Apparently the online mode will have it's servers shut down soon. This is very annoying as it's one of the main reasons I bought Subsistance, but I suppose I can understand. Really though, this is why console games need to allow one to punch in the IP address of a custom fan made server. When official service stops, an online search away and you've found someone willing to host games for free on their own server. This can't happen with this game though. It only connects to it's own specific server. Annoying... Yes, PC games often have self limits as well, like Blizzard's battle.net, and it's annoying to an extent, but a much lesser one because of the magic of game hacks. Short of modding my PS2 to allow the execution of some custom program that bootstraps MGS3S to run on a custom server, I'm out of luck. My PS2 runs great though, and I really don't want to take any chances, or spend any money, doing anything to it's innards that might get it mad at me. I know I'm running on borrowed accuracy with those lasers and their infamous reputation...
Review: Final Fantasy VI Advance
Platform: Game Boy Advance
Rating: 9.5/10[indent]Final Fantasy VI Advance is the latest in a series of GBA ports based upon the classic series. Fans of the series are usually divided into one of two massive camps. One considers Final Fantasy VI to be the pinnicle of the franchise, and the rest consider Final Fantasy VII worthy of that honor. Those of the former category will be thrilled to see their choice finally get some attention after the much-hyped Compilation of Final Fantasy VII.
Final Fantasy VI is the tale of a world on the brink of repeating a cataclysmic disaster. Magic is a force that once scoured the world of much life and civilization, after which it nearly vanished. Now, an ambitious emperor seeks to find this power and harness it as a weapon in order to subjugate the world. A large cast of disparate heroes must band together and stand against the emperor before his greed and avarice threaten the very fabric of the world.
Since this is a port, and of a game I have reviewed previously, this review will focus more on the port, than the game from which it was ported. [/indent] Graphics: 8.5 [indent]Practically identical. The only changes are in the text appearance and menu fonts, which are all more streamlined. It also helps that the GBA screen is sharper than a television, and that helped the appearance some. Overall, if you liked it before, no reason not to now. The screen resolution is of course decreased but you probably wouldn't pay attention if I didn't tell you that.
[/indent] Audio: 7.0
[indent]This is where the most complaining comes, from the old-school fans, and it's certainly the only justified complaining. Some of the songs just plain sound funny (Searching for Friends has this weird clicking beat) and some of the sound effects are odd, but not to any real extent. Overall, the quality dropped, though I don't weigh this very heavily because there was no avoiding it, and it could have been handled a lot worse. The music we all knew and loved is still intact.[/indent]
Gameplay: 10.0
[indent]The gameplay has been, more or less, left intact. If you played it thirteen years ago, you'll have no trouble with it now. There are a few, very, very minor slowdown issues, mostly noticed when a large, graphically-complex spell is cast. There is also, allegedly, slowdown when using a chocobo or one of the two airships, but I honestly did not notice it at all. Those sequences seemed just as fluid to me as I remember.
[/indent]Translation: 10.0[indent]Oh boy. If you've ever seen other reviews of this game, you'll have seen no shortage of mincing over the new translation. Well, allow me to editorialize for a moment:
Pity them, laugh at them, but don't take them seriously. Not for one second.
The original Ted Woolsey translation was, to be fair regarding his constraints, unimpressive, and the game screamed for someone to do a decent job. The dialogue now is much, much more coherent and in many cases fleshes the storyline a bit more. Better still, the new translation clarifies several plot points that were confusing and incoherent before. We now, for instance, know that a certain mother was not an idiot who hands over her baby willingly only to regret it five seconds later, but rather the victim of child-snatching, for starters. Can't say too much without ruining things, but you get the idea. In this area, the translation was vital and extremely welcome. The original is a joke in comparison.
Spell names, item names, Monster and Esper names and the like have all been updated either through the original translation or to be more consistent with the ongoing Final Fantasy saga. Some veterans will suffer some momentary confusion, but if you've played the game before, you'll know what the stuff is, and everything has a description to help. Newcomers, of course, won't have any such problems.
