Review: Pokemon X and Y: The series' first foray into 3D

It may be Pokemon's first foray into 3D, but that aspect hardly matters when compared with all of the other things Game Freak added to Pokemon X and Y. Other than a hiccup with a game-breaking bug in Lumiose City (which has since been fixed; if you haven't downloaded the patch yet, it's on the Nintendo eShop), the game is solid.

The game tried a few new things. Some worked fantastically, others didn't. First, the story is still pretty weak and predictable. I still find Black and White to have the most complex plot with the most interesting characters. The issue of handling Pokemon as captive tools meant for the equivalent of dog-fighting or rather their handling as a trainer's friends could have been handled in a black-or-white way. We find N and the player on different sides, and yet N changes -- and hopefully the player's outlook was also impacted by N's words.

But that's enough about Black and White. In X and Y, Team Flare (possibly a pun on "flair") couldn't be more black and white. Even before the player learns much of Team Flare's leader Lysandre, he talks about beauty and his worries for the world. He lacks complete subtlety, and it's hard to see how Professor Sycamore never saw his friend's betrayal coming. When the final confrontation with Lysandre comes, he boils his argument down to his belief that there is so much ugliness in the world, and in a world where people treat Pokemon as tools, all Pokemon must be destroyed to save them. There is no room to empathize with Lysandre because he is a flat character capable of no growth.

We do get introduced to a giant, however, who has had his own ancient morality struggle with Pokemon. The player sees very little of this man, and yet he receives more character growth than Lysandre could ever hope to have.

Game Freak took a different turn with the rival character in X and Y. In the past, Pokemon games have one rival. More recent games have added two characters you occasionally battle. Sometimes they're both rivals, sometimes they're also friends, sometimes one is a great battler while the other finds other ways of enjoying a journey with Pokemon. In X and Y, you travel with four other characters. One is clearly your rival and the next best at Pokemon battling. The second is a friendly girl who you spend a decent amount of time with journeying through forests and routes or keeping each other company while watching the fireworks. The third loves to dance and isn't so good at Pokemon battling. The fourth also isn't good at battling and has decided his goal is to fill the Pokedex, and he will challenge you to see who has more entries in the Pokedex. You both travel on your own and with these four characters, meaning you get to choose to move at your own pace and also battle some recurring characters a few times. The rival, named Calem if you chose the female protagonist and Serena if you chose the male protagonist, and Shauna are with you the most of other characters, and these two become a bit more complex as you learn more about their goals for their respective Pokemon journeys. However, these characters are still fairly simple-minded. Even if Pokemon is traditionally a game marketed to children, there is no need for such simplistic characters in a story. Before people come in and say, "But you don't play Pokemon for the story!" I want to say that people choose their own reasons for playing a game. The beauty of Pokemon is that it feels like your own story. My favorite part of starting a Pokemon game is starting the journey, picking my starter, and catching my first few Pokemon in a new region with new Pokemon. I also get to choose which Pokemon to use in my party, which strategies to employ in battles, and what to name my Pokemon (if I choose to name them). At the same time, the plot of Pokemon games is linear. You are guided to which towns to go to next, which gyms to fight next, and to pursue whichever nefarious team is trying to hurt people/the world/Pokemon. With six generations of Pokemon games out, it's time for more stories that challenge the way you think about Pokemon.


However, I suggest everyone who has already beaten the Elite Four to head to Lumiose City for some sidequests with Looker, an international police officer whom we first saw in Platinum. You meet Emma, a young girl involved with a gang in Lumiose. She ends up joining the bureau with Looker but gets caught up in some nasty experiments. Emma isn't a flat gang-style character. She has reasons for being in a gang, motivation for leaving, and it's easy to see why she chooses to do some stupid things for money. Emma's life revolves around not having enough money, and she feels guilty when Looker takes her in and doesn't ask her for anything in return. I know Pokemon "isn't about the story," but I would have loved to have more time with Emma. I learned more about her in five short sidequests than I did about any other character in the game. And this isn't even in the main plot.

Customization was one of the most fun additions of X and Y. I knew as soon as the clothing customization feature was announced, I would end up spending much more of my money in the game on clothes than on items actually useful in the game. Various styles are available, meaning girls can dress up in cute, frilly clothing or wear a t-shirt and shorts, or wear a combination of styles. However, I wish gender fluidity had been considered in this customization feature. Rather than restricting female protagonists to women's clothing and male protagonists to menswear, players should be able to choose what they want to wear regardless of gender intended for the clothing. And I don't mean "unisex" as in girls can wear the boys' clothing, but boys can also wear skirts and dresses, clothing traditionally considered only for women.


We finally got the option to change skin tone at the beginning of the game, something Game Freak should have had in the games before, but I am grateful for the inclusion of not only PoC NPCs but also an option for the protagonist to be PoC. Thank you, Pokemon for this late but well-welcomed addition!

The other great feature is the online interaction with others. I have rarely connected to the internet in Pokemon in the past, usually only using it for the GTS occasionally, but for the first time I was trading and battling with strangers. The game even encourages you to interact with your friends and strangers playing Pokemon X or Y. You can use O-Powers to strengthen your Pokemon's stats or increase your capture rate, as well as many other things. However, they cost more to use on yourself than others. By using an O-Power repeatedly, its level will increase. Because they're cheaper to use on others, the game encourages you to help others out online. You can also trade with someone, battle with someone, connect to the GTS, or do a blind trade. All of this is easily accessible on the lower screen of the 3DS.

Two other additions can be found on the bottom screen. By pressing L or R, you can navigate away from the online capabilities of the Player Search System to Pokemon Amie and Super Training. Pokemon Amie lets you pet your Pokemon, feed your Pokemon, and play three mini-games with your Pokemon. You don't have to do this, and it's never forced on you, but some Pokemon need to have a high affection for you before evolving (this is partly how Eevee evolves into the new fairy-type Sylveon). The mini-games can take less than a minute, so they never take too much of your time. Super Training is not nearly as cute; instead its purpose is to give you some control over which stats you want your Pokemon to improve. By playing short mini-games in which you shoot soccer balls at targets while evading balls shot at you, you can choose which stat to increase. If you don't feel like spending too much time on it, your Pokemon can hit a punching back once a minute to increase stats.

Overall, Pokemon X and Y is just as addicting as any other game in the series, and with the inclusion of Red and Blue starter Pokemon and some subtle throwbacks to Red and Blue (including a sleeping Snorlax blocking your path and a building with arrow tiles that spin you around), X and Y are a great reentry into the series for anyone who hasn't felt like playing Pokemon since the golden days of old.

Animal Crossing: A Case in Escaping My Life

Ever since I had played a couple weeks of Animal Crossing: New Leaf, I had always wanted to write a review on it, but never had my thoughts together. This isn't a standard review at all. I'm not concerned with the graphics (they're pretty great, though), or the use of 3D, or the technical aspects of the game. Instead, I want to have a more personal take on this as Animal Crossing is a personal game.

A lot has happened in my life since the new Animal Crossing game came out on June 9. I returned from a trip to Japan that involved a lot of stress on the way home thanks to flight complications. I resumed work at my community center job and transitioned to working with much younger children than who I had worked with before. I had finished my last year of college and left with a bachelor's degree. A close relationship I had with a friend and roommate came to an end just before I moved out of my apartment. I said goodbye to college life and ventured into adulthood, moving to a new city into an apartment with my significant other and staked out potential jobs.

I don't think it's a coincidence I latched onto New Leaf stronger than I did as a child with the first Animal Crossing in 2001 when I was only 10 years old. I played it then because a friend introduced me to it. I thought the player character was cute -- and the animals cuter --  and played it religiously for a couple months, later picking it up every once in a while. The same happened for Wild World and City Folk. While I started out playing New Leaf often, once I had my first weekend fill of it, I realized I had responsibilities to return to and set an hour away each day for me to play, missing days when I had things to do.

New Leaf is both a relaxing game and an exciting, engaging game that gives you a lot of customization in your town. You get to decide what to build, where to put it, and even if it's frustrating when a villager moves into town and builds their house in the middle of that path you set up, I don't think I'm wrong in writing that most of us get absorbed into Animal Crossing (and other games like The Sims) because it's a chance to not only escape our own lives and live in another world but also as a way to have some control over some universe. Sure, if you don't water your flowers regularly, they will die. If you don't play for a while, weeds will overtake your town. But no one in the game is going to yell at you for forgetting to water the plants or never catching that fish you said you'd get for them. There are consequences for your actions (or lack thereof), but they're easy to deal with.


