise of Final Fantasy 3 evolves as we go along. While the player characters are still just proxies or avatars of the player (for the last time, at least in the main series) and lack distinct personalities or backgrounds, other characters in the world are fleshed out well beyond the basics. This game is also the first one of the series where the motivations of the villain are explored in any detail (it’s not much detail, but it’s definitely there). Later Final Fantasy villains are often explored in a great deal of detail (not all of them, but many!), so this was definitely something that struck me.

Final Fantasy 3 is much more significant, however, because it introduces the famous ‘Job’ system. While Final Fantasy 1 contains many of the same classes, they are picked at the start, evolved once in the story, and otherwise cannot be changed. Final Fantasy 3 introduces the concept that characters can change jobs at almost any time outside of combat. Each character gains levels within the specific jobs in addition to advancing in character level. The ‘job levels’ don’t do as much in this game as they will in later ones (notably Final Fantasy V, and Final Fantasy Tactics, among others), seeming to determine mostly damage dealt or healing performed. More jobs are unlocked as the player progresses through the game, culminating in the ‘ultimate’ jobs, Ninja and Sage, which are capable of using all weapons and armor and casting all spells, respectively. Also introduced in this game is the Summoner job! Yes! It’s the dawn of Chocobo, Ifrit, Shiva, Ramuh, Titan, Odin, Leviathan, Bahamut, the mighty summons which can have a dramatic effect on the battle. Bahamut, in fact, seems clearly to be the strongest magical attack in the game!

I really enjoyed this one, guys! I will admit that the game can be quite difficult. I found a number of bosses throughout the game that I was forced to grind before I could realistically challenge. This was particularly true of the final boss, who could be the most (unfortunately, mindlessly) challenging final boss in the whole of the franchise. I think that honour is generally considered to reside with Zeromus, but I honestly found the battle with Cloud of Darkness to be much more frustrating. Other bosses, I felt like I defeated with little more than dumb luck.

Also, unfortunately, jobs just not that well balanced… later jobs are strictly better. To an extent, this is understandable: as your party’s level increases, it’s fitting to gain more powerful abilities, but it’s to the point where there’s little reason to overthink your party composition. Aside from a couple of very specific challenges which can be made easier with specific classes, I found it was generally best to adhere to three powerful physical attackers, and one healer, until the very end, when it made sense to have two Sages since they can both Summon and heal. At times, my party actually consisted of four physical attackers with one off-healer and Hi-Potions serving as my only means of recovery… and I honestly felt like I was better off that way. Magical attacks in particular seem pointless after the first third of the game or so (this logic does not apply to Summons, which become one of the most effective forms of attack later in the game, especially against groups of regular enemies).

I spent a fair amount of time on Google for this game, but I would say definitely less so compared to Final Fantasy II or (especially) Final Fantasy I. I guess I just don’t like big maze-dungeons anymore, if I ever did… I like to know where I’m going, avoid some random encounters, and keep progressing steadily. I already spent enough time grinding in this game, so I’ll make no apologies.

Oh, and as for the game holding up? Obviously, the graphics are totally primitive when you decide to play the original NES version! However, the parts of this game that really feel a little ‘primitive’ (not the right word, I need a better one, one thing I really liked about this game was being able to see the origin point for stuff like the job system, the focus on the villains and their sad/tortured motivations, etc., that are hallmarks of many later games) were more mechanical. The job system here just isn’t as good or as fun as it is in later games where it becomes much more customizeable, and Xande and the Cloud of Darkness are certainly not going to rank among the ‘great’ video game villains of all time. The game was good, clean, fun though… I’d probably recommend it to any true fan of the JRPG form.

And that’s it for FF3. Comment away. Join me next time, when this ongoing series will take on a true juggernaut of the Final Fantasy franchise… Final Fantasy IV!

TV Recap: Marvel’s Agents of S.H.I.E.L.D. Episode #10, “The Bridge”


AgentsofSHIELDSoon, Agents of S.H.I.E.L.D. takes a short break, gone for the holiday season, and into January. Will we miss it? Perhaps this week’s “mid-season cliffhanger” will determine that answer! Now, without further preamble, let’s discuss it.

But what’s this? We are greeted by a hitherto unused pre-episode “Previously on…” segment! Ah, I see what they did there, they’re reminding us that there are some ongoing plots in this show! I remember some of them! Something tells me that this episode could be connected to such disparate elements as “Project Centipede” and its beautiful evil lady doctors, Coulson’s fate during “The Avengers”, and also Skye is a character we see occasionally!

