Adventures in 3DS Hacking

A wise man once said “it’s surprisingly easy to hack your Nintendo 3DS.” With the impending death of the 3DS’s eShop , I finally decided to pull my trusty New™ 3DS XL out of its two-year retirement and hack it. I expected this activity to be a nice little distraction for a couple of weeks and instead I opened a gateway to a massive (but fun) time sink that is still preoccupying me a good five months later. But what exactly is so fun about hacking a little Nintendo console? It turns out, many, many things.

Ease of Hacking

Hacking a 3DS is, as the memes say, pretty easy. To avoid the technical nitty-gritty and summarize that it mostly involves moving files around, and as long as you can follow instructions and have about an hour to kill, it’s nothing complicated. Nintendo did patch an exploit with some recent firmware updates that sealed up the exploit used with Pokemon Picross, but smart people found a workaround.

It’s also come to my attention that Rocket Slime 3 has a fan translation, DQ fans are GOATED.

A Case Study with Board Game Video Games

I want something different, a video game that invokes my time with old Yu-Gi-Oh handheld games and my enjoyment of board games. In this modern era, where Yu-Gi-Oh games have morphed into app free-to-plays, with the occasional PVP simulator on the Switch, I need a new fix. Board game video games (BGVGs) conjure two vastly different images in the mind. First are the video games that mirror old children’s games like Monopoly or Sorry; games with full characters and worlds, like Culdcep, Dokapon Kingdom, 100% Orange Juice, or the Itadaki Street (or Fortune Street as it is referred to in English) series. Without splitting hairs, these are slow turn-based luck-based games with pretty grids, and they do not scratch my itch. The second type of board game videogames are adaptations of pre-existing hobby games (a term usually synonymous with euro-games, referring to games focused more on player input and decision than manipulation of luck), might be the answer. I wonder why I’ve never heard people discuss these games and if any were worth playing.

In this experiment, I decided to attempt the video game adaptations of six different hobby games, with a focus on what I called “homework” games. “Homework” is my term for any type of media that is considered classic or a staple of a medium; for instance, reading To Catch a Mockingbird post graduating high school or watching On the Waterfront or The Man Who Shot Liberty Valance outside of a special event showcase. The work itself is becoming unapproachable because of its level of reverence. As a person who likes science fiction novels, I should read Stanisław Lem’s Solaris, as a person who likes film, I should watch Akira Kurosawa’s Yojimbo, as a person who likes deck-building games, I should play Donald X. Vaccarino’s Dominion. Another way to look at the selection criteria is to simply call it an “introduction to hobby gaming” list. Dominion, Root, Sagrada, Mysterium, Ticket to Ride, and Small World are all recognizable and popular games in this space.

Let the Villains Join the Party

Tales of Xillia is a bad Tales of game. Outside of the partner system making combat respectable, the rest of the game feels rushed, with an overall story that feels like fifteen hours were excised and the world is copy-pasted gorges. Worst of all, especially for a Tales of game, the characters are not engaging (Milla cannot carry the entire game on her bare shoulders) and half of them are not given anything to do. Tales of Xillia 2, however, fixes this last issue, and in personally the best way possible, by making the first game’s last-minute villains, King Gaius and goddess Muzét, into playable party members.

Villains joining the heroes to fight an even bigger antagonist is one of my favorite literary devices. When the bad guys join, it not only amps up the stakes, but has the potential for conflict-solving with a person whose moral compass does not exactly match the heroes.’ Contextless spoilers for a twenty-year-old TV show, but what pushed me through three-and-a-half seasons of Farscape was the promise that series villain Scorpius, the half “human” half lizard alien commander that had been hunting protagonist John Crichton for answers to how to make wormholes, would join John’s crew. Scorpius is now tasked with keeping the heroes alive to fight an evil worse than himself. A fitting example is an episode where everyone eats space oysters that link each other’s pain receptors when two people share a single massive oyster and will poison them to death in a few hours. At the last minute, Scorpius ritually fills his mouth with everyone’s space oysters, giving them more time for a cure, but at the expense of Scorpius, both a victim and perpetrator of torture, to feel all their intense pain. The episode ends with Scorpius screaming into the air to no one, as pieces of green and yellow space oyster escape his mouth. What if Scorpius learned kaboom at level forty-three and was the only party member that could use shadow magic?