Meanwhile, ever since moving into an apartment I've had to replace a shower knob, and this morning when I was supposed to get a new refrigerator installed to replace the dying one currently plugged in, the installers thrust it upon me to handle the plumbing issues concerning the water line to the current fridge. Home responsibilities are not fun. It's during these times when I'm about to scream, I take a moment, breathe, and flip open my 3DS and start up Animal Crossing: New Leaf. I'll go bugcatching on the island to make some quick cash, talk to my neighbors, go shopping for furniture and clothes, find new QR codes to scan, and occasionally meet up old friends or my sister in our towns to run around and make faces at each other.

My sister is weird.

One evening in my previous apartment before moving out, I was crying. I felt how frightening it was for familiarity of college to be over. I could see myself growing distant from some of the people I had spent time with the last four years. The next night, I resumed playing Animal Crossing and received a letter in my mailbox from my neighbor Avery, a cranky eagle and fellow Pisces.


Though I was mildly creeped out by the timing of this letter, it touched my heart. Avery is just a character in a video game, but in that video game he is my friend, and I am his friend. Animal Crossing looks like a simplistic game, but it's a way for me to escape from my daily stresses and spend a little time each day chatting with a range of animal characters who value my company. Games are more than just mindless entertainment; they're safe spaces for you to interact with others.



Male and female stereotypes have different power dynamics


If you haven’t been following this series of videos from PBS Game/Show, then you should do so! They’re interesting and argued well. The previous video addressed female stereotypes in games and Anita Sarkeesian’s tropes examination, while this video is about male stereotypes.
However, I do think there is some critical information left out in this video.
Yes, male stereotypes are harmful to men. Overwhelmingly, the average male character in a game is the hero, the man who’s got to save someone or the man who’s out for revenge. He’s large, he’s muscular (sometimes to a ridiculous amount), and he’s often portrayed as someone not struggling with the emotional consequences of his actions (I do find this to a much lesser degree in indie games of course, but Heavy Rain's Ethan Mars was also an appropriately emotional character). He's also almost always heterosexual and white. That's a problem on its own.
However, more important is the reason behind male stereotypes, and that is because AAA studios are overwhelmingly white, straight, and male and resistant to change. In these male stereotypes, the men are powerful. They may not be complex, but you can sure as hell bet they can get their way by smashing through things or shooting things down. When we look at female stereotypes, we see women who are in need of rescuing, moreover as a possession, sexual connotations or no. 
I say this over and over, but that’s only because I think it needs repeating. Male stereotypes are a power fantasy (“He’s so strong! I wish I was like him!”). Female stereotypes are objectifying (“She’s really hot! I’d like to f*** her.” Alternatively: “She’s someone I need to save/reclaim and I will hurt whomever took her from me.”)
Male stereotype: I want to be him.
Female stereotype: I want to do her.
Feminism calls for doing away with stereotypes for both men and women! Everyone needs feminism, not just women.

Symphony of the Goddesses

If you haven't heard of the Symphony of the Goddesses tour... well, you need to check it out. That goes double if you love Zelda and that goes triple if you love symphonies. I was fortunate to be heading to my hometown for a few weeks at the end of July when the Baltimore Symphony Orchestra was doing a leg of the Symphony of the Goddesses tour. For those unfamiliar with symphonies, the orchestra plays four movements to tell a story. Naturally, this is perfect for Zelda, as the game has a strong story.

Naturally, the BSO did a fantastic job. I wasn't surprised about that in the slightest. (I even started tearing up during the Wind Waker symphonic movement because it was so beautiful.) What I find the most inspiring about the Symphony of the Goddesses is the combination of two different mediums and how it introduces people to classical music, and further how it changes the stuffy, high-class atmosphere of traditional concerts.

First, Zelda music has evolved. Game music in general has evolved so much from the days of clean chiptunes with a memorable melody. We have full-scale movements, background music to set the mood (think of the Journey soundtrack composed by Austin Wintory). It's complex. It can be soothing. It can be unnerving. It can be exciting. It can be cute. It can be serious. Game music can be any one of these things. Perhaps it'd even be better that it's a mix of several different things as music is a tool to draw the player in and evoke a particular emotion in them. While many of the themes in Zelda we know today actually date back to A Link to the Past, the way they're played in <i>Skyward Sword</i> or <i>Twilight Princess</i> or even <i>Wind Waker</i> is so drastically different from the classic music on the SNES. I think it's amazing how there can be symphonies of video game music. I don't think this fact by itself shows that games and game music has matured (as cutesy, fun music is still important in some games), but it does show that no two games have the exact sound. As they shouldn't! A game's music should be unique to that game's theme.

Second, a few years ago, I would never be caught listening to symphonic movements. The only string instrument I got behind was a guitar because rock music is cool. And given the choice between classical music and rock music, I'd take rock. But video games actually got me interested in more traditional forms of music.

Most importantly, and much to my concert music veteran sister's dismay, there was no universal dress code at the Joseph Meyerhoff Symphony Hall that night. Tickets for the majority of symphony orchestras are not cheap. The tickets to Symphony of the Goddesses weren't that cheap either, but I was able to get a good seat in the center, rear orchestra seating for $45. I had planned on attending the concert in a Zelda t-shirt and jeans; however, my sister gave me enough crap about it that I ended up changing into a nice shirt and skirt. Lo and behold, when I arrived, most people wore casual clothing, and some people had come in costume. It's amazing what a different atmosphere the symphony hall had that night, and the amount of passion the audience, the conductor, and the musicians all shared that night.

REVIEW: Persona 4 Golden

Persona 4: Golden is a remake of 4-year-old Shin Megami Tensei: Persona 4, and it's a remake that's worth not just buying the new game but also buying the Playstation Vita.

The storytelling is just as good, if not better, than its original. It may have a cheesy message of bonds of friendship are true power, but it sticks to that message the whole way. With the addition of the Marie and Adachi social links, you learn more about the TV world, become close to the fumbling detective, and help the new mystery girl recover her memory. The same twists are present, but fans of the original still face a few new surprises, mainly having to do with Marie...

There are new animation cutscenes and new content, including trips to the beach (one as a large group, and you can choose to go there via scooter with other friends some days), a short cutscene of a hotsprings trip with Marie, and most importantly, a whole new dungeon, and a ski trip. The last two are related, making it my favorite addition to the game. You also get to play through January and February, whereas the original skipped straight to March. (Building snowmen with Nanako? You bet!)


There have been some rumors that you can only have one girlfriend in Persona 4: Golden. That's not entirely true. You can still become intimate with several girls at the same time. However, Valentine's Day forces you to spend your time with one girl. And the others will get sad and make you feel guilty. It's an awkward time all around.

After maxing out social links with your teammates, you can hang out with them again to have their Persona transform a second time, making it even stronger. Maxing out Rise's social link proves to be one of the most useful things about P4G, and she saved my butt several times. Rise can provide even better support through her social link, raising your stats, blocking enemy attacks, and reviving you.

Atlus didn't fix what wasn't broken. The music is relatively unchanged (other than a new opening) and the fighting system is the same. Other changes were minor, but very helpful! You can fastforward through dialogue (sticking with the TV motif) and when you die in battle, you can choose to retry from the beginning of the floor, meaning you'll only lose about 20 minutes of your time rather than an hour or two...or three...

You can dress up your teammates in costumes, which you get for free and can buy in Okina City. And when you talk to them, they'll comment on their and your costumes.

I can find no bad additions to Persona 4: Golden. Persona 4 was already a solid game, and the remake made it even better. Hell, the game is nearly perfect. It's enjoyable, the storytelling is fantastic, the characters are distinct and dynamic, and the visuals are eyecatching. For newcomers who haven't experienced Persona 4 before, just when you think you've figured out the killer, you'll get it turned around on your head once again. As long as you keep pursuing the truth and avoid distractions, you'll make it through.



I don't normally put numbers to reviews because I think the writing should stand by itself, but I'd give P4G a 9.5/10. This is a must-buy for RPG fans who own a Vita. (And if you don't own a Vita now, P4G is worth it.)

To read my review of the original Persona 4, click here. In this review, I decided to focus on what was different about P4 and P4G. For more background information on the game, check the review of P4.


Thank you so much, Atlus.

The Way of the Sword

(Originally written as a part of the Narrative Journalism class at Ithaca College, fall 2012. Available here as work preservation.)


The room is silent. It is bare, brightly lit, hot, and smells of salt. The students inside are dressed for battle, clad as samurai. The kendo students form a circle and place their bamboo swords, shinai, in front of them to form another smaller circle. One by one, they inhale together and then exhale together. In … Out. In… Out. In unison the group puts out a leg.

“Ichi, ni, san, shi!” Martha, the president of the club, shouts the numbers one through four in Japanese as each kendo student holds a count for stretching.

“Go, roku, shichi, hachi!” The other students yell the following four numbers. The words echo. Their hakama, the large pleated pants, brush the floor.