Cold open? Yes, please!

A middle aged man (Cullen Douglas) is eating a meal in the corner of the prison cafeteria. It is peaceful. But not for long! Danger men explode through the roof, dropping on lines! Also they have super powers, and easily overcome the guards! During the action, we note that one of them has the characteristic implant that both grants super powers and has traditionally turned people into living explosives. Also, it is vaguely reminiscent of a centipede! Our middle aged man continues to eat his meal during the action sequence, then is approached by one of these dangermen! “Time to go, sir,” is quipped. Ruh-roh. Soon, the whole party evacuates via helicopter, and our episode can truly begin.

Act One!

Aboard the S.H.I.E.L.D. plane, Skye is trying to research the identities of her parents. It seems like she has a lot of data to sift through. She asks Coulson to remove her tracking bracelet and give her access to some more restricted files, but he refuses. Instead, he has asked Agent May to look into some top secret stuff on Skye’s behalf. Meanwhile, May and Ward are brawling. May wins, then Ward awkwardly references their sexual escapades, which annoys May. I can tell because she looked slightly more disapproving than usual, and said something abrupt. Okay, so it’s not that compelling. Still, I think she was annoyed!

In the mission briefing, the team is super unexcited to learn that Project Centipede’s guys now number at least three super soldiers, and that no matter how many Centipede labs they blow up, the group keeps re-emerging. The middle aged man they broke out of prison is named Poe. He’s ex-military, a total psychopath, but also an expert on strategy and tactics. This is also a problem, in S.H.I.E.L.D.’s estimation. Luckily, Coulson says, they have backup! It is not a team, it is one guy! It is someone we’ve met before! …. It is Mike Peterson (J. August Richards)! Some will remember him from the pilot episode of the series, when he gained super powers and went amok with them. He’s reformed, since then, and has been training with S.H.I.E.L.D. to become an agent. Does everyone want to join these days? Skye had kind of a moment where she realized that working for S.H.I.E.L.D. was exactly what she had wanted to do with her life somehow (of course, because her characterization is so inconsistent, we have no idea if this was ever true, or just a heat of the moment thing) and Mike Peterson really sees the light now! He wants to do better things and be a better man and… Agent May is not thrilled to see him when he boards the plane. Coulson explains that it’s probably because Peterson threw her into a wall during their last meeting. Peterson seems bummed by that recollection, but also seems open to confronting what happened. So that’s good, I guess. Well-adjusted people are always welcome. Coulson says that everyone deserves a second chance, but that Peterson will not get a third!

Upstairs, Ward, Fitz-Simmons, and Skye are discussing the Mike Peterson situation. Ward is elucidating his concerns about Mike Peterson when Peterson and Coulson arrive. Remember how Mike tried to kill the whole team off in the pilot? If you didn’t know before, you know now! It’s nice that all of the story you need is rehashed here in this episode, so even if you didn’t see the pilot, you won’t be confused! Hooray television! Skye liked Mike all along. She thinks he’s a good guy, and asks about his son. Mike admits that he has left his son in the care of his sister while he does his thing. I’m sure we’ll hear more about this later. No luck locating Poe yet, but Simmons has a possible lead on one of the Centipede soldiers, who has a living relative, a sister at the University of Ohio. Coulson and Ward decide to go talk to her.

In the lab, Simmons is taking Peterson’s measurements, and openly admiring his lean physique. Fitz is jealous, and acting like a weirdo. Peterson explains that it was the weapon developed by Fitz-Simmons which pacified the Extremis virus (I do not remember what this is! It feels like an important plot point!) in his Centipede implant and prevented him from literally becoming a human bomb. So I guess he’s not going to explode on the plane. This is also probably good news for everyone involved.

Coulson and Ward are driving to the University of Ohio in… a red convertible! Good job on avoiding the “inconspicuous” black Actionmobile, guys! Coulson tells the story of his lady friend, the cellist (who he referenced in, at least, The Avengers, if not other films) from the Portland symphony. It’s yet another thing that Coulson lost when he died, and was forced to maintain the charade of his death for months afterwards. It’s kind of a downer moment.

