Thursday, October 31, 2024

Connected Hearts: Visual Novel (2017)

Connected Hearts: Visual Novel (2017):

“Gary is caught in a strange dream and now he must overcome the adversities on his path or perish in the attempt. In this adventure you will meet 3 children in dream-like scenarios, next to a mysterious girl who talks about a promise.” - IMDB, “Connected Hearts: Visual Novel”

So, I played Connected Hearts: Visual Novel. I mistakenly thought it would be a romance visual novel, but instead it's a surreal fantasy adventure. That said, the story is pretty good for the adventure story that it is. There are 2 drawbacks immediately though. One is that it's obviously translated from Russian, and there are a lot of typos, and phrases that repeat. (Get ready to read “I swallow saliva...” a lot. I'm guessing they meant gulp, which they actually write once; much to my relief.) But, I guess in the end, the surrealism of the adventure drew me in.

It starts like a romance visual novel. A guy named Gary dreams of a girl, but then discovers that he can travel between dream worlds. He can't wake up. So, each dream world has a child that you're supposed to protect from a dream world monster. You teach them about growing up, facing their fears, embracing their talents, etc. So, it's pretty solid, storywise. Let's get to the plots.

There are 4 dream worlds. The Forest of Whispers (misspelled as Wishpers, but not a dealbreaker.) was the first one I entered. There are wolves there that insult you, and look scary. If you run from them, you'll discover the first child, Mary. She's alone and scared and her cabin is all she knows of the world. You tell her to be brave, and enter a maze where you just keep going in circles.

You soon discover the wolves don't actually do anything. They just insult you. So, you guide Mary to the exit, having conquered your fears. The next world is the Kingdom of the Sun, where strange robot-like inhabitants wear masks and live in fear of people from the “real world”. Their king, Henry, is a talented young boy who built the kingdom from his mind. You have to convince him reality is worth facing. You can't just isolate yourself inside your fantasy.

After that, you escape his robot guards, and return to the dream world hub. The next story I chose was Into the Deep. In this one, a young boy called Royer is trapped on a boat with vicious mermen. Some of the decisions you have to make here to survive, like not hiding from the monster, and “throwing” your lead pipe at a Merman (Did they mean swing?) are all pretty good for the “face your fear” theme. But, I think this one was my least favorite. The robots in The Kingdom of The Sun were the coolest.

Having done all that, you can then visit Alice's Castle. Alice is the girl Gary sees in a dream at the start of the game. Here, you find notes about “Director Heart”, and psychological test subjects all demonstrating a particular phobia. I can guess that Alice created the “dream worlds” to trap Director Hearts' children. Her phobia is chronophobia, and the entire game has been about maturing and confronting fear. So far so good, translation issues aside.

This last bit is where the game loses me. After you confront Alice, she asks you if you remember a promise you made to her. You say no. She says to remember the promise, you have to dream again. Then, the game repeats! I can easily guess, based on her choronophobia, that the promise was never to grow up, or to stay with her forever, or something like that. Something antithetical to the game's theme of maturity and bravery. Maybe I'll finish the game later, but I'm not playing through the same game again right now just to get the “real ending”.

All in all, Connected Hearts: Visual Novel is a strong fable-like story, with a good central message, and vivid imagination that helps it through some of its shortcomings. I still think the title misleads you into thinking it's a romance novel, and not a surreal adventure to save the Heart children. I'll finish it eventually, and I do recommend it, but right now I need a break. There's only so many times I can read Russian-to-English typos, and the novelty of the fantasy story has sort of worn off. That said, I do reccommend at least one playthrough.

The typos weren't the dealbreaker. I'll come back to it. I guess I just don't like games that repeat. It just strikes me as padding out the game. Particularly, when they are full of scenes I just played through. It's exhausting. For now, I need a break. But, It's free on Steam. Check it out!