In her naturally quiet voice, Martha announces, “Okay, everyone.” The others talk among themselves over sips of water and Gatorade.

“Hey, guys,” Martha calls. A few turn people turn toward her, but others are still talking. “Guys!” Martha repeats louder. All eyes are on her. “As you all know, some kendo teachers from Osaka are visiting next weekend. They’re going to lead us in practice, and then we’re having a mini tournament. This is going to be a five-person team, and to decide who’s competing, we’re going to have two-minute matches today.”

Gin, the club member who has practiced kendo the longest, acts as the referee for the match. He signals for Martha and one other student to come forward. Martha adjusts her helmet, tugging at the ties. Her hair, back in a ponytail, is barely visible under the tenugui, a cotton hand towel she wears under her helmet.

Martha and her opponent bow. They start with their swords in their left hands, bow their heads, return upright, swords ready, and bend at the knees. They back away a few paces. Now the match is ready to start.

Hajime!” Gin yells. “Begin!”

Martha immediately takes the offensive and shrieks a kiai during her first strike. Her opponent blocks and the two bamboo swords clack against each other. He attacks again, and Martha retreats, awkwardly dropping one hand from the sword as she desperately blocks another strike. Clack! Clack! The swords continue to collide until the two fighters get in close, wrists locked. They break free and spin around each other.

Do!” Martha shrieks, emphasis on the “oh.” Her sword hits her opponent’s chest piece hard. Point one for Martha.

They restart. This time her opponent is the first to attack, but Martha advances on him in a second, slamming her foot on the wooden floor. Both stand still for a moment. Martha’s foot twitches slightly, and she’s moving quickly again, striking. Head. Head. Arm. Block. Chest. Chest. Chest again. Her next strike hits his wrists.

Spirit, sword technique, and proper posture—all three are required for a point, and most matches are played to two points. A person can swing a sword around all he wants to, but without accuracy and spirit, it’s just a child with a sharp stick.

Jess, the secretary, sits with a stopwatch. “Jikan desu!” she says. It’s time; the two minutes are up. Martha and her opponent bow before returning to the sides of the room.

At the end of practice, the kendo students line up on the floor by seniority, sitting on the floor with their feet tucked underneath their rears. The room is quiet with a moment of reflection. With hands placed in front on the ground, they bow together, raising their heads slower than they lowered them. Together they say, “Arigato gozaimasu,” a formal thank you.


They file outside the gym one-by-one, but not without one final bow.

* * *

Practices involve being hit over and over. Repeatedly.

Abulu, the vice president of the club, stands in the middle of the room running drills with Martha. He holds his sword out for Martha to strike with each step she takes. She finishes with a men strike and runs past Abulu while she shouts a nasally “aaaaaaa!”

Only Martha, Abulu, and Jess are present for the Wednesday night practice. With exams coming up, most club members take the night off to study.

“We’re going to go over some of the basics today,” Martha says. “We should do this more often, anyway. Everything starts with the fundamentals.”

As they continue doing drills, Martha sees Abulu adjusting his grip on the hilt frequently.

“Make sure you have a strong grip before you strike, Abulu! But you want your body to be relaxed. You can’t attack properly if you’re tense. Just relax.”

He shakes out his arms and takes a deep breath. Even though he’s the vice president, Abulu is a newcomer to kendo when compared to Martha, who’s been practicing since she was a child. But there’s room for improvement for everyone.

Martha starts another basic drill. She, Abulu, and Jess line up, facing themselves in a mirror. On counts to three, they practice a series of strikes. Jess counts off first, Abulu does it second, and Martha does the third round.

“Ichi!” Swords up. “Ni!” Step forward and strike. “San!” Return. “Ichi! Ni! San! Ichi! Ni! San! Ichi…

Martha stands still with her sword above her head. Abulu and Jess both step forward and strike for the second count, but they hesitate halfway when they realize Martha hasn’t moved.

“Got you!” The three take a moment to laugh before it’s all business again. “Oh, and make sure your back heel is raised,” Martha reminds them.

* * *

Three older Japanese men walk in barefoot to a middle school gym. Upon entering, they bow, and studentsboth Japanese and Americando the same. Just outside the gym doors, Martha runs back and forth.

“Right this way,” she says in Japanese. She later recalls that many of the students visiting from Japan knew English, but because she’s fluent in Japanese, it was easier to converse in their native language.

“Arigato, arigato,” the young Japanese students reply. They file in calmly, and soon Martha joins them in the makeshift dojo. It was the gym of a nearby middle school, but for today’s purposes, it is a dojo.

A long line of varying shades of dark blues and black tops and hakama pants forms across the gym floor, made up of students from Osaka University, Cornell, NYU, and Syracuse University. Martha stands somewhere in the middle. The three sensei from Kyoto, Japan, stand facing them. Of the three, one does most of the talking.

His name is Ichihara-sensei. He is small, standing roughly at five feet and five inches. Martha sees the muscles of his forearms, which aren’t covered by his kendo top, and notices he is well built for his age. In fact, the only thing giving away his old age is his graying hair.

“First, thank you to the Corneru students for hosting us,” Ichihara says in English for the American students. He struggles with double l in “Cornell.”

Martha smiles slightly and the others from the Cornell Kendo Club nod to Ichihara.

The other two are quiet for now. Actually, the second teacher, Ikeda-sensei is quiet in spite of a student asking him a question. The third, Kakinoki-sensei is the youngest of the teachers and lets the others answer questions. But something blinking on his chest catches Martha’s eye. Squinting her eyes, she can see it’s a nametag, flashing Kakinoki. It’s strangely out of place compared to all of the embroidered nametags people wear.

“Now you all will have to know my name,” he says quietly, but with a laugh. Turning to Martha, whose attention is clearly on the bling, he adds, “I’ll even make one for you.”

The room erupts with giggles.

But kendo is no laughing matter; the room is serious minutes later. The first event of the day is a mini tournament, one-on-one matches in five-person teams.

Martha steps forward as the competitor. Her opponent is one of the Japanese students from the Osaka University Kendo Club. Although she is smaller than him, he is also short—a “fit but compact size.” She bows at the knees and takes a long look at him.

His eyes narrow. It’s a look of determination, but also perhaps of arrogance. She sees his eyes say, “I’m not losing to a girl.”

“Hajime!” Ichihara yells. The match begins.

Each takes a few moments to size up the other, both in a basic ready stance with the sword held out in front of the body, the end of the sword pointed at the opponent’s neck. Martha takes one step forward.

He shouts. Martha feels the vibration from his sword on her helmet, and the feeling reaches all the way to her stomach. A solid hit. He scores his second point in less than ten seconds.

The match is already over.

* * *

Martha takes a swig from her water bottle and wipes away the dribble on the sides of her mouth. Practice is quiet with only three people present, and Jess tries to disturb the silence by playing on the piano in the corner of the room.

“Ugh, I ate too much food over my fall break,” Martha groans. “I got fat.”

No, she didn’t, Jess mouths from behind her.

Abulu stifles a laugh.

Martha arranges Jess and Abulu for a lesson in nuki-do. She and Jess demonstrate for him. They stand at the ready, and when Martha brings her sword down at Jess’s head, Jess almost walks under Martha’s armpit as she swiftly drops her sword parallel to the ground and strikes Martha’s exposed side.

Abulu gives it a shot. He and Jess line up across from each other, staring at each other. Abulu towers over her. He’s tall and skinny, and fighting someone of a radically different size takes some adjustment. As Jess raises her sword to strike, Abulu closes the distance and tries to strike her side, but she easily hits his head first.

“Faster, Abulu!” Martha says.

He tries again and again, but Jess hits him every time.

“If it makes you feel better, girls are naturally better at nuki-do,” Jess says.

“We’re smaller and faster,” Martha adds.

The two girls grin at each other. Abulu rubs the back of his head and sighs.

“The key is to already be in motion—to anticipate their attack,” Martha suggests. “And don’t wait for them to attack you. Force them to attack. Kendo isn’t only about the physical.”

* * *





Jess sits at a small table, the only one in jeans and a jacket. "CORNELL KENDO CLUB" is printed on the back in large red letters. A series of papers lay on the table. She leans back in the uncomfortable school chair, jumping to attention when a young man in kendo gear appears. The nametag between his legs reads "ALLEGHENY."

"There's a problem with our liability sheets," he says. "We, ah, forgot to bring them."

Jess laughs and waves him off. "That's okay. Just don't get hurt."

During this weekend-long tournament, held by the Cornell Kendo Club each year, Jess greets the competitors and keeps track of paperwork. Inside the gym, Martha and Gin sit on opposite sides of the room at two different tables, calling competitors to their matches. Jess sits outside, alone.

