Dogpiling on the Protagonist for Fame and Fortune

Perhaps the most maligned main Tales of game, which happens to be one of my favorites, is Tales of the Abyss. Abyss gets a ton of my praise for being the only Tales of game to have a full bad guy team that act as an evil parallel  to the heroes. Similar to my desire for a Mario and Luigi Super Star Saga but with Wario and Waluigi, I feel there is untapped potential in a Tale of the Abyss: Inverse where you play as the badass God-Generals like Dist the Rose, Largo the Black Lion, and that one loli girl no one likes. Speaking of characters no one likes, Tales of the Abyss protagonist Luke fon Fabre serves as the naïve and sheltered player surrogate for the big world around him. This means every time a character gets annoyed that they have to explain an otherwise simple aspect of their world or Luke says something dumb, it goes back onto you, the player. Controlling a protagonist in a video game does not always involve playing a personality-free blank slate, but playing a character with the capacity to piss off other game character doesn’t feel great either.

RPGs with parties, or really any video game with some kind of crew or squad, run the potential risk of having protagonists whose character flaws boil down to “anything I do pisses everyone off”. I call this “dogpiling”. This can be divided up into two different camps: the protagonist is a person with predefined thoughts and interests or is the previous referenced personality-free blank slate that can only exposit player input. Video game protagonists already struggle to have a range of different archetypes, so having an outlined character who does something imperfect should be valuable, as it makes them less cookie-cutter. It can often feel like a punishment.

20200525_111215

A great summary of the first four hours of Tales of the Abyss.

Continue reading

Interior Decorating In Videogames Never Looked So Compulsive

I want to start this article by doing something out of the ordinary for me, which is discussing current video game news. When news of the 3DS remake of the 3rd Generation Pokemon games Ruby and Sapphire dropped, the first thing my friends and I got excited about was what the secret bases would look like running off  Pokemon X and Y’s visuals. A refresher for those of you reading who skipped those Hoenn adventures of which I feel are the second weakest of the Pokemon Gens (after Gen Four if we are only counting non-remakes, because Heart Gold and Soul Silver were fantastic). Hoenn’s secret bases were located in trees, bushes, and sides of mountains where a player with a Pokémon who knew the move Secret Power could access large hidden rooms.

The only real draw the secret bases had were that they could be decorated with various furnishing like cushions and desks made of leaves to trinkets like Pokémon plush and ornaments like breakable doors, tents, and slides. This has me thinking about how, in general, getting a house or base to interior decorate is one of my favorite added parts in video games (up there with character customization like outfits and hair styles).

You can tell that this is a fan mod image because it was impossible to walk across those ditches. Let alone transport all that plush.

Some games make the player’s base or house an integral part of game progression and the Lost In Blue games on the DS are the first to come to mind.

The Lost In Blue games were spiritual successors to the Game Boy Color series Survival Kids, where the player controls a young kid who ends up as a castaway on a deserted tropical island. The first Lost In Blue was an early DS game for me back around 2006, a bygone time where you could actually find a reasonable copy of Trace Memory. While the original first Survival Kids fostered you with late 90’s card-battle anime protagonists Ken and Mery and their mascot ready pet monkey, the first Lost In Blue assigns you the serious young man Keith and the near-sighted quiet young woman Skye. The goal, learn to live off the land and build a way off the island. Every day has you controlling Keith in finding food and water for the pair, as Skye stays in the cave and preps food.

The cave base as a core concept is great, as building new beds and better fireplaces not only spiffs up the joint, but also either makes the daily progress easier or helps restore Keith and Skye’s stamina and overall well-being. You even get to decorate the place with a nifty barrel so that you can keep water inside so these two young youth don’t die of thirst.

I know I rap poetic about Harvest Moon a little too much on this site (less than the average super fans of the series, but more than the average sane person), but no Harvest Moon game ties game progression as heavily to how big your farm house is as much as Harvest Moon: Back to Nature on the Play Station.

Ah the life of a bachelor. A time where you don't care about the random liquor bottles by the entrance or if you have enough shelves for your miscellaneous boxes.

Ah the life of a bachelor. A time where you don’t care about the random liquor bottles by the entrance or if you have enough shelves for your miscellaneous boxes.

Continue reading