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Final Fantasy: Dissidia (or Dissidia: Final Fantasy…)

Final Fantasy: Dissidia (or Dissidia: Final Fantasy…) published on No Comments on Final Fantasy: Dissidia (or Dissidia: Final Fantasy…)

Dissidia: Final Fantasy (PSP)
2009 Squeenix

The Short Version: The heroes of Final Fantasies 1-10 are summoned together to do battle against the villains of Final Fantasy 1-10, in an otherwordly realm for the fate of all universes. Somehow, they made this boring without it being turn based.

The Long Version: Ooh boy. Maybe I should start by mentioning that I started my first draft of this thing a couple weeks after the game’s initial release in August or September of last year. I hadn’t completed it due to many factors, though mostly after a while I just got plain tired of it, which isn’t really a point in favor of something that has about eight thousand different kinds of weapons, items, armor, unlockables, alternate costumes, buddy icons, and so on, and so on. Continue reading Final Fantasy: Dissidia (or Dissidia: Final Fantasy…)

Update About Updates: How Meta

Update About Updates: How Meta published on No Comments on Update About Updates: How Meta

I’ve started and stopped like two articles since last week, getting a paragraph in and stopping because I felt like I was going from ‘amusing exasperation’ to ‘whiny raving.’ I did post a sketch with the intent of migrating it to the gallery, but I hit some kind of a snag processing the .png and kind of went ‘pfff’ to the whole thing for then.

My pals over at the former Manic Team have a new homepage that I added to the sidebar, it sounds like their homebrew beat-em-up is progressing pretty well in spite of another round of computer trouble. The Banzai Pecan-Chan project was already rebooted from scratch once, coming back with higher-res sprites and what’s sounding like a promising new brawling engine.

Random TV Based Aside: So uh. Holy shit, Totally Spies got a spin-off.

I’ve been on a pretty sizable Kawamori kick lately, plowing through Macross Ultimate Frontier again and taking up Armored Core 4, another installment of that series that’s really cool when it first comes out then promptly gets a $12.99 sticker when the expansion pack-slash-sequel comes out. Normally when I play stuff on the PS3, I’m cynically scoffing about how easily something or another could have been done on the PS2, but the pressure-sensitive shoulder buttons actually do add a lot to the gameplay. Your boost actually works something like a real gas pedal now, allowing you to keep up a slow, constant burn and increase your overall agility instead of the usual zoom til your energy empties, tromp around a little, then zoom again mechanic. I also appreciate them getting rid of the heat gauge, because that shit was annoying enough when they did it in MechWarrior. 2 was alright, 3 was pretty good, but AC4 is the first one I’ve really clicked with, as opposed to “Well, this is the mech game other people actually play, maybe I can get a match in some time.” Which is also the only reason I play Marvel vs Capcom 2, which as neato-keen as watching Gambit fight Mega Man is, it feels like riding on a giant anaconda as it goes into violent seizures, and trying to steer its panicked fleeing with punches. And god damn, if I probably won’t end up playing MvC3 for the exact same reasons. And Deadpool.

Deadpool rocks.

Coming soon: A review I’ve been putting off for the better part of a year.

Thank you, Comrade!

Thank you, Comrade! published on No Comments on Thank you, Comrade!

In another ‘thrilling tales of the site’s unseen backend,’ about 90% of my spam comments are Russian. Not exactly sure why. Maybe I’m unwittingly big in Mother Russia. At any rate, I got curious as to what “Мир! Труд! Май!” meant, and found out it meant “Peace! Labor! May!” which sounds both exuberant and gritty. It’s like it screams out “It’s spring, friend! Once we finish our 14 hours at the factory, tonight we drink like kings!

Second Opinions: FFTA2

Second Opinions: FFTA2 published on No Comments on Second Opinions: FFTA2

When I heard there was going to be a sequel to FF Tactics Advance, for the DS, I was pretty stoked. I pre-ordered it, snapped it up on launch day… all that. Then, according to the timer, I played about 24 hours in and stuck it in its case for nearly two years. Can’t really say why, but better things ended up coming out.

So, randomly, I decided to give it another shot. Maybe just because the Tactics Advance games seem like the red headed stepchild of Final Fantasy spinoffs and nobody other than Gamespite seems to analyze them like gamers do the main chapters, and I needed material. Or I was looking for things to trade in and realized I hadn’t given it much of a chance.

FFTA2 is… Weird, to me. It almost feels like some kind of knockoff or cash-in version made by a a random outside developer for Square. It’s made up of various Final Fantasy related things, but there are little things that feel… off. Like Magic with a K on the end. Which leads to permutations of that like the word ‘magickal’ which doesn’t look right and my spell checker assures me isn’t a word. There’s some new arrangements of old Tactics music- but a few too many as if they couldn’t be bothered to compose too many all new bits. Then there’s the matter of a couple new races just popping out of the woodwork that nobody had mentioned beforehand, even though you’d think that the Gria in particular would stick out, even if Seeq could pass for morbidly obese Bangaa.

So, to cut to the chase, I started playing it again, eating up the enhanced sound and visuals, but there always feels like something lacking. There’s some pluses, sure, and the general pointlessness of the plot seemed to not matter so much after I’d been out of the game long enough to forget what the hell was going on and just consider it a series of unrelated missions to kill time. Then I got to one of the newspaper missions, one of the handful of non combat but still turn based missions of the game.

Dear god.

So turn, by turn, by turn, you have to walk around town asking everyone their New Years resolutions. Not just the stationary NPC’s, but you have to knock on the doors of all the houses in the stage as well. Naturally, you can’t reach them all in one or two turns. And they stay neatly in place, marching in time to the oddly grim battle theme the mission had picked. When all your units had made their moves, then you had the pleasure of sitting through the AI taking three or four seconds per character to decide how best to REMAIN STATIONARY until one of your guys’ turns came up again. Once all of that riveting work was done, one unit has to report back to the newspaper guy, one of those NPC’s I assume was designed to make you love to hate them. He asks you what the most popular resolution of the year is. Now, I was bored out of my MIND just reaching these characters to interact with them, so I didn’t really pay attention to what any of them said (even though two of them were recurring stalkers of a pop band, oddly enough.) I answer wrong.

The mission, which took about 15-20 minutes of violence free, turn based walking is marked a failure, and I’m unable to retry it, presumably until next game ‘year.’

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