"I'm supposed to compete today, but I honestly have no idea how because I'll be at this table all day," she groans.

She hears shouts of "Fight-OOOOOO, fight-OOOOOO!" from the gym. The rest of the day is going to be loud.

Helmets and shinai lay scattered across the gym floor. Students' embroidered nametags read "Rutgers," "NYU," "Yale," "Harvard," "Allegheny," and of course, "Cornell." Both undergraduate and graduate students from the east coast come to Cornell once a year for the fall competition.

“Wei Lin from Cornell, red!” Martha calls from her table. Even from across the gym, Gin’s shouts overtake hers. “Wei Lin from Cornell!” she repeats.

The competitor set to fight next stands at the corner. Martha checks his ribbon to make sure it is tied securely to the back strings of his chest plate. She gives him a thumbs up and returns to her seat.

A match on Gin’s side ends, and a man walks to the bleachers. As he takes off his helmet, he wipes off a layer of sweat from his brow. He, and the majority of people here, reeks of sweat. He slumps to a seat and sighs.

“It was my first time,” he admits to a teammate. “I didn’t do that well. Well, shit.”

His teammate pats him on the back. “It was close—nearly a tie.”

“What would have happened then?”

“The judges would have made a decision based on your spirit. That’s what it comes down to.”

Jess walks into the gym, now in her kendo uniform. She sniffles and rubs her nose. The women’s tournament will begin soon. The table will survive without her for a few minutes.

Martha also leaves her station. A few people wave to her as she walks past. She returns the gesture, but scurries past.

On the gym floor, Jess steps forward as her name is called. She and her opponent bow and wait for the judge’s signal.

“Hajime!”

Jess is cautious at first. Her opponent is larger and more aggressive. She strikes at Jess with ferocity, slapping the floor with her feet each time she attacks. Jess blocks and returns fire. They rotate positions, circling each other.

“Men!”

Jess can see the strike coming. She raises her sword enough to block the overhead strike as she slides to the left, bringing her sword down to her right side and swinging it across. “Do!”

The judge’s flag shoots into the air. Outside in the hallway, swords clack against each other as Martha loosens her muscles. She takes a moment to roll her shoulders and stretch her legs.

“I’m not too nervous,” she says. “I’ve done kendo for years, so this isn’t my first tournament by any means. I also have a by to the second round because I’ve done kendo the longest.”

She coughs once and clears her throat. A bug is going around in the chilly October month.

“I’ll be up in a few matches. Wish me luck.” She nods to herself, firmly grips her shinai, and walks to the corner of the gym where she waits her turn.

Jess finishes her second match with a loss. She drops herself on the bleachers. “A cold plus sports-induced asthma is never helpful for winning,” she says. “Martha will be competing against the girl who beat me.”

She coughs and wipes the sweat off of her face. “Her match should be fun to watch, so don’t miss it.”

* * *

 “On deck, Joo from NYU, red. Adams from Cornell, white!”

The two women bow and stare at each other. Martha adjusts her grip on her sword, left hand on the butt of the hilt and her right hand next to the handguard. Her left hand grips it strongly.

Her left heel is slightly off the ground. Her legs are loose, but strong. The judges consult each other with quick head nods. Once they yell, the two fighters spring forward.

BUM. “Men!” “Do!” CLACK! BU-BUM. “DOOO!”

Martha and Joo move back and forth, screaming, slamming their feet, and swinging their swords. Chatter from the sidelines has quieted.

“MEN!” Martha shrieks as she strikes Joo’s helmet. A judge’s flag waves in the air.

Once the judge gives the signal, Martha and Joo strike at the same time. Just like in practice, as Joo went to strike Martha’s head, Martha blocked it, brought her sword to her side and struck Joo’s chest. The clack against the chest plate echoes.

“Ooooh!” the crowd says.

From the corner of her eye, Martha doesn’t see the white flag rise, so she continues. She and Joo both advance quickly and strike at the same time. Their swords push against each other as both fighters’ wrists are locked together. Joo pushes harder and jumps backward, almost tripping over her feet. The crowd oooohs again.

Martha takes a swift step forward and stomps. “Do!” she shouts once more. With the technique, her kiai, and the footwork, the judge raises the white flag a second time.

The crowd screams in both English and Japanese. Martha and Joo bow. They both walk to the sidelines and shake hands. Martha takes a moment to breathe deeply. There’s no time for a water break, but the adrenaline keeps her going.

Martha steps back on the court, waiting for her opponent to do the same. She stands tall, legs together, sword at the side. Her white ribbon hangs from her back. This match will decide the winner of the women’s tournament.

The opponent, the one who defeated Jess, walks forward. With their respective bows, she and Martha take a deep breath together. Martha holds her sword comfortably, the tip in line with her opponent’s chest.

“Haaajime!” the judge yells.

“Go, Martha!” somebody shouts from the crowd.

“Ganbare!” another person says. “Do your best!”

“Kote!” her opponent yells, swinging at Martha’s wrist. Martha moves to the side.

She stomps forward and attacks, but it’s no good. Martha keeps stomping, shouting, and attacking. Her opponent stops Martha’s sword with a block and moves in.

“MEN!” she screams. Her sword hits Martha squarely on the head. Martha flinches only for a second from the sudden strike. The red flag points upward.

A few whispered voices utter an “ouch” in sympathy. The helmets soften the blow of all men strikes, but the sound of the sword on the helmet can be more off-putting.

The second round begins. If Martha doesn’t get the next point, she’ll lose. She ensures her grip on the hilt is secure before she dashes forward. Trying to minimize wide open areas, Martha keeps her sword close to her, doing small strikes at the wrists. Some of them connect, but she hadn’t stomped or shouted.

Martha forces the young woman into the corner of the boundaries for the match. She continuously swings her sword, forcing her opponent to block. She backs up farther and farther until the judge raises the white flag.

Through her helmet, Martha breathes in…and out. No one in the audience dares make a sound. The two women on the court take a moment to compose themselves. The next point will be the last.

“Hajime!”

Both are cautious this time. Martha’s toes grip the floor as she waits for the moment. Her opponent hesitates as her eyes meet Martha’s, but she slides forward and attacks. Martha sidesteps and takes one step forward, forcing her adversary to follow. As she does, Martha also runs forward, her bare feet squeaking on the floor.

“MEN!”
   “MEN!”

They shout and strike at once. Martha struggles to get away. Retreating would mean putting herself in danger of being struck, but nothing would happen if they were in a stalemate, too close to use a sword effectively. Their gloved wrists push back and forth, neither competitor giving way. They circle around, trying to use momentum, and both push upward, leaving themselves open. They quickly step backward before running back in.

BUMBUM. Martha stomps twice as she steps forward and attacks her opponent’s open left side, but she’s too slow and it’s blocked. She puts more space between them. Neither moves.

The crowd is silent, holding their breath in unison.

Martha suddenly screams and stomps hard enough for her foot to tingle as she readies herself for a strong swing. 

“KYAAAA!” she screeches. Martha’s sword slams into the opponent’s side with a booming clap.

The judge whips the white flag in the air. The crowd jumps in the air. Teammates let go of the breath trapped in their chests. As Martha reaches the sidelines, she rips off her helmet and grins, sweat shining on her face.

“I told you it’d be good,” Jess says, watching from the doorway. “That’s Martha for ya.”

REVIEW: Virtue's Last Reward

A game with enough plotlines and discussions on physics to make your brain explode and enough puzzles to stimulate your brain up to a large reveal at the end. This is what Virtue's Last Reward aspires to be. The sequel to 9 Hours 9 Persons 9 Doors in the Zero Escape series, Virtue's Last Reward places 9 participants in situations where they need to work together (or refuse to do so) and solve puzzles to escape through the number 9 door. Overall, Virtue's Last Reward delivers a well-told story, albeit a confusing one, with improved game mechanics from its predecessor.

You play as Sigma, a college student who honestly looks more like a guy who would carry boxes around for a living. He wakes up in what looks like an elevator with a girl named Phi (who closely resembles Santa/Aoi from 999 -- but why?). These two serve as the main protagonists.


Other characters are both old and new. Clover comes back for her third Nonary Game. There's also Alice, a friend of Clover's from right after 999 who has something against shirts. Luna is the fourth woman of the group, a quiet girl who just wants everyone to be nice to each other.

Why can't we be friends?!

Quark is the child of the group with a funky hat. He unfortunately suffers from being a plot device. I can say no more without spoilers. He's also unconscious for large portions of the game. When he's with you, he's really cute and quite funny with the next character, Tenmyouji. This old man is a bit grumpy from many years of a hard and lonely life, but he softens up around some characters. K is the large hunk of metal in the picture. He loses his memory as soon as the Nonary Game begins. The final and ninth character is Dio, a strange man who wears circus ringleader clothes.