Childhood Memories of Megaman Legends 2 and How Sequel Games Are Better

In a gray underground maze in a room without windows, it floats high above the ground. Eyeless, with a completely gold body like a holy monument, I shoot it till it falls over and bursts into crystals. I leave and then reenter the room. The figure is back, but while it might run away when I shoot it, it never defends itself as it explodes once more. I repeat this over and over again. Called the King Miroc, this enemy was how I grinded my way through Megaman Legends 2.

I first played Megaman Legends 2 on my uncle’s PlayStation as a kid. He didn’t have a memory card, which would have come in handy when we played ninety percent of the first Ape Escape in a single day. This meant that I played through the first thirty minutes of Megaman Legends 2 multiple times. I have the first big part where Megaman must put out robot monkey Data’s cooking fire, imprinted into my memory. The best part was when the bathroom door explodes into a tunnel of flames. Having to do that sequence over and over again, I learned that how fast I put out the fires meant Megaman had to spend less money later to rebuild the living room and kitchen. The first town, Yosyonke City, was this dreary, effecting place as a kid, with its snowy tundras and quiet bar. I love its one abandoned house that is never discussed by anyone that sits outside the bounds of the city. I remember fighting the first boss over and over again until I beat it, with each lose meaning I would have to start the entire game over. I finally beat it at one point, but the rest of the game eluded me.

Lessons in Team Building with Tokyo Mirage Session

Recently, I finished playing Tokyo Mirage Sessions (or TMS), the hybrid love child born from Nintendo’s Fire Emblem and Atlus’ Megami Tensei. Atlus is mostly known nowadays for its flagship series Shin Megami Tensei (or SMT, look familiar to anyone?) and it’s sister Persona. I had a very good time with TMS,  so it saddens me that it seems to be so overlooked, partly perhaps because of the Wii U’s lack of popularity. What stuck out while playing  TMS is its remarkable ability  at using the entire playable cast, something of an unfortunate rarity in RPGs. I will be breaking down what I feel are the major reasons for this success.

Tokyo Mirage Sessions is successful at creating a gameplay loop that encourages using all  party members evenly and in a balanced way, as well as making them all contribute meaningfully in battle even while not being directly controlled. This ability is mainly  a result of two elements: the session system and the character’s stage rank. The first is the session system, used in battle when exploiting enemy weaknesses to create attack chains. With the session system, a character can strike an enemy’s weakness and if an ally knows a session skill that can follow up on the original attack’s element or weapon, they will execute it immediately. Another ally can then start a third attack if they have a skill to trigger from the second attack. For example, if Tsubasa hits an enemy weak to lances, Itsuki can then utilize lance-slash, from which Touma can now use sword-blaze to finish the chain. Additionally this mechanic creates a sense that the group is fighting as a team and as friends, rather than alone in a group as most RPG battles often play out.

Nothing says teamwork like ganging up on others.

When Megaman Legends Is to Hard to Handle

Tan with rust and missing one of its seven-feet long obelisk arms, the Hanmuru Doll still strikes fear. Massive, but mobile, the Hanmuru Doll’s single red eye is impartial to my fate as its still-working arm pummels me flat. I Game Over and realized I had to redo everything, as I had not passed my first save point. This was the moment I realized that Megaman Legends was not going to let me take it easy. I often lament on this site the lack of modern 3-D adventure video games being released now, thus why I decided to go back 20+ years and return to Megaman Legends. I am rather bad at video games, which for the case of Megaman Legends, might just be me pushing against the series’ history with being difficult in general. I wanted worlds to explore and characters to engage with, and I certainly got that, but Megaman Legends really pushed me. But I had to do it for that sweet summer child, Megaman Volnutt.  