Tuesday, April 30, 2024

Top Ten Fighting Games And Beat-Em-Ups:

Top Ten Fighting Games And Beat-Em-Ups:

Final Fight is probably the first beat-em-up game I remember playing in the arcade. It was just so cool. Waves of punks coming after Haggar and Cody and they just beat the crap out of them with wrestling moves and karate. It didn't make much sense, but it was so cool. The continue screen with the dynamite was so dramatic that it still sticks in my mind as one of the greatest continue screens of all time.

Next up is probably Street Fighter II. It combined everything that was awesome about karate movies and action movies, then made it into an international fighting tournament. Each fight was different, and the fighters had such personality and cool moves that I always enjoyed seeing how each fight would play out, even if it was just me holding forward and heavy punch, it all just looked so badass and became a cultural phenomenon.

After that, I'd have to say X-Men the Arcade Game was top-tier. It was like playing a version of the 90s cartoon. Nobody cared that the characters were actually from the 1989 pilot episode. It was enough to trash sentinels and then stomp on them, and use your mutant power to clear the screen. The mutant powers always felt so impactful and powerful, especially if you were low on health, and cleared the screen to save the day.

Number 6 is a tough call, but I think I'm gonna have to give it to Peacekeepers on SNES. It's cool for the same reasons X-Men Arcade was cool, except ramped up to 10. So, there's a superhero team, and they're taking on monsters and mutants with karate moves and huge wrestling slams. Even bigger if they're in “Angry Mode” and they just launch the bad guys. Plus, each character has their own attacks, special attacks, and super special attacks, so it's all really satisfying to keep beating on baddies, which is important because that's all you do in beat-em-ups.

This one probably a little more obscure: Saturday Night Slam Masters for SNES. It was a wrestling game that combined wrestling with beat-em-up mechanics, instead of the total clickfests that most wrestling games were at the time. The grapple system was still a clickfest, but they were on their way out. Cool special moves, tournament fighter-style and a memorable cast meant that I could keep playing. It probably started my love of wrestling games.

Number 4! Oh well, that's gotta go to Super Street Fighter II: The New Challengers. I can still play this game and enjoy it. Plus, it introduced some of my favorite characters like Cammy and Fei Long! It blew my mind that they just put the boss characters in there. It's like they said forget it. Just put everything that made Street Fighter cool into one game. And the world is better for it.

Marvel vs. Capcom 2 was the same next-level kind of insanity. Only now they let two characters tag-team together and unleash all kinds of crazy special moves, assist attacks, and hyper combos with a few easy button presses. This game was always pure eye candy. Did it make sense that little Mega Man could body slam Captain America? No, but it was so cool nobody cared. It was worth it to see them all on the screen together.

Oh, gosh. What's at Number 2? Super Street Fighter 4! I love that on the touch-screen version they let the player unleash super moves and super combos with a simple poke! Sure, it was the same animations over and over, but it meant there was a level playing field and wasn't a combo and clickfest. Plus, it still has most of my favorite characters like Cammy and added Juri Han! I can always still pick up and play this one.

Number 1 is BlazBlue: Continuum Shift! A great cast of colorful characters, big colorful attacks, and a complex, crazy anime-style narrative make this game my favorite. They put a lot into this game, including story modes, tournament modes, and branching visual novel-style presentation. This many ways to play plus such cool moves for each character means I never get bored of it!

Bonus: Lastly, the perfect way to end the 90s fighting game craze! In 1999, there was Tekken Tag Tournament. The inputs were easier, the characters were cool (You could play as a dinosaur!), it was easier to do combos, they let them tag between each other, each with their own crazy moves. Plus, they even added an unlockable bowling mode, which automatically makes it my favorite. How many other fighting games have a bowling mode?

Tuesday, March 26, 2024

The Dandelion Girl: Do You Remember Me? (2019):

The Dandelion Girl: Do You Remember Me? (2019):

“A short visual novel about a middle-aged man on his summer vacation, where he meets a strange girl who claims to be from the future. Adapted from a short story.” - Steam

Well, the title kind of spoils the twist, but let's get into it. This is a kinetic novel (There are no choices, so it's not actually a visual novel.) based on a short story by Robert F. Young in 1966. It's about the adventures of a man named Mark who has decided to take a vacation in Cove City, after working so hard as a lawyer. There he meets a 17 year-old girl Julie Danvers in a field of dandelions. She lets him in on a secret. Her father is a government scientist who built a time machine, and she is actually from 240 years in the future.