But the best character in the whole game is that rabbit, Zero III -- or as the others call him, Zero Jr. This little guy helps you along in the beginning, but in a mocking tone. Even when he insults you, you can't stop loving him. (A close second favorite is a robot with a cockney accent.)

First off, Aksys continues to be a fantastic localization company. Their translation of the writing is smooth, perhaps even smoother than in 999 (but it unfortunately lacks the food-exploded body comparisons this time). There are plenty of rabbit puns for Zero Jr., giving the rabbit a personality just like everybunny. Aksys also isn't afraid to crack a few jokes in-game to the player.

You wound me, Aksys!

There are strengths and weaknesses in the writing of Virtue's Last Reward. There is a constant element of mystery motivating you to keep playing. Answers are teased to questions you didn't know you had, things are revealed before they make sense, and everything leads up to one OHMYGOD moment. And whereas 999's great reveal was on a personal level, the reveal in Virtue's Last Reward is on a massive scale. Neither is inherently better, but everyone has their own preferences. (999 is tragically beautiful in ways that VLR is not.)

However, the game drags on. There are long sequences of doors opening or watching yourself as a dot move from one room on a level to another room on another, and the locations of these rooms were not part of something larger, so forcing the player to view them over and over does nothing but frustrate the player. This game took me about 37 hours to finish completely. Several minutes could have been shaven off had it not been for those door opening/closing sequences. Also, does Sigma have to wait to vote ally/betray until half a second before the deadline every time?

Otherwise, the game's writing is quite subtle. Some things become overt from multiple playthroughs for different endings, making one character the typecast bad guy with no real complexity, but when X happens in A and not in B, you'll ask yourself why. Like 999, this is a game to discuss for hours with your friends, working out why something happened or didn't happen.



The character sprites, despite being in 3D, were less detailed than 999's 2D sprites. In some cases, they were downright disgusting. Characters only had a few poses each. Either stick to 2D sprites or give the 3D sprites fluidity. Treating a 3D sprite like a 2D in terms of posing doesn't flatter many characters.

The character designs were also rather unappealing. What exactly were Clover and Alice doing when they were abducted to lead them being in a pink leopard print bikini and a giant necklace that only covers one's nipples? Lotus had a reason for being dressed the way she did in 999, and while Clover and Alice hint at what they were doing, we don't really know.

The game's mechanics drive VLR like the dual-screen Nintendo DS was essential to 999's plot. VLR presents the player with a flowchart. When Sigma makes a decision to go through one door instead of another, a different reality occurs. You play through all of these realities to get to one final ending, gathering information in each one just as Junpei does in 999. 


Thanks to this flowchart, you go through a different room in each timeline. And even though you start in the same first room and different endings have you going through the same first door, you don't need to repeat those puzzles like in 999. You can simply jump ahead to where you need to be: your next decision. And because there are so many little things happening in VLR, the flowchart makes it a little easier to manage what happens in each timeline. (But not too much easier.)

The Ally/Betray decisions are the best part of Virtue's Last Reward. What made this even better is that while my roommate and I played this game together, she was learning about the prisoner's dilemma for a class, which is precisely what the AB game is. If a group allies, then they all receive points. However, if one person betrays while another allies, the betrayer gains points while the person/pair who allied will lose points. And if everyone betrays, then no one gets points and everyone continues to hate each other. The point is to get 9 points and exit through the number 9 door. However, in such a stressful situation, ideals are lost. Would you choose to put your life in a stranger's hands?

But do you want to be THAT person who betrays everyone?

Virtue's Last Reward is available on both the PS Vita and the Nintendo 3DS. There should be a third game in the series as long as it gets the green light. In the meantime, I'll wrack my brain over this game and 999.

Note: There have been some reported bugs in the 3DS version where if you take too long in some rooms, the game will crash. I had no problems on my Vita version.

By the way, if you'd like to see how many notes you get to make while doing puzzles, check out the notes from my roommate and I. (It's not pictured, but there's a back side to each of those papers.)

Satire or no?

This just in: DC Comics still thinks their audience is only made up of men.

This isn't the first time I've looked at a comic about nerdy things making fun of girls who are either nerdy or "pretending to be nerdy."

A part of me is really hoping this is trying to be a satire on people who think nerds should feel threatened by people pretending to be nerds because I can't see how anyone would possibly take that as a threat. (But there is plenty of anger online about people "pretending" to be a nerd. So that gives me pause to look at this as just a satire.)

REVIEW: The World Ends With You

The World Ends With You.

I hadn't thought about what that meant before playing this game.

Neku Sakuraba is a teenaged boy living in Shibuya. He's standoffish and hates people. He loves only one thing: his favorite street artist. Waking up in the middle of Shibuya, Neku has no idea how he got there. With his partner -- a girl named Shiki whom Neku wishes he could get away from -- he has to fight to survive, fulfilling a mission each day for a week. But when Neku should be finished, he's flung into the game again and again, trapped inside under the Reapers' control.

I couldn't relate to Neku a whole lot at first, but what intrigued me the most about him is his character growth. It's well-written, gradual, and -- most importantly -- believable. The key to this change is the sentence, "The World Ends With You." You can be the only person in your own universe, or you can let others in and learn more about the world around you. In the end, that's up to you.

TWEWY has its own art style that fits perfectly with the setting of the game and Neku's fascination with street art. The outer lines are thicker, colors are vibrant, and characters have a distinct shape. There are certainly many styles of street art, but TWEWY has the same colorful, urban feel that I've seen in street art.


Fighting requires a team effort, and the Nintendo DS screens take care of this well. You control Neku on the bottom screen, running back and forth and using his pins to attack enemies via the stylus. You can also control your partner on the top screen with the directional pad. However, it is difficult to control both at the same time. Looking back and forth at each screen every couple seconds gets tiring, so if you don't control your partner for a short time, he/she will play on auto. You can play the majority of the game with your partner on auto, but it's easier to access special combo attacks when you control your partner. There are also a few times in boss fights when you need to play as your partner while making Neku avoid attacks.


Along with the art, the music also has its own urban appeal. I suggest you use headphones when playing the game just so that you can hear the music better.

This game wouldn't be what it is without the fantastic art, music, characters, and storyline. You're stuck in the mystery just like Neku is, and the only way to figure out how Neku got to the Reaper's Game, you'll just have to keep fighting your way to the truth. I haven't played an RPG like this one in a long time, and I haven't seen one like it. In a genre that feels stale at times, it's games like TWEWY that reinvent the genre and show that it's more than its tropes.

The World Ends With You was recently announced that it will be ported to the iOS.

REVIEW: Bastion's beauty


My initial experience with Bastion was not a pretty one. After being gifted the game on Steam once it was available for Macs, I could not get the game to display. I gave it another few weeks and tried again. Still no luck. I began trying everyday until I sent Supergiant Games an email reporting my problem. They did their best to help, and I appreciated the response, but I still couldn't play this game everyone kept bugging me about.

Fortunately, with the Humble Indie Bundle, I was able to get Bastion and several other indie games at once to play without using Steam! And so my journey began.

It's been a while since I played a game on a computer, and Bastion gave me a bit of a challenge in the beginning, but it explained all of the controls, and you can change them to your liking in the options menu anyway. The default felt comfortable, so I didn't mess with them.

The first thing I noticed about Bastion was the beautiful art style. It's unique (and I truly mean unique -- I have yet to see something like it in another game). The illustrations are beautiful, the map is gorgeous, and even the stages are pretty.

Equally as beautiful is the music. This is a soundtrack you need to get with the game. I put on some headphones after getting the gramophone in the game so that I could spend some time just listening to the different music tracks. Several of them remind me of a western-style adventure. This is something I want blasting in my car on the highway.

The narration is amazing as well. Logan Cunningham voices Rucks, an older man with much wisdom and a great storyteller as well. Cunningham's voice is perfect for this kind of character. He portrays emotion well, his voice is a little raspy, and it's easy to hear. It's a voice I can imagine reading out stories on old radios. The music is what most gives Bastion character.

You play as The Kid with the aim of restoring the Bastion. It seems rather straightforward -- you travel to new places to collect cores and pick up new weapons. It's not a complicated story, but it's told well -- mostly thanks to Rucks's narration.

Fighting requires a lot of movement, which is a little frightening at first (you can fall off of stages), but once you figure out how to best fight enemies, it becomes fun. You receive many weapons both short- and long-range, so you can play around until you find the right fit for yourself and the stage you're going to. It's also easy to practice with the weapons without too much fear of dying at the proving grounds for each weapon.