Aboard the plane, May and Skye meet. Skye thanks May for helping with the whole “identity of her parents” thing. May is impatient, they’re on a mission, blah blah. Skye has something related to that, too. She went through Poe’s prison record and found that he only had one visitor, a pretty girl. The girl never looks at the camera, but using S.H.I.E.L.D.’s handy-dandy lip reading program, Skye was able to reconstruct one sentence from Poe: “The clairvoyant does not like to be touched”. Whatever that means. Anyway, Skye doesn’t know who the girl is, but the timely arrival of Mike Peterson soon straightens that out: The girl’s name is Raina. She was the eponymous Girl in the Flower Dress from episode 5, and she came to Mike too, offering to change his life. That’s how he got involved in Project Centipede to begin with! Ah-hah! The game’s afoot! The pieces are falling into place!

Meanwhile, at the abandoned warehouse headquarters of Project Centipede, our man Poe is enjoying a meal. Raina shows up, they walk, they talk. The Clairvoyant cannot help them find the man Raina needs, a man who ostensibly has the key to ‘stage 3’. You know, whatever that is. She does imply that they’ve managed to stabilize the Centipede serum on their own, which is good I guess. You know, for everyone involved. Using the serum has unbelievably draining effects on their super soldiers, though, who are drinking “Gatorade” and looking completely miserable in what amounts to a full hospital setup. Raina says that they require regular injections of the serum, and that everything is made more difficult when they have to constantly run from S.H.I.E.L.D.. Poe’s solution? Let’s stop running. Also, apparently their new super soldiers have a bunch of Centipede devices, unlike the single one on Mike’s arm. This revelation is accompanied by ominous music! Let us not underestimate its meaning!

At OU, Ward approaches the sister claiming to be from the Ohio State Gaming commission, and pitches a ridiculous lottery story. Coulson explains that this is because they don’t care about the sister per se, they just want her to call her brother. She obligingly does, and gives them a location in Oakland, California. Back to the plane!

On the plane, Skye checks in on Mike, to talk about his son. They’re really playing up this ‘son’ thing. I wonder if that means it’s going to come up later in the episode? Hmm… Coulson arrives, says the time for Mike to get his second shot has now arrived! Mike suits up, in the supersuit that Fitz-Simmons sized him out for. Coulson has a plan. It involves going in quietly, two agents from either side of the facility. This time, they don’t want to just roll in and blow the place up…this time, Coulson wants answers. Of course, when the team arrives, the place is deserted. Or is it? No, it’s an ambush of course, of course! Three super soldiers against Mike Peterson, and agents Coulson, May, and Ward. Coulson manages to pop one of them with the weapon they used to take Peterson down in the pilot, but it has a minimal effect. Ward and May are outmatched by their opponent’s physical strength, though not necessarily his technique. Peterson gets a side full of metal rod, but manages to rally and downs one of the three enemy combatants, the famous (infamous? no-no-no-notorious?) Brian Hayward. With Ward and May still in fighting shape and Mike still on his feet, the other two super soldiers flee. The famous (and now, also, luckless) Hayward is executed by his masters at Project Centipede.

Speaking of Centipede, they’re looking out what was apparently a camera in Hayward’s eye. They get a blurry image of Coulson and Peterson. Poe says that the man they’re looking at is the key to the mysterious ‘stage 3’.

Aboard the plane, the gang is talking things over. Peterson is intrigued, but horrified, at the idea that the super soldiers are being controlled by Project Centipede through their ocular implants. Coulson clarifies that they were getting orders, which is why they fell back when they did. They’ve seen this eye technology before, in a former Agent named Akela Amadour (the subject of Episode 4). So the eye implant isn’t mind control, per se, just a remote execution device. Great. Coulson wants to track the eyeball tech, but Skye says that it has been refined, and the signal is now untraceable. Of course it is!

Poe and Raina are in the car. Raina wants to know more about the Clairvoyant, and Poe makes a bunch of generic threats. It adds to the running time.

Aboard the plane, Ward and May argue. She’s mad because she thinks Ward deliberately took a punch for her. He admits that while that’s true, he did it because she is faster than him, and given the physical strength of the enemy combatants, that means she needs to be up and on her feet more than he does. She reluctantly accedes to this explanation. Ward is flippant, then bounces! Skye arrives. May doesn’t feel like talking about her parents, and feels like Skye shouldn’t waste time thinking about them either. Also, she admits that Coulson doesn’t want Skye to learn ‘the truth’. Don’t worry, there’s no chance that plot is getting resolved in this episode! Skye is still upset after the encounter. Probably because May was a total bitch to her. Coulson was going to drop by for a chat, but thinks better of it when he hears sobs.