Megaman Legends has an easy mode, but it’s locked and only for players who can beat normal difficulty under a few hours. Megaman Legends has a type of game difficulty reminiscent of another Capcom game, Resident Evil, where the best weapons are treated as post game bonuses. Why is the unlimited rocket launcher and unlimited magnum for players who can beat Resident Evil under a certain amount of time? A player would already have to be amazing at the game to  complete such a task, so what is the genuine reward in  completing something difficult, only to let you do it again but easier? Give those weapons to the player who did not sign up for a head smashing evening. Resident Evil 2 and 3 figured this out by giving easy mode extra starting health and ammo.

When a Man Loves an Otome Game(s)

Il Fado de Rie, a fallen angel from a science fiction version of Heaven, is probably the best character in Café Enchante. He’s soft spoken and sort of helpless, with other characters comparing him to a tiny bird they want to protect, but he has  intellectual depth that pops up from time to time. Il’s largest defining personality trait is that he is really into otome games, which are young girl (range tends to go from middle school to college) oriented visual novels. In probably the closest thing to a self-insert character, I immediately identified with Il, as I am also a grown man who plays otome games. Like Il, I have character merchandise of the men from these games (usually small things, because a lot of otome game merch are cheap or impractical, like note pads or cellphone chargers), and while I don’t have the access to go to park events or pop-up cafes (themed restaurants that have entrees and drinks that represent characters from video games or anime), I can still understand why Il wanted to buy ten crepes because each one came with a collectable coaster. Hell, my current PSN avatar is of the cat doctor Kageyuki Shiraishi from Collar X Malice.

I want to make an admission that when I discuss otome games, I am exclusively referring to the output of Otomate, a branch of Idea Factory. As this continues, my snobbery will increase, but an  example of such smugness is how I will not play a mobile otome game. I find them sort of cheap and I get really picky about their art.

What do I get out of otome games and what do I think other people could get out of them? To start, I’ve been reading shojo manga and watching shojo anime for many years, and while that has shifted to reading more Josei manga, targeted at an older audience (it better fits my age range), I still consider myself a shojo liker. I tend to go to shojo for drama or comedy, and that’s also what I try to get out of otome games. I want to see pretty men (and depending on the skill of the artist, pretty women) have adventures, like escaping a locked theme park or defeating an international terrorist cell. Otome games are about one female protagonist being presented with four-to-five different romantic interests and, based on what type of person the player is, dates them in a preferred order. Il loves otome games because they introduced him to the human concept of love between two people. I, on the other hand, zone out during the romantic aspects of the narratives, because I find much of it very selective.

Il woke up and chose violence.

Building a Stairway…Off This Island

Coming up with things to discuss on this site, without dusting off the old chestnuts of RPGs, point-and-clicks, and late 90’s and early 2000’s FPS, is not easy. You write what you know. But as of last year, I have been really getting into resource management games (the internet seems to call these open world survival action-adventures, but that is too long), including Astroneer, Subnautica, and The Survivalists. Granted, calling them resource management games make them sound like factory simulators like Satisfactory, and the perfectly named Factorio. Whatever they are called, these games do provide distinct single and multiplayer experiences.

These types of resource management games, while similar on paper to farming sims, such as  Harvest Moons, Stardew  Valley, or Gleaner Heights, tend to share a different thematic start. Instead of inheriting a farm from a dead or dying relative, the player crash lands on a planet, a deserted island, or a deserted island planet. The Lost in Blue series (or Survival Kids for the five people on this planet who somehow own and played possibly the rarest GBC game) feel like the progenitor of this type of game. Lost In Blue follows different teenagers who find themselves trying to survive on a desolate tropical island. Food and water need to be consumed to keep the player alive, usually in the form of fresh coconuts and river water. Good news was that as  early DS games, Lost in Blue were not as long as the RPG-length sagas the average resource management game requires. Bad news was that as early DS games, Lost in Blue was controlled mostly through the stylus (a pain for those who wanted to do extra combat damage in Magical Starsign). Gameplay focused on constantly tracking vitals and building up a home base that lessens the strain of said vitals start here. But these teens cannot stay on the island forever, they will need to step out of their comfy cave and somehow leave the island. Finally leaving the base continues in later resource management games as a common end goal.