Beyond the game, Supergiant Games is wonderful. They're easy to get in touch with -- and when you're having problems, sometimes they go straight to you! At one point when I was complaining on twitter about how I couldn't get Bastion to work, they replied to my tweet and asked me to email them about it. They were helpful and easy to talk to. Thanks again, Supergiant Games! Even if I wasn't able to get a fix for my copy on Steam, it was definitely worth buying through the Indie Bundle.


Video Games in the American Art Museum


On one level of the American Art Museum is old folk art. Go up another level and you're getting closer to the contemporary art, but up another and you'll find an exhibition all about video games. Now here's an excuse to get cultured.

The Art of Video Games exhibition in the American Art Museum opened in March, but it'll be around through to September. It's a free exhibit, and because the American Art Museum is a part of the Smithsonian in DC, it doesn't cost anything to get into the museum. And the Chinatown metro stop is just a block away!

The exhibit itself is pretty. I loved the color schemes in the few rooms for the exhibit. The entrance is a green wall with "The Art of Video Games" on it (pictured), and it has a few paragraphs of information from the guest curator.


The next room is the introduction to video games as art. It has the obvious -- concept art for video games -- and it also shows the evolution of video games through five eras the exhibition explores further in the final room.

This room presents the thesis of the exhibition: video games are immersive art. Instead of it being solely about the painter or painting, video games are collaborative art that aren't complete without the player.

The following room had five games set up for visitors to play: Pacman, Super Mario Bros., The Secret of Monkey Island, Myst, and Flower. The point of video games as art came out most strongly in Flower, where developer Jenova Chen wanted to evoke positive feelings in the player, who controls the wind to blow a flower across a landscape. It doesn't sound very exciting, but watching someone play it is very relaxing.


The final room showcased each console (but no handhelds) and four games for each console. The consoles are shown chronologically from the same five eras shown two rooms previously. Older gamers will be excited to see things from the '80s and new gamers will see a Nintendo Wii and say, "I have that!" As somewhere inbetween, I felt nostalgic when I saw the Super Nintendo and Nintendo 64.


Each station has a console on display, a picture of four games, one in each category: Action, Target, Adventure, and Tactics. Guests were able to vote on the four games in each category online a year before the exhibit went live. When at the station, you press a button for one of the games to see a short movie about the game including things such as its aim, its predecessors and improvements, its artistic vision, etc.


Not all art exhibits have to be in big white rooms with static art in which the viewer stares at something for a few seconds before walking on. This exhibition probably won't convince those enthusiastic about games that video games are art, but being able to play Super Mario Bros. in a museum for a serious but also fun exhibit is a milestone.




REVIEW - Hakuoki: Romancing The Vampire Samurai

Still a better love story than Twilight.

I've mentioned before that we can always count on Aksys to license, localize, and publish great games we wouldn't otherwise see from Japan. They take chances on games that may not become huge hits for the American public, but there's always at least a small market for more obscure Japanese games. Hakuoki: Demon of the Fleeting Blossom would be one of these. After months of it being out and stores like Gamestop having no reason to order more, I was able to find only one copy in all of Maryland in the beginning of May.

Hakuoki: Demon of the Fleeting Blossom follows Chizuru's arrival to Kyoto in her search for her father where she witnesses a group of white-haired samurai in blue coats gone mad slaughter some people. The Shinsengumi, who wear the same blue coats (or haori), save her and keep her in their headquarters. While this is an otome game where you increase your relationship with the men in the group and eventually go off on a specific game route according to your romance level, I wouldn't say this game is only for women. The game isn't overwhelmingly filled with romance; quite a bit of it is action. However, this is a visual novel, so if you are a person who needs to be controlling the action, I would not recommend this game for you.


Unfortunately, it is rather frustrating to be Chizuru: a girl with very little knowledge of swordfighting while being in the middle of years of fighting that eventually tore apart the Shinsengumi while Japan's political climate became extremely chaotic. The majority of the story involves some demons trying to kidnap her from the Shinsengumi while the captains of the Shinsengumi nearly kill themselves (and sometimes sacrifice themselves) to save her. (This becomes even more frustrating when learning about Chizuru's background. She could be much stronger than she lets on.) If I was going to live with a bunch of samurai more dedicated to learning how to protect others than serving the elite, I'd want to learn how to wield a sword to defend myself. According to Saito, Chizuru isn't bad, but she's at the mercy of others nearly every time in every storyline.


But aside from the fluffy (and often hilarious) romance in Hakuoki, learning about the Shinsengumi is my favorite part of the game. The characters are obviously not exactly like their historical counterparts--especially as the story becomes more supernatural--but there are plenty of references to Toshizo Hijikata being the "demon" commander of the Shinsengumi, Isami Kondou as the friendly and idealistic chief, Hajime Saito as the quiet and extremely skilled swordsman, Souji Okita as the fearsome captain, etc. Even more overlooked people such as Genzauburo Inoue, Susumu Yamazaki, and Kai Shimada. Real battles are included as events, and there's an encyclopedia of names, places, battles, and terms as they arise in the text.


The way Hakuoki blends the historical with the supernatural is remarkable. At first the idea of a samurai, who isn't just a fictional character, whose hair turns white and feels the need to drink blood seems weird. But after a little while, you just accept it as part of the story. Their exhaustion during daytime reminded me of vampires (partly as a joke), but in-game they are referred to as "fake" demons. With incredible strength and stamina, and with wounds that heal quickly, the Shinsengumi take on harder and harder battles. Picking the right dialogue and action choices become key to avoiding a game over.

This game isn't one of my favorites, but it is fun to play if you like visual novels and Japanese history. The translation read well other than a few proofreading mistakes I caught, and I enjoyed being able to read the dialogue in English while being able to listen to it in Japanese. I always appreciate being able to play these games in my own native language; and it's all thanks to Aksys once again!


Review: Eternal Sonata: The blue-haired poet of the piano

Years ago, before I had seen a bunch of weird games, if you had told me there was an RPG in a dream world of Frederic Francois Chopin, I would have called bullshit. I'm not so surprised about it anymore. So after a couple years of seeing cosplays from the game and noticing that fellow RPG fans had played it, I figured it was about time to learn about Chopin and his unrealistically blue hair.

All joking aside, Eternal Sonata taught me as much as a video game can about music history. But more than that, it inspired me to find parallels between the game and Chopin's life. It's amazing how video games can inspire you to learn more about a subject.

As you can see from the game's cover, this is a Namco game, and the English localized game has a lot of voice actors commonly found in another Namco franchise, the Tales series. I highly recommend this game to all Tales fans, especially ones who are interested in music. The game cover is also for the PlayStation 3 version; the game came out for the Xbox 360 first one year before the PS3 version. Eternal Sonata on the PS3 has additional content, a more fleshed out story (and apparently a more fleshed out Allegretto, one of the main characters), and a costume for each Allegretto, Beat, and Polka that you can find in-game. The PS3 cover features an angry Frederic Chopin and the other characters ready for battle whereas the Xbox 360 version's cover should prepare you more for the cheesiness of Eternal Sonata.


But even with the amount of friendship and happy themes, it's not a happy game overall. After all, this game reflects Chopin's life. Each chapter has a period of exposition where one of Chopin's pieces will play in the background as the narration informs you of when this piece was written, what it means, and how it may have spoken to Chopin. Thanks to Eternal Sonata, I learned about Chopin's Polish background, his relationship with George Sand, and why he couldn't return to his home in Poland all the while getting a crash course on the same pieces my sister was studying in her music classes!

The world in Eternal Sonata largely takes place within Chopin's dream as this is happening on his death bed. When he meets a young girl named Polka who reminds him of his deceased sister Emilia, he confesses to her that this is all his dream. She doesn't seem bothered by it, and we're led to believe that it's rather strange that her life and everyone else living in that world would be a product of his imagination.


This theory of escapism for Frederic makes sense at first, but as he becomes more attached to the characters -- primarily Polka -- and involved in saving their world from the stereotypically evil Count Waltz, it becomes harder to tell what's real and what's a dream. The ending of the game, unfortunately, does not wrap this up well. Instead of a well-written build-up to Chopin's decision to stay in this world or pass away, we get a sudden final fight and a character's suicide, except just kidding there's some weird time thing going on, so that character doesn't end up dying to save the world because that's no longer necessary. However, the final song, Heaven's Mirror, is a beautiful song -- and it's an original composition. If only the conclusion of the game had been less out of nowhere.

Eternal Sonata looks like it has a stereotypical world. It's got the trope of a young girl needing to sacrifice herself, magic, and an evil ruler trying to take over the world. It's a clear cut good vs. evil kind of game. However, the addition of magic was written into the most interesting use of magic I've seen so far. Only characters who are near death are able to use magic, so being able to use those powers is terrifying. More and more people are near death from the side effects of mineral powder, the only medicine Count Waltz allows his people to use. This powder has severe health and environmental problems, whereas the floral powder Polka tries to sell does not.