At first, Mark plays her off as just being imaginative. But, the more they talk, the more she lets some of her father's time travel theories slip, and Mark starts experiencing odd fits of deja vu. Over the course of his stay in the cabin in Cove City, he begins to appreciate his get-togethers with Julie and talking time travel with her, as well as appreciating her playfulness and his own present moment.

Mark starts to wonder if he could've avoided being drafted in the Vietnam War, and has a violent flashback of shooting an enemy soldier. Julie explains that no, you can't change time, because it's like a book that's already been written. “Whatever happens, happens.” she says. You can only create events that lead to the present. Or at least, that's what her father says.

Julie enjoys looking at clouds and nature and says everything is destroyed by industry in her time. She also mentions that her father is being pursued by the Time Police. Mark and Julie enjoy looking at clouds and Julie says everything is perfect in the 1960s. Mark laughs, and says Julie will say that about other decades too.

Over time, she starts missing get-togethers with Mark and he starts to worry about her. Years later, when Mark is getting married, he experiences the deja vu, and realizes all of Julie's irrational fears about Time Police and her father make sense. I'm not going to spoil it. You can download it on Steam.

So, was it a good read? Yes. I usually prefer visual novels over kinetic novels, but I also like sci-fi. To be fair, this is soft sci-fi, and very short. But, it's still a good story about having experiences and connections with someone that you can't quite explain. It's definitely of its era, as Julie helps Mark heal from the trauma of the Vietnam War, and Julie escapes the destruction of her time. The format of the kinetic novel fits really well with Julie's “Book of Time” theory.

That said, there was one thing I didn't like, and that is the inclusion of onomatopoeic sound effects in the novel. “Ah...” “Kuuuu...” and “Unngh...” that I'm sure are not in the original 1960s “The Dandelion Girl” story. They just point out that you're playing an anime-style game. I found it distracting in what was otherwise a relaxing and philosophical game. The music is gentle and good for reflection, and then you see...”uuungh”. It really breaks the deeper moods.

That's the only thing that really took me out of it. Other than that, it's a good game. Check it out on Steam. It's free. Took me about an hour to read. A good soft sci-fi story. There are no killer robots or action scenes, but if you just want to relax and take a break, it's a good read. Give it a look, if you can.

Thursday, March 7, 2024

ROOSTER TEETH THOUGHTS:

ROOSTER TEETH THOUGHTS:

Rooster Teeth, the company that made RWBY, closed recently. I wanted to talk about it. I really only joined Rooster Teeth fandom around 2015. I was certainly aware of Rooster Teeth, because Red vs. Blue premiered in 2003, when I was in high school. But, that was before it had a plot, and it was just kind of friends messing around with HALO assets to make a comedy show. Things changed when Monty Oum was brought in. Monty Oum was a wunderkind animator.

He made things like Dead Fantasy and Haloid (HALO vs. Metroid). What made these shows work was always that they were kinda familiar, fast-paced, and action-packed. Dead Fantasy was Final Fantasy, but not really. Haloid was Metroid vs. HALO, but not really. Along with Monty Oum's focus on fast-paced rhythm-based action (with a background as a dancer.) Monty Oum's style of animation was ultimately a victory of re-branding that re-vitalized Rooster Teeth, and gave it direction.

Now, under Monty Oum, Red vs. Blue became an action show, where it was HALO, but not really. It had a plot and characters, and action scenes. After the success of HALO, but not really, Monty Oum was given the green light to develop RWBY, which was Final Fantasy 8, but not really. The costumes, weapons (Everything is a gunblade.), and plot were straight from the 1999 videogame, but not really.

Parts of media like Kingdom Hearts, fairytales, plus shows like Once Upon A Time and Snow White and The Huntsman can also be seen as influences on RWBY, with a color scheme and elaborate rhythm-based team battles, and attacks. Several fairytales had become public domain in 2012, which made them easy to adapt for the small business. RWBY's popular team-based color schemes allegedly came to Monty in a dream, probably from working on Red vs. Blue too much.