Instead, Coulson is talking to Mike Peterson, who is wounded, and says he’s going to be out of the action for a while. Coulson is concerned that Mike won’t take time out of his training even to see his son. Mike obviously is still working through some stuff from the whole ‘homicidal rampage’ incident. He wants to be able to look his son in the eye and not feel ashamed, etc. Wow, we sure are talking a lot about Mike’s son, aren’t we? Mike suggests his boy might be better off without him. Coulson disagrees. He explains that he, and others, have made the hard choice, to be part of S.H.I.E.L.D. and never have a normal life… but for Mike, it’s different. He already has a son. Man, still about the son! That’s weird.

Mike calls home to talk to his son. Raina is there!? Ominous music! How unexpected! I didn’t see this coming at all!

The bad guys have set up a meet. The trade is for Mike, in exchange for his son. They’re going to murder the boy if the team makes even one misstep, which includes armed backup, hostage rescue teams, or electronic surveillance. Fitz has a non-electronic pheromone thing or something that will let them track Mike without giving themselves away. They’re going to make the exchange as planned, and hope Mike can hang on until they come to save him.

At the meet, May wants to escort Peterson to the rendezvous. Coulson says that Mike asked him to do it, and he’s agreed. May doesn’t like it. Coulson and his desire to be on the front lines of things! Ward’s on overwatch with a high powered sniper rifle. Everyone else is in kind of a holding pattern.

At the meet, Raina tries to make small talk. For some reason, nobody likes her. Also, it turns out the arrangement was actually to trade Mike’s son Ace for Coulson. Mike decides to make a new deal. He’s got Raina by the throat, but she explains that her employer doesn’t care about her any more than about Ace. If she dies, the son dies, and they’ll have gained nothing. Coulson advises Mike not to kill her, and that he’ll go along with the trade. Mike is raw with emotions. He doesn’t know how he can look his son in the eye, etc. etc. He apologies to Coulson. The baddies stun Coulson and begin dragging him off. It’s about this time that the rest of the team starts to think something weird might be going on. May orders Ward not to take the shot, in case they simply execute Coulson in retaliation. Once Ace is safely back with the team, Mike decides to go back for Coulson. Unfortunately, as soon as he starts running back, the bridge explodes, apparently killing Mike. Well, that’s… that’s not good.

The bad guys make an exit by helicopter, firing a few shots at Agent Ward just for good measure. It’s pretty much like The Empire Strikes Back, guys.

Coda: Raina and her masters want to talk to Coulson about the day after he died. Whoa, crazy, crazy! I promise, show writers, you don’t need to be so obvious with all of your foreshadowing! Members of the audience can put things together sometimes! Many of us would not be offended!

Anyway, that’s a wrap for the first ever half-season of Marvel’s Agents of S.H.I.E.L.D.! It has been finger-breaking work to constantly type out that acronym. I tried using some copy/paste shenanigans, but it proved to be less of a time-saver than I hoped. However, I have truly enjoyed recapping this season for you, esteemed reader. Obviously, this series is on hiatus until the show returns. Hopefully you will consent to join me on an odyssey of discovery, as we gobble up tiny bits of information about what really happened to Agent Coulson after Loki stabbed him, about the parentage of our beloved Agent Skye, and about the lifeless but technically precise sex being enjoyed by Agents May and Ward! Also Fitz-Simmons will probably be involved! Til then, Happy Holidays, esteemed readers.

Glorious Fantasy, Part Two: Final Fantasy II


And now for Part 2 of my recurring series in which I ambitiously try to play through every single game in the Final Fantasy franchise, from FF1 through FF13-2, with as many of the ‘side’ titles, spinoffs, and other games along the way as I can manage.

For those who are still unfamiliar with my premise (read: probably everyone), here’s a recap:

Most people have already played many/most/all of the games that I’m going to write about in this series (weirdly, as I compiled the list of games, I personally have not played a fair number of them). I don’t care. I’m going to look at all (most? I’m bad with structure, we’ll see how long this lasts) of the following things from these games:

– Some objective data. What version of the game did I play, and why did I select that one. Since it is now obvious to me that I’m going to play a fair number of ‘remakes’ in the early Final Fantasy games, I’m also going to research the differences and try to note some of them here. This was a big part of my experience with FF1, which I am now intending to revisit as a part of this series later.
– Is the game any good? Seriously! I’m sure some of these games suck!
– Is the answer to that question, “It just doesn’t hold up”? Why? <– This question is not going to last into the more modern games, but I suspect it could affect games even as recent as FF7, the graphics of which I'm afraid will hurt my brain.
– How would I place this game in a historical context? I want to watch the series evolve and devolve and side-volve as I go.
– Did I enjoy this game? What were the emotions and insane facial expressions I went through while playing it?
– How many times I frantically Googled maps for enormous maze-like dungeons because I no longer have the patience to solve them on my own?
– Was it… challenging? Were these games ever hard? Does the challenge ebb and flow?
– No MMORPGs. Sorry FF14 fans, I don’t ‘do’ MMORPGs anymore. Plus, the plan here hopefully doesn’t involve spending a bunch of money acquiring and (especially) subscribing to games.