The majority of the characters meet up as a result of the different problems of mineral powder as they are united by their wish to speak to Count Waltz and appeal to his better nature. They'll soon find out that he has no better nature. He's not an interesting antagonist with few complexities, but Liam O'Brien gives him a fantastically nasty character in a great show of his voice acting. The voice acting is excellent. As I mentioned before, most of these voices will not sound strange to any JRPG fans. And here's a huge shout out to Cam Clarke for his role of Prince Crescendo! It has been far too long since I've heard his voice in an RPG.



Eternal Sonata is both a turn-based fighting game, but it also demands your full attention. Characters' turns occur depending on their speed stat. In the beginning of the game, you have tactical time, giving you a few seconds to figure out what you're going to do with your turn. You then have a few seconds to run around the field, attack, or use items. By attacking, you build up echoes, and once you have at least 24, you can use a powered up special attack. During the enemy's turn, you can guard when attacked. Guarding is essential for your survival, but you can't just hold down O and expect to take little damage. For your guard to be effective, you must do it at a precise time. A second too soon or too late, and you won't reduce any damage. Like playing music, you must be precise and on time.


And because this is a game about Chopin and music -- complete with musical terms and styles used for characters and dungeons -- this game just wouldn't be what it was if it weren't for the fantastic score by Motoi Sakuraba. As much as I love his work for Tales and Golden Sun, I don't think there's any game that's expressed his creativity more beautifully than Eternal Sonata.


The game's graphics are beautiful as well. They're sometimes hard to see as the camera is often zoomed out, but on close shots like the one above, it's easy to see how much detail went into the graphics. I wish there was an adjustable camera because I would have loved to see more of the world.

Eternal Sonata sparked my interest in a historical figure, plays beautiful and original music, and has a battle system I had not experienced before. (I became well-acquainted with that O button.) For that, I have to love it. The story was good, but could have been much better near the end, but the music is what made it a beautiful game. I wouldn't expect less from a great game loosely about Frederic Chopin.

Games of the Future

Kotaku's cover story for March 26, "What If The Next Generation Thinks Video Games are Stupid?" by Jade Raymond, brings up a couple issues such as:

  • lack of coverage of modern issues in games (the Occupy movement, Arab Spring, internet freedom)
  • lack of diversity in popular games (war this, war that, shoot 'em up, kill 'em dead)
  • lack of diversity in general (most protagonists are white, straight, and often men)
I'm tired of seeing war game after war game. I have no doubt that some people enjoy those. They wouldn't sell well if they weren't good. And sometimes I like shooting Nazis. But not always.

I would love to see a game about something like the Arab Spring. I certainly don't see it in a popular game in the near future, but if we can have an Assassin's Creed set in Revolutionary America, maybe we can have an Assassin's Creed (or something similar) during the modern protest movements.

If the people putting money into these games can convince businesses that we want diversity in content, I can see tons of intelligent, new games coming in. I want to hold out hope for these games, but I can't help being cynical when I look at what businesses want to see.

I certainly hope the next generation still likes video games, and I expect they will if we keep the medium imaginative.

A budding market for otome games in North America?

Aksys takes many chances on niche markets, which is one of the many reasons I love them. Now they're taking on Hakuoki: Demon of the Fleeting Blossom, a game in a series from Japan in which you play as a woman among many men during the Edo period.

An otome game, in the most simplistic way I can think to describe it, is a reverse harem. There was a hint of this to Persona 3 Portable from the female protagonist's perspective, as well as in western RPGs such as Dragon Age, but there's very little of that available here.

But this game isn't only about romance. Because it's about the Shinsengumi, there's quite a bit of violence (a part of the reason why the game is rated M).

Chizuru Yukimura is the protagonist. In her quest to find her father, she'll meet many attractive samurai vying for her attention. With a game that blends action with romance, and caters toward a female market, Aksys can count me in on this game. But I don't think men should shy away from playing this either. As someone who's romanced plenty of fictional women in games, it's a different, and still enjoyable, experience. More often than not, it's just hilarious.



Hakuoki: Demon of the Fleeting Blossom releases in NA for the PSP on February 14. I know I wouldn't mind getting this for Valentine's Day...

(In reality, I hate paying for shipping to the UK, so I'll wait until I'm back home to play this. And believe me when I say that I WILL buy this game.)

Skyward Sword: Taking Leaps in Storytelling


Is Skyward Sword old news now that it's 2012? I doubt that. With a game this impressive, I can surely say that people will be playing this game for a while. (If the Silent Realms don't scare them off.)

In the newest Zelda game, Link lives on a land above the clouds, put there a long time ago by the Goddess to protect her people from the evil land-dwelling monsters below. Link lives a happy life, as do the other people of Skyloft, training to be a knight at the academy. On the first day of the game, he has a race against his classmates. The winner gets to fly around with Zelda for a bit, receive her sailcloth, and advance to the next class at the academy.

Fortunately, the game explains flying on your Loftwing pretty early in the game with the help of Zelda.

...After she pushes you off a cliff.

It's how she shows her affection.

Now, even if you suck at flying (which I did during the race), you'll win, so just take it at your own pace and you'll be with Zelda in no time.

Oh, wait--just kidding.


The story seems like same old Zelda games by that point. Link has to go save Zelda because he's the Goddess's chosen hero. Link will go through dungeons getting new equipment and chasing after Zelda, as well as going through trials to prove his worth as a hero. But wait--there's so much more!

The characters in this game have never had more personality. Link and Zelda have a strong relationship, and they care about each other. However, they can both survive on their own. This game forces them apart to each grow. You see Link go from a boy who likes his childhood friend to a young man who not only runs into battle with determination but also acts out of desperation when the person most important to him is in danger. Zelda is no damsel in distress. She may have fallen to the dangerous surface, but she's got plenty of spunk. She takes care of herself while she enters dungeons long before Link has the chance to do the same. Even when saved by Impa later on, Zelda knows when she has to put her foot down. She'll sacrifice the time she has with Link so that she can save the world. Link and Zelda are a team of heroes. Without either, the world will perish by the hands of demons.

This game doesn't just beat you over the head with "They like each other!" This game will make you feel it by stabbing you in the gut. It's the first Zelda game to make me openly cry.

And it's not just our protagonists who have dimension. We have Zelda admirer and slick pompadour-wearing Groose! He starts off on the wrong foot (ain't nobody hurting my bird!), but he's honestly a sweet guy. And even this secondary character is essential.

If there isn't a spin-off game about Groose, I will be so upset.

But my all-time favorite character is Lord Fabulous Ghirahim. With a creepy tongue, flamboyant personality, and weird tendency to hit on Link, he steals the show. He's the primary antagonist in the game, and while he's pretty awful at pursuing a young blonde girl, he's pretty great at getting in your way. Even he's got a personality.

Just look at those supple arms.

It was the lack of personality in the majority of characters in Twilight Princess that didn't make me fall in love with the game. It had a good story and it was fun, but it's got nothing on the characters of Skyward Sword.

Only one character has no personality (but not without development!), and that's by design. Fi, the spirit within the Master Sword, aids Link on his journey and gives advice, hints, rumors, and analysis when prompted. Most of the time, her dialogue goes something like this, "Master, there is an 85% chance that there is a key to this door somewhere within this dungeon," which roughly translates to, "Go find that goddamn key."

There is a 100% chance that you are an idiot and will need my assistance.

The motion controls set this game apart from the rest of the series. In Twilight Princess, all you really had to do was flail the wiimote around. Battles in Skyward Sword take more patience as most of the time you need to swing the sword in a certain direction or even thrust the sword. You start off with more hearts than usual for a Zelda game, but those extra hearts are necessary at the beginning. You will get pushed around, beaten up, and killed by a stupid spider just swinging back into your face. When the motion controls are finicky (it was difficult to get the wiimote to realize I was thrusting and not slashing), it's frustrating. If you have problems, recalibrate your wiimote, which you can do on the main menu screen in game, and then practice slashing and stabbing in the air.

This especially takes patience.

But what I love the most of all is the music in Skyward Sword. Each song tells a story on its own and makes a scene more powerful without the aid of voice actors. The orchestra is incredibly talented. The music sometimes blends into the background just to suddenly erupt when the time is right, and other times it gives characterization to the colorful band of characters in places like the Skyloft Bazaar.

Skyward Sword provides an excellent backdrop to the whole series, giving origins to many important pieces in Zelda (such as the Master Sword and Zelda) and as to why there are so many different time periods and worlds that have Link and Zelda playing the roles of hero and goddess.