So, I joined right in the middle of all this, by watching RWBY. FF8 was my favorite Final Fantasy, so I picked up the plot immediately. I was all about RWBY for a good while. It was like revisiting one of my favorite games, with a fairytale twist, as was popular at the time. The success of RWBY was unprecedented, spawning a fandom. Unfortunately, Monty Oum fell into a coma in 2015 just before the completion of Season 3. (Seasons of RWBY are called Volumes, like fairytale books.)

Season 3 is widely considered the best Volume of RWBY, as it is a tournament arc featuring many different teams and battles, showcasing the fighting mechanics that made RWBY unique. Additionally, it would open up the world, going beyond locations visited in the previous volumes and introducing the second half of the plot with new villains and character development for Team RWBY. Perhaps most importantly, this meant that Volume 4 would be the first without Monty Oum, as his coma proved fatal.

Volume 4 introduced Salem, the new big bad villainess who was secretly controlling everything. The characters slowly discover that magic is real, and that they do in fact live in a fairytale-type world where they are to act as guardians for sacred relics, before Salem can get to them. This was an okay Volume. It's basically the second half of FF8, but at least it left you wondering what could happen.

Volume 5 splits up each individual member of Team RWBY to give them their own arcs. I understand the reasoning behind this, but I felt like they hadn't developed much as a team first. Yang recovers at home and then tries to find her mother, Ruby joins a new team, Weiss is imprisoned back at her home, and Blake takes a boat trip home to confront her misguided past.

At least they reunite by Volume 6's end. I hung in for all the new characters and villains. The writing on the wall for RWBY came, I think, by Volume 8...when COVID happened. It seemingly changed some direction of the show. Instead of the fast-paced action scenes, I felt like now we have cramped action that takes place in one static location, opting for flashes and bangs in place of dynamic movement, often resolved quickly by Ruby's eye powers or one big move, despite earlier establishing the series' love for gun kata (Kung Fu with guns.), and the characters' skills with their own unique weapons.

Also, earlier the series had made references to the fact that the Kingdom of Atlas was basically Germany. It combined its education and military, and chose a different side in the series' Great War. Even Weiss Schnee from Atlas uses a German name. So, the twist that Ironwood actually wanted to defend Atlas by himself by forsaking dust and the other Kingdoms, didn't shock me at all. If it was supposed to be shocking, it failed, since it was telegraphed all along if you know Final Fantasy and history. Final Fantasy is always setting up Magic vs. Technology.

Since the heroes use dust (magic), it's logical to me that the antithesis of that would be embodied in Ironwood, who favors militarism and technology. But, even this distracts from the main plot, which was supposed to be now defeating Salem. Although, I understand they were trying to create villains for every continent in the show's world, with Ironwood being the villain for Atlas. I was disappointed that they couldn't come together already to defeat Salem.

Time was running out. We were now at Volume 9 (2023), and they took a detour once again to The Ever After, a place where fairytales are real. Yang lost her mechanical arm and Ruby lost her weapon. Weiss keeps insisting there's no way they're in a fairytale. It's pretty much at this point where I watched, but lost my former interest. Magic and fairytales had already been proven real. Ruby had already proved herself as a leader. It was a neat visual detour, but there was no thematic reason to reset characters' motivations, other than that's all the writers knew to do absent the guidance of Monty Oum.

I will say I liked the inclusion of BMLB (A fan-created romance between Team RWBY members Yang and Blake.) being absolutely confirmed in this Volume. But, otherwise, it seemed to retread familiar ground, and reset characters' motivations. The Rooster Teeth merger with Warner Bros forced new projects to be focused on instead of the main show. On top of this, dramatic scandals rocked the once-seemingly benign company, including pay disputes and harassment charges. But, it ultimately survived.