I think all of this is extremely important knowledge, and that the human race will be improved by my research.

FF2logo

Now that that’s out of the way, let’s talk about the second game in the Final Fantasy series…another that I had never played before… Final Fantasy II.

It’s not surprising that I hadn’t played this game before, and it’s probably true for a lot of people, even now. FF2 was never translated into English on the NES system, and, indeed, was not widely available in other languages until the “Dawn of Souls” release (with FF1!) in late 2004 (exact date varying based on your nationality). The reasons for this are murky. I have heard that Square didn’t think FF2 and FF3 would sell well in the United States and other markets outside of Japan, as well as a handful of other explanations. Suffice to say, it hardly matters now, over 20 years later.

What version did I play? Why, oddly enough, I played the iOS version. I had purchased it as a game to play during downtime at work, so I already possessed the version. I had not gotten as far as I’d expected to during said downtime, but I hit the afterburner after I decided to take this series a little bit more seriously. The main differences from the original, according to my research, are the the graphics are much prettier (muuuuuuch prettier, and high res!), you can dash, and the game does away with the ‘ineffective hit’ if your target dies after you’ve input a command but before it is executed. I have also heard that in the original game, your HP only upgraded if your character took significant damage, whereas the version I played seemed to award an HP up to all characters every ten battles or so. I do not think I could have completed the game relying on just that HP-up.

FF2 is the first game in the series (well, it is only the second game…) to feature that story-connective-tissue I discussed in the original. In this case, the basic premise is that four youths were attacked by soldiers of the Palamecian Empire near the town of Fynn. Three of them later wake up in the city of Altair, having been saved by Rebel sympathizers. The three friends join the Rebellion and, frankly, do most of the heavy lifting themselves. Although the narrative certainly isn’t as comprehensive as some of the later titles (indeed, Final Fantasy IV is the first game that begins to look like a ‘modern’ JRPG title), it does do a little more to guide you from place to place. I will admit that I still used a world map to help me figure out what was where, but I found my overall need for outside assistance in making it through this game in a reasonable amount of time was much less than Final Fantasy.

Okay, now, let’s talk about the elephant in the room. The thing everyone either seems to tolerate or completely loathe about FF2… and that’s the leveling system. Unlike every other game in the series (at least, that I’ve played), you do not gain experience levels in FF2. At all. Instead, your stats raise when you use them, or need them. For example, attacking repeatedly with your weapons begins to raise your strength. Having a shield equipped and being attacked begins to raise your evasion. Using magical spells raises your intelligence (Black) or spirit (White). Suffering damage raises your max HP, but also your Stamina (which determines how much HP you gain when your HP goes up). Spending 30 minutes casing spells in one battle slowly may eke out some extra MP for you if you have the patience. Now, obviously, this makes some of your stats comparatively hard to raise (max MP, again, anyone?), and since you need some of everything to be successful in this game, I can see how it would cripple some parties, and make it unfun to play. I’m totally with you.

But I kind of secretly really enjoyed it.

If only because it gave me the freedom to turn the girl of the party, Maria (who as you might expect starts out fast and with good magic, and terrible physical stats) into a frenzied dual-sword-wielding dervish, while the typical FF hero, Firion, became a Red Wizard, standing in the back row and slinging spells. Of course, I could have mixed and matched those attributes any way I wanted, and, indeed, Maria also had some of the most formidable spells (such as Flare) at her command, and youth #3, the hulking Guy, was an excellent back-up White Mage. Balance can be hard to achieve in FF2, however, because once you’ve passed a certain point with Strength or Spirit or Intelligence, the magic stats begin to lower your strength, and vice versa. As a result, if you want to have a balanced character, you have to always be using a mix of abilities and never go into auto-battle mode or spend every turn curing wounds.

Fortunately, mixing abilities also has its benefits, as your spells and weapons gain ‘levels’ as well, as they are used, becoming more powerful (and in the case of spells, more expensive).