To those who criticize the graphics, saying that they're not nearly as beautiful and detailed as the graphics of Twilight Princess, Skyward Sword is not Twilight Princess. The latter was a darker game and required minute details. Skyward Sword is more akin to an impressionist painting with beautiful colors blending into each other.

Is Skyward Sword the best in the series? It's really up to you. For me, thanks to the beautiful storytelling, it is--without a doubt--my favorite.

Target Demographics: What Namco Bandai needs to know about Soul Calibur V

If that didn't catch your attention, I don't know what will.

Maybe this is why I haven't played a Soul Calibur game past SC2?

Regardless, I like fighting games. Face it--plenty of women play fighting games. You may see fewer of us at tournaments (thanks to the generally less than positive atmosphere concerning competition, video games, and women), but there are plenty of us who enjoy it.

According to Namco Bandai's advertisement, I'm not a part of that target audience because I don't like staring at boobs jiggling everywhere while I'm trying to shove a knife in someone's face.

It's not just that all of the women in Soul Calibur have giant breasts, and it's not just that the developers continually put them in more and more revealing outfits. And it's not just that no woman in her right mind would go into combat without proper protection to keep her fleshy bits protected. It's all of those things put together repeatedly. I'm all for kickass ladies with boobs, but what about the women with different body sizes? What happened to the women with small boobs? What about the women, regardless of size, who dislike wardrobe malfunctions? All I'm asking is for some respect and some variety in design. I never thought that would be so demanding of a request, but apparently it still is.

So, congrats! You will not be receiving my money for this game. I shall allow you to reaffirm your target audience while you push away half of the people who enjoy fighting games.

(PS -- what about healthily proportioned women, huh?! Her waist is gonna get snapped in two the moment she walks on a battlefield.)

And I'm not the only one perplexed about this marketing strategy about this. Take a look at:


1/7/12 10:23 edit: Something to note, from the ESRB:
Some female fighters wear outfits that reveal large amounts of jiggling cleavage and portions of their buttocks.

Mawaru Penguindrum Review

Wildly hilarious, mind-numbingly complex, and brutally emotional. These are the three core things that make up Mawaru Penguindrum, an animated series (based off of the light novel series) that recently finished airing. It's been a few weeks since I collected my thoughts and--more importantly--my

feelings

after finishing this anime, and before I go into any depth, I'm throwing in the conclusion: You have to watch this. I don't care who you are or what kind of shows you usually like. You need to watch it.

The show starts off by introducing us to some of the most important characters of the show. Shoma, Himari, and Kanba live together as siblings independent from the rest of their family. On the outside, they look like normal kids. Unfortunately, Himari is very sick, and this has left the boys doting on her and doing everything they can to keep her healthy in mind and body. The trio go on a trip to the aquarium where we get to see lots of penguins. Himari even gets a cute penguin hat. Penguins are goddamn important.

She collapses, and just when all hope is lost, she suddenly comes back to life thanks to the penguin hat. Through the hat, the boys meet a woman who looks like Himari but acts nothing like her. She tells them that in order to save their sister's life, they need to find the Penguindrum.

IMAAAAAGIIIIIIIIIINE--wait, what the hell--

The beginning episodes start on a much lighter note than the second half of the series. The boys find out that a girl named Ringo from their school has the penguindrum. As they start stalking her, they learn more about her.

Namely that she's also a stalker--a legit stalker.

Camping-out-under-your-house-because-I-love-you kind of stalker.

The boys have to get as close to her as possible in order to find the penguindrum, which they suspect to be her diary. She goes on and on about fate and how it's

her

fate to marry their homeroom teacher. Curry is also serious business.

If this all sounds ridiculous, it's because it is. Mawaru Penguindrum is hilarious in the beginning. There are some weird moments, but you can't help laughing because "What is wrong with this girl?!"

The show becomes much more serious. Each episode expertly provides more information, but not enough to answer your questions. The more you know, the more you need to know. Characters are fleshed out through flashbacks and back stories, and each character has a story to tell. Everyone has conflict; no one is puppies and rainbows.

This goes double for Himari.

The second half of Mawaru Penguindrum is literally darker than the first. The art is more defined and there are fewer ridiculous faces thrown everywhere. While I was definitely not expecting the change, it felt so effortless. 

The art is beautiful. Especially in the second half, the viewer can really tell the artists

put a lot of work into the animation

. The music sets the mood and never felt out of place. Both openings are especially good, though it took some time for me to start liking the first opening song by Etsuko Yakushimaru. The endings change a few times, often to fit with the mood of that episode. Songs are both ridiculous and sad. Like everything in Mawaru Penguindrum, it is multi-faceted.

The story is extremely complex. With metaphors, symbolism, and archetypes at play, you're going to stumble through the plot. But you'll be stumbling with all of the different characters spinning in circles. You'll enjoy the ride--believe me.

Also, this anime has an amazing antagonist. Watch it for him.

Yes, I said

him

.

Choose your path: Dragon Age Origins review


I'm a JRPG kind of gamer. I've been playing RPGs for a long time, but they're almost always made by Japanese companies. Dragon Age: Origins was my first experience playing a western RPG. Made by US company BioWare this western RPG looks like it's out of a typical fantasy setting. There are several towns each with people speaking with European-esque accents (all of which my dad loved to comment on). There are monsters, townspeople, crooks, beggars, benevolent rulers, and power-hungry tyrants. This in itself doesn't sound too different from any other kind of western fantasy setting, but the game uses that setting and then adds an interesting story and well-developed characters to keep you engaged.

You begin Dragon Age: Origins by customizing your character and picking your storyline. You can be a man or a woman; you can be a human, elf, or a dwarf; you can be a warrior, mage, or rogue; and depending on which options you chose, you can pick where your character's home is (such as in the city or in the forest). You can also customize your character's appearance.



I've only played one beginning so far (Circle of Magi), watched one beginning (City Elf), and heard about one other (Human Noble). From the half I know, each one is different and will give you background information on that place. For example, because I started as a mage, I learned about the Fade before a dwarf, a human, or an elf in the city or in the forest would know much about it. I learned about the tensions between people in the Tower, so when I later revisited the place, I knew why it was in chaos.

The origin stories aren't very long, and my only complaint is that there isn't much of an impact on the overall plot regarding which background you choose.

Regardless of which origin you choose, you will be enlisted by the Grey Wardens, a group of powerful warriors whose job is warding off the darkspawn and protecting their world from the Blight. It is here you will meet Duncan and Alistair, and you'll be with dorky, special snowflake Alistair for the rest of the game as he tries to deal with his feelings for Duncan.

Just look at Alistair yearning for Duncan. 

You can have up to three others in your party at a time, and you will recruit many others to choose from, including a war dog. The majority of the characters are pretty interesting. It's hard to learn about some of them because some are closed off and don't like to talk about themselves. (Sten kept hating me for asking him about his people.)

You can also choose your own dialogue options. With high cunning and willpower, you can shape others into doing what you want. You can also straight up choose to kill people. You can be an asshole or you can be a mild-mannered Grey Warden. Play the race or sex card, make people uncomfortable when you're a mage--it's all up to you. That freedom is what makes the game so enjoyable.

You'll fight dragons, go through some crazy dungeons (and in the Circle of Magi, a dungeon within a dungeon: DUNGEONCEPTION!), settle political disputes, travel to each unique city in Ferelden, and make your teammates fall in love with you if you so desire. 



The one glaring problem with Dragon Age is a glitch near the end of the game at Redwall Castle. If you're not standing in a certain place, an ogre will never come to fight you, and you can't get inside the castle until you've killed that ogre. And you can't continue the story if you can't get inside. 

The game is on the PS3 and Xbox and PC. It also came out in 2009, so if you're late to the game like I am, you should be able to find a used copy for around $20. The sequel came out in March and was listed as one of the biggest disappointments in gaming of 2011. I haven't quite decided whether I want to pick it up, but I may check it out if I can find it for a good price to at least see why so many people were upset with DA2.

And this is why I can't socialize in games.

Jenny Haniver is a woman who happens to enjoy playing Call of Duty. People often joke about 12-year-olds acting like they're "the shit" when they play COD, but seldom do people realize how often women have to deal with men making a big deal that a woman is playing a game with them.

So, she records it on her blog.

In this one post from yesterday, she recorded a COD session when a man called her a transsexual for having a deep voice. She ridiculed him (and it's quite fantastic), and it's admirable that she's able to take this so well.

But why should we women gamers have to put up with this crap? Men, you're not being cool by hating on or needlessly loving on a woman when she plays a game with you. We're not the ones making a big deal out of sexism in videogame culture. You're the ones who make a big deal out of our presence.