I've already written about RWBY: Ice Queendom, the Japanese anime version of RWBY. In addition, Rooster Teeth focused on cross-over comics and movies with DC's Justice League, which again, while interesting both covered familiar grounds. By this point, if you didn't already like RWBY, you weren't going to watch another origin story and re-introduce the team. They staked everything on the success of RWBY and Batman, but Batman doesn't need RWBY.

You see, what made the show work was always that it was Final Fantasy, but not really. I say that as a fan of RWBY. It was not perfect, but it was the little animation studio that could. If you add Batman to it, or bigger more recognizable entities, in my view, it kills the idea that these characters were home-grown successes. Rooster Teeth had fans who had watched it grow from a small web animation studio, to become something original in spite of being a victory of re-branding Final Fantasy characters with twists. The merger with a giant corporation killed their home-grown success myth.

What will happen to RWBY now that Rooster Teeth is going under? I don't know. Probably, it will just move to a Warner Bros. Company. Maybe Cartoon Network will pick it up, or Crunchyroll. It was a wild ride while it lasted, Rooster Teeth. Everyone involved will probably just come back under a new company. I just hope they can finish RWBY's story, and give it a good ending.

Thursday, February 29, 2024

Kenji's Ending: Katawa Shoujo

Kenji's Ending: Katawa Shoujo

There's one ending in Katawa Shoujo where you die. I just want to talk about it. Since this is a visual novel, you have to show interest in one character, and then that character's narrative opens up. But, since Katawa Shoujo also deals with disabled characters, or characters that are negotiating disability, I find that many people often unknowingly get this ending.

So, what happens? Well, Hisao tells off all the girls after having a heart attack, and they express concern. Instead of picking one activity for the school festival, Hisao gets drunk with Kenji on the roof. Kenji rants about feminist brainwashing, how there will be a war between men and women, and you cannot trust anyone. So, he perceives everything as a threat to his masculinity as a blind man.

This is the only possible “ending” with Kenji, who otherwise is a clownish character, down to his theme music. But, it probably reveals the the most about his character. He simply doesn't know how to treat people as normal, because of his own sense of self-worth, or lack of it. Similarly, I think many players who first play Katawa Shoujo, unknowingly get Kenji's ending, where Hisao gets drunk and falls off the roof.

Again, this isn't because people are trying to be mean, or get the worst ending. This is simply storytelling. The game must continue with one girl's narrative taking over at the end of Act 1, the festival. If your answers are all over the place, the game can't continue. I think many players got this ending not through meanness, but through expressing curiosity about each girl.

When I first played, I was naturally drawn to Emi, because of her having no legs, which most mirrored my experience as a quadriplegic. I think most able-bodied players may not have that experience where they see their interests and positions mirrored in Katawa. They simply try to investigate the strange world of disability, and only later discover that they are more than they appear to be.

There's a lot of reasons why one might accidentally fall into Kenji's ending, if as previously stated, players are unfamiliar with the game's structure, just expressing interest in characters, or simply wanting to know more about disabilities. I'll put the ending down here, just to illustrate it. Kenji's ending might be the “worst”, but it is the most revealing of his character, and perhaps of the players' possible mindsets.

Saturday, February 24, 2024

Dual Blades (2002):

Dual Blades (2002):

Dual Blades (2002):

"Dual Blades is a fighting video game published by Metro3D, Inc. for the Game Boy Advance. It is a fighting game with single player and player versus player modes. It features a "power combining system" which was very new for the genre at that time. This system allows players to create their own fighting style.”

Fighters throughout time come to fight for the Dual Blades, a weapon that will grant immortality. First off, despite the power combining system, you pretty much just have light attack (thrust) and heavy attack. (Slash.) So, it all comes down to your weapon and character, as this is a weapon-based fighting game. My favorite character so far is Shin, the feudal Japanese magician who uses a spear. He gets an ending where he challenges the best fighters throughout time again, essentially just relaunching the tournament.

Others include Brandon an American vagabond with a sword, Efe, an Ottoman warrior with a scimitar, a female ninja named Kunonichi, a beastman, a sorcerer, a Russian witch, and the last boss who is unplayable. He's an immortal Roman named Alpe Ren, who can move super fast and switch instantly between “weapon mode” and “armor mode”. The only thing comparable that you as a player can do is choose between a defensive or offensive fighting style before the fight.