The plot of the game is still pretty rudimentary, but it does introduce a couple of key staples of later games: FF2 is the first title to feature chocobos, Cid as an airship commander, and the order of Dragoons. It was also the first game to use the MP system that would be a series staple for about fifteen years or so, though it would not reappear in the next title.

I should also note that FF2 can be quite difficult. I often felt the enemies were challenging during the early-mid part of the game, but I also think I hit kind of a critical mass with leveling up stats and eventually became overpowered. Because of the mechanics of the game, that condition never really changed; no matter how high my warrior woman’s strength got, it seemed that it could always get a little bit higher. I occasionally found it beneficial to grind out a couple levels of new spells (most of them are pretty ineffective at level 1) but this was a fairly painless process. The difficulty is also tempered by the easy availability of powerful items like HiPotions and Ethers, which are not as expensive as they should be given how much they alleviate the difficulty of the later dungeons.

I suppose my overall impression of the game was pleasant…but it’s not one of the series’ stronger entries in my mind. It stands as a bit of an odd duck; not really influential on later titles, except perhaps as a failed experiment. While it advances in some ways from the original game, these are not significant advances, and even the unique character sprites won’t be carried over into the next title… which I will write about soon.

TV Recap: Marvel’s Agents of S.H.I.E.L.D. Episode #9, “Repairs”


AgentsofSHIELD

I apologize for the delay in this recap. I blame the holidays, then catastrophic personal problems, then myself. Maybe in inverse order. Don’t worry about it. The fact remains, this column is here, and it means just what you think! Yes, my friends, it’s that time again! It’s time for we here at Through the Shattered Lens to deliver all of the information you could ever want to have about the latest episode of “Marvel’s Agents of S.H.I.E.L.D.”. You know, short of actually watching the episode. If you’re inclined to do so, I can’t promise there are no spoilers ahead, so read at your own risk. If, on the other hand, you feel like you’d rather bail out to watch the latest episode of “Paint Drying” or “Grass Growing”… well. Go on ahead. I promise. I won’t judge you. If you’re looking to find out whether this episode might interest you by reading a recap, or if you’re in some kind of nether-state where you feel compelled to read snarky recounts of television shows, however? This column might just be for you. Let’s get started.

Cold open!

A lovely young woman (Laura Seay) is in a convenience store. She is buying a few things. Essentials. The proprietor confronts her. “Jack Benson was a friend of mine,” he says. You are not alone! He was a friend to all of us, shopkeep! Our young woman confirms this, saying Jack was her friend too. But she was in charge, says the shopkeeper! It’s about then that he begins being bombarded with stuff. Cans. Entire gondolas of merchandise. He’s suddenly recoiling from the young woman, who, despite assertions that it wasn’t her fault, appears to have calamity following in her wake. As the camera pulls back, a newspaper front page cleverly reveals to us that a laboratory explosion killed four people. I’m sure that won’t come up later though, right?

Act One?

Repairs takes up exactly where the previous episode left off. Agents May and Ward had an alcohol-fueled night of what we must assume was surgically precise but strangely wooden lovemaking. Ward is talking about discretion, but Ming-Na has no interest in being part of that discussion, because, frankly, she doesn’t talk. Aboard the Shieldplane, Coulson and Skye discuss the cold open. A particle accelerator exploded! Coulson reveals his understanding of the physics involved in conversation with Fitz-Simmons, and speculates that not only could our young woman (her name, I’m told, is Hannah) have developed a kind of telekinetic power, but she might also lack the ability to control it. They’ll be on the ground in five, and Skye wonders about her role in the mission. Coulson tells her to stay behind, because the situation is delicate. For some reason, Skye is concerned that delicate situations are not always best handled by Clark Gregg’s smug “I’m smarter than you” face and the aggressively wooden natures of Agent May and Agent Ward. I share some of these concerns, Skye! Let us form a S.H.I.E.L.D. Level 7 team together.

The upside of the situation is that we once again get to seat ourselves in the S.H.I.E.L.D. Actionmobile (the official term for the totally inconspicuous black SUV with dark tinted windows that is the official land transport of our heroes). A mob has gathered around Hannah’s house, and while the police are there, ostensibly to diffuse the situation, they don’t really appear to be doing much more than hanging out and enjoying the clean air. Coulson steps forward and attempts to diffuse the situation himself. Then someone throws an egg at Hannah. While Ward is yelling at the local authorities to get the mob under control, a police car spontaneously starts moving at speed. Coulson tackles a local out of the way just in time, and the car crashes into the fence. Even as Coulson is trying to talk Hannah down, worried that her emotional stability may be, you know, causing objects to crash into fences, Agent Ming-Na shoots her in the back. With a taser. She’ll be fine. Probably.