20200525_111215

Wouldn’t it be wild if punching alligators was just incorrectly calculated as being the most effective way to hurt them in Lost In Blue? Like how the butterfly net in some Zelda games works on bosses.

We Built This City on Card Games

Video games like to use cards for just about everything. The GameCube seemed to love them for RPGS like the Lost Kingdoms and Baten Kaitos games, where cards were used for combat. Slay the Spire uses it as part of its rogue-like game play. App games like Hearthstone, Ascension, or Magic: The Gathering Arena utilize each respective card game with a focus on online competitive play. But I want some story and characters to get invested in with my card games. Where is the Netrunner game about a cyberpunk future where everyone puts on their goggles and styles their mohawks to play Netrunner at a run-down bar or at a table in front of a ramen shop? Where is the Final Fantasy 8 spin-off where a nameless street urchin plays to become the Triple Triad champion of the world? Where have all the Trading Card Game adventure games gone?

Monster Rancher Battle Card Game GB was a Game Boy Color game about collecting cards representing the dozens of memorable Monster Rancher creatures in a world in which you fight to defeat…something. Joking aside, I never got farther than five minutes into this one as a kid. The Pokemon TCG game for the Game Boy Color was this charming world where everyone on Trading Card Game Island (that’s its real name) only cared about one thing, a kid’s card game. Like regular Pokemon, TCG Island has a resident Professor, this time it’s Dr. Mason (Oyama). People like me who cite Bulbapedia verbatim know that Dr. Mason is based on Pokemon TCG co-creator, Kouichi Ooyama, and compared to Professor Oak, Dr. Mason is flush with funding. Professor Oak has maybe two assistants, whereas Dr. Mason has fifteen, spread across two large rooms. TCG Island clearly cares more about its research of pieces of card board with images of Pokemon on them more than Kanto cares about actual Pokemon.

I think I read somewhere that the island is in the shape of Mew, but don’t quote me out of class on this.

Continue reading

Surviving Horror in a Cool Pad

Horror video games use to break up their chills and thrills with safe rooms, these often pleasant breaks from monster hunting or, more realistically, surviving. Because horror games seem to be focused less on that surviving, safe rooms are not as common. Lone Survivor was a game I played when I first started to use Steam. Made exclusively by developer Jasper Byrne, Lone Survivor focused on a nameless masked man tasked with getting out of his comfy bed and leaving his monster-filled apartment complex. He’ll even die in bed if he’s not motivated enough to escape. Proximity to danger is the kind of horror Lone Survivor revels in, as monsters roam literally outside the apartment front door. Safety inside means the apartment now has to work as a base, not just a safe space. The survivor’s exit from the apartment is right in front of him when he gets up, as it’s the fire exit by his bedroom window, but he needs to progress before it can be unlocked.

Lone Survivor’s gameplay rhythm is reflected in its protagonist’s mutterings, which often boil down to “cool I got this new important item, better go home and sleep”. It’s an active way for the game to remind you to save, but it shows how important he feels about his one pleasant space in his new hellish existence. Similar to how collecting bedding or sticks for the cave in the Lost in the Blue games feel like a massive boon to the standard of living, the man can find stove gas or a can opener that can help him both physically and emotionally comfort himself. I rather enjoyed how one third of the man’s apartment is locked off for the first thirty minutes of the game. It provides something minor to work on, separate from the nebulous act of escaping monsters. The game has a teleport mechanic where all the other apartment mirrors are connected to the one in the main hallway, as teleporting into a safe space sort of feels like returning to a more relaxing state of mind. When Lone Survivor gets really stressful and resources are low, I started missing the protection of apartment 206 just as much as the nameless man.

20200525_111215

The nameless man’s pixels are undetailed enough that I thought his mask was just him grinning really big. Like some big creepy smiley face. Scariest thing in the game.