For a Game Boy Advance title, it does some advanced things for the time in 2002. I don't really think there's much reason to go back to it. It is super violent, which is unusual for even a weapon-based fighting game back then. But, even watching characters get sliced in half as the final heavy attack lands gets boring after a while. There are updated modern versions and sequels on Steam, but the original is pretty one-note (i.e. the power-combining system.) and stale by now.

My favorite ending to the game though, is Duke the English knight's ending, who uses the Dual Blades to umm...stop the Viking invasions of England? It's an interesting idea. It's ultimately how I feel about Dual Blades. It's an interesting idea. But, it doesn't really follow through, even though it could've completely changed things.

Sunday, February 18, 2024

King of The Dragons (1991 Arcade/1994 Super Nintendo):

King of The Dragons (1991 Arcade/1994 Super Nintendo):

“Set out on a great adventure in a fantastical world to defeat Gildiss, the mighty Red Dragon, and save the kingdom from darkness!” – Steam

King of The Dragons is a fantasy beat-em-up that came to Super Nintendo in 1994 (As I remember it!), ported from the 1991 arcade game. It was just like playing a good hack-and-slash DnD game. I still remember a lot of the bosses, characters, the level design, and the great music that made it all unique and part of my formative DnD experience, even though it wasn't directly related to the DnD games. I just want to talk about it.

You start off by selecting your character who's on a quest to slay a dragon. There's a fighter, a cleric, a wizard, a dwarf, and an elf. The elf has the best range. The dwarf has the least range. The cleric is okay, and the wizard is a gamble, since with every level his attack spell, and thus range, also changes. Your weapons level up after every boss fight, but for some reason...I guess for the added challenge, you can also not pick up new weapons and let them disappear.

The first boss fight is the Orc Chieftain. He's got two chain whips and you have to stay in the middle of him while taking out baddies in the forest. Then, the Minotaur who charges every so often after swinging a giant axe. Then, the wyvern, who you attack in the sky, so if you don't have good range, you're just doomed unless you're really good at jumping attacks, or have a lot of magic. The hydra is pretty sneaky with it's multiple heads shooting different things out. I could go on, but really, all of the bosses are are so good, and tough. I usually die right before the giant spider on my own.

Later on, there's a cyclops, a giant spider, a dragon knight, a dark wizard, and of course, King of The Dragons, Glidiss. Each boss has its own trick to beat, but it can still be pretty tricky, if you waste a lot of health getting to them. Heck, I still can't beat the game on my own. But, a lot of the enemy designs, and level designs like spooky giant spiders in the forest, the cyclops who throws rocks, or the shifty mermen still influence many DnD campaigns today.

The settings and music are phenomenal for the 16-bit era. I feel like, in any beat-em-up, since you'll be attacking and doing the same things a lot, the sound can make or break the experience, and boy, does King of The Dragons go all out from the first level onward. Even the character select screen music feels like an epic quest, the level up sound “Wooo!” let's you know you just became more powerful, the magic screen-clearing lightning attacks or frog orbs that turn all your enemies into frogs (BOOM, BOOM, BOOM!) or (RIBBIT, RIBBIT!) feel satisfying and strong.

There are a few minor things I don't like about the game, but they're not deal-breakers. I still like it. I hate the slime enemies that capture you and drain your health. I hate the freeze spell that freezes you until you click really fast to get out of it. I hate the mimic treasure chests that bite you and you have to click really fast to get them off. Basically, I can never click fast enough to avoid them, and that always dooms me during a solo run. I do better as player two!

Despite all the annoying little enemies, it's still a great game, and its music, settings, and characters keep me coming back to it again and again to try to slay Glidiss. Taken together, all the good parts of the game make it an unforgettable experience of an epic DnD quest! Just make sure you pick the elf, in my opinion. Unless he's taken, then just pick the next best-ranged character. Check it out, if you can!