Meanwhile, Fitz and Simmons had a conversation about pranking. They decide to prank Skye, because she is a newbie! Also, world-building detail: there is a S.H.I.E.L.D. Academy. I think the idea of some kind of S.H.I.E.L.D. academic studies was broached before, but not quite this directly. As far as I recall. Skye describes it like a S.H.I.E.L.D. Hogwarts, and I am delighted! Which House was Fitz sorted into? I imagine that one of the Houses must be known for producing wooden secret agents, because we have two and a half of them on the Shieldplane already. Back on the Plane, incidentally, Fitz and Simmons tell Skye a fairly improbable story about Agent May gunning down mooks from horseback. It sounds like a lot of action for her character. She seems to hoard both words and deeds the way that I might hoard bottled water and canned foodstuffs against the impending apocalypse.

In the ‘Cage’, the metahuman containment chamber of the Shieldplane, Coulson and May talk things out (believe it or not, it’s not only Coulson talking) with young Hannah. Coulson says that he believes that she’s developed some kind of telekinetic ability. Hannah says no, she hasn’t done anything. She would actually rather that she had some control over these events. Instead, Hannah believes that she is being punished by God for her role in the laboratory explosion. She is being haunted, by demons, she says. God is no longer in her corner.

Fitz says that Hannah must be hallucinating. Ward and Skye are concerned about her mental state. Coulson is concerned about all of that, except also her probable uncontrolled telekinetic powers. So, you know, safety first.

Skye wants to go be Hannah’s friend. She thinks she can do some PR work after Hannah’s harrowing adventure with objects going berserk around her, then being shot in the back, abducted aboard S.H.I.E.L.D.’s plane, then interrogated by the team. Coulson and May are adamant in their refusal to let Skye contact the prisoner/patient. For some reason, Skye goes to Ward as her emotional sounding board. He suggests that being confrontational with Agent May will accomplish nothing. He also tells Skye a revised version of the crazy yarn that Fitz-Simmons spun for her about May, and her nickname, ‘The Cavalry’.

I’d poke fun at how many scene changes there have already been, but why bother? It’s like using dynamite to fish. In a barrel. Uhh. A dynamite-proof barrel.

Fitz-Simmons are working late in the lab, workshopping prank ideas, and trying to recreate what possibly might have gone down in the laboratory explosion. Also, it’s late, and the lights are low. Skye is looking through the dossiers of those killed in the explosion, and comes up with a Tobias Ford. Hannah thought Tobias was her friend, but it seems that he lodged several safety complaints that she would have been obliged to respond to. You know, before being killed in an explosion. Doesn’t sound good.

Simmons (see? scene changes!) is retrieving a mop. He has what is undoubtedly a very clever and original prank in mind to use it with. As he’s groping around a supply closet, we see the ominous figure of a man (Robert Baker) materialize behind him. When Simmons turns to leave, there’s nothing. Back in the lab, Fitz is looking at the holographic image of a strange, alien landscape. She describes what she’s seeing “as if a hole was torn to…” then our mystery man appears behind her. “To Hell!” he roars. It is dramatic. Then he de-materializes into purple smoke. That’s probably not good. Shortly thereafter, he is seen in the avionics section of the plane, ripping out handfuls of cable! This seems like a very unfortunate thing to do while the plane is traveling at speed through the air! Now the plane is crashing!

Not to worry though, the plane can still achieve flight, so Agent May brings it down for a landing.

Coulson rallies the crew. Hannah is not telekinetic. There’s just a weird re-and-de-materializing around her, tormenting her, doing bad things. Like driving cop cars through fences. And throwing cans at shopkeepers! Now, the agents will defend the “Cage” from attack, to keep Hannah safe from aforementioned blue smoke guy. Skye is concerned that Hannah may be a little upset by the whole situation, and she might be slightly more empathic than, say, Agent Ward. Agent Ward says something blunt to drive the point home for us. Also, Fitz is missing. Well, mostly, he’s been locked in a closet. He is half convinced that he’s being pranked, and begins wandering the darkened plane with a small knife for personal defense, and a small flashlight. In a twist that no one could ever have seen coming, he blunders into Fitz and Ward. Everyone is startled! May orders Fitz-Simmons to avionics to fix the plane, while she is going to personally defend the “cage” from attack.

Meanwhile, Coulson is calling for help. Our purple smoke man has a very large plumber’s wrench, however, and knocks the transceiver right off the surface of the plane. So much for that plan!

Skye comes to deliver some of that empathy to the luckless Hannah. Skye tells Hannah that she must stay in the cage for her own safety, and that something is pursuing her. Hannah believes that it is demons, come to torment her. She believes strongly in God, obviously, and believes that not only is God punishing her, but that she absolutely deserves his wrath. Skye shares a story about her upbringing, with nuns about, and that one thing that stuck with her is the idea that “God is love”. Simple! Sappy! Hopeful. May arrives and orders Skye to help Coulson. You know, with that whole communications issue.

Coulson sets Skye straight on what actually happened to Agent May. What started as a weird story that seemed like it had been concocted by Fitz-Simmons, apparently had a kernel of truth. It seems that some cultist-like folks had taken hostages. S.H.I.E.L.D. was pinned down. May said she would fix the problem. She did. Apparently, while May has always been quiet, she used to be warm. Still fearless, but not empty. It’s about this time that our disappearing friend appears. He demands that they either allow him into Hannah’s cage, or allow her to come out. Coulson says that it’s not up to him.

May is not happy with the ‘wait and hope this guy goes away’ approach, so she takes Hannah out of the plane and into the woods, saying that she will ‘fix the problem’. It’s weirdly ineffective, despite being well set up to be a kind of poignant moment.

Some padding occurs. It’s kind of a blur, really. Lines are exchanged. Ward is back awake after having taken a wrench to the back of the head. May hauls Hannah into a barn. There’s a lot of barns in this show. Coulson and Skye escape the room they’re apparently trapped in, then free Fitz-Simmons-Ward from their own jammed closet. As they wander the plane, they trigger Simmons’s prank. It’s pretty sophomoric, which gives Skye an idea about their disappearing tormentor.

Meanwhile, Agent May battles the disappearing guy. She’s fast, and she’s well-trained, but she can’t teleport around, and she does not have a wrench. It’s not going great for her.

Skye is piecing things together about the disappearing guy. In case it wasn’t obvious to everyone by now, he’s not actually trying to attack or kill Hannah, he’s trying to protect her. He set the cop car a-drivin’ through the mob, threw cans at the shopkeep who was about to freak out on Hannah. He’s behaving childishly, Skye says, trying to get the girl to notice him. He likes her! He really likes her!

Back in the barn, Hannah identifies teleportation guy as Tobias, a co-worker and friend. She tells him that May is her friend, and everything’s cool. It turns out that not everything is cool, though. Wrench guy was responsible for the explosion that started all of this nonsense in the first place. Apparently he compromised everyone’s safety in order to get Hannah, the safety inspector, down to his department. Exchanging words with her was the highlight of his day! He begs for forgiveness, as he believes that what is happening to him is dragging him into Hell itself. Hannah tells him that only God can forgive him.

“But he won’t,” May says, before delivering a weird, cold, speech. Coulson and Co. arrive shortly after, and May confirms that aforementioned weird, cold, speech was the same one she received from Coulson after the ‘Cavalry’ incident. Weird.

Back on the plane, Coulson and Skye have a conversation. Skye says Coulson knows how people tick. Coulson retorts that Skye does, too, and that it was one of the things he recognized about her right away. He thinks she someday might be the best at what she does. Skye bounces up to the cockpit to hang out with May in silence as they take off.

One last scene change?

Skye, Coulson, Fitz, and Ward are playing Scrabble. Fitz uses a word no one else knows, Skye looks it up. It’s legit… oh, and here’s Simmons, he’s been the victim of the old ‘handful of shaving cream’ prank! But who was responsible? Everyone denies involvement.

One more scene change!

May’s facial expression contorts slightly into the grim approximation of a slightly less grim than expected smile. Oh, that May! What a prankster!

Alright guys, that does it for this week’s episode. Yes, that’s seriously what it was about. No, I can’t say that I particularly enjoyed it. Agents of S.H.I.E.L.D. kind of plays like a YA Novel that hasn’t realized that it’s a YA novel. There are some adult themes (like the alcohol-aided affair that we followed through from last week) but they seem curiously out of place juxtaposed with the rest of the material here. There’s nothing inherently wrong with the show – I certainly don’t find it offensively bad… but it is kind of bland. That having been said, I continue to enjoy recapping episodes of this TV show, so, long live the recap column! See everyone next time.