Overall, this was the major selling point for me, and I'm incredibly impressed with the results. If one appreciates quality and coherence over silly nostalgia, one too will be impressed.
[/indent]Final Word
[indent]This game has long been one of the games by which an entire franchise, to say nothing of an entire genre, has drawn comparison and with good reason. Anyone who appreciates a good RPG, especially a good RPG made much better, owes it to themselves to hook a copy of this game.[/indent][indent]
Seems so... it hasn't been announced, but leaks from Partnernet (network for the press, etc, to see coming-up xbox live stuff that isn't supposed to get out; stuff does though, like Ikaruga (which might also be coming) and this...)
This game is, of course, the best arcade game of the early '90s. :)
Oh yes... in other X360 Xbox Live news, (Jeff Minter's) Space Giraffe is coming along nicely and looks fantastic... 40 minuite (divx) video download available on his blog. :)
Posted by: Weltall - 26th February 2007, 1:56 PM - Forum: Ramble City
- No Replies
I'll take Grumbler's lead and share a novel that I'm writing. It's called "Winter Shade", and I've been working on it since the beginning of the year. It's about a family going home for Christmas, and having their happy times quite interrupted by strange events. Brian finds himself tired and blacking out, giving him dreams of the past that may not be dreams at all. His wife Sarah also has dreams, though hers are considerably less concrete and considerably more nightmarish... and may be spilling over into the waking world in a most dangerous way.
There are five chapters complete now, and you can read the story here.
They'd better do this in the US too. The Neo-Geo was an amazing console... there is the issue of space though -- Neo games got very large, and since right now you can only run games off of the part of the internal 512MB you can write to, between those and N64 games that space will run out very fast...
Quote:Disconnected: Online Gaming with Nintendo
Feb 1 2007
By: TSA
For some Nintendo gamers, they've had it with how Nintendo's WiFi on DS is so bad, that is apparently has declined dramatically since the days of Mario Kart DS and Animal Crossing: Wild World. Sure, Nintendo won't admit it, but since the pinnacle of Nintendo's online gaming, which was during Mario Kart DS and Animal Crossing: Wild World's release back in late 2005, the activity levels on all of Nintendo's online enabled products has fallen off. How do we know this? Nintendo loves to play the numbers game, and would be boasting if the number of players connecting to play their titles via their online service were anywhere near a respectable amount. However, they haven't, and it doesn't take a genius sitting with their copy of Star Fox Command or Metroid Prime: Hunters waiting for up to over an hour for a match to initiate to figure it out.
The primary reason for the faults in Nintendo's online service has nothing to do with the games themselves. Quite the contrary, almost all of the titles that have featured some form of online play have been pretty well received and appeared to have serious online potential. No, the issue at hand is how Nintendo handles its online service; how they regulate it through the bane that is Friend Codes. We all know very well by know the PR spin as to why Nintendo does it; they make the online environment safer for everyone, especially younger audiences and casual gamers, or even non-gamers.
Theoretically, there is nothing wrong with this system. Sure, it requires a bit more work to register a friend, but just the act of having to input a code rather than clicking a button to add a friend to your online list isn't that big of a hassle or that detrimental to online play.
One of the big issues with Friend Codes is the fact there is no true way to communicate with a player online in Nintendo's online service (yes, some games have featured communication options during online gameplay, but it is at nowhere near the right level it should be at to be conducive to productive online networking in-game), forcing every single gamer to resort to finding a person's Friend Code through various other means.
Sure, in the age of the Internet, this should be easy, right? Just have a bunch of sites with a bunch of codes from people and start adding them, right? Nintendo didn't even stop there. Not only do you have to find a Friend Code, but your friend must also input yours as well before the two of you can become "friends" online. So a player has gone from simply inputting a code to now having to track down the code without a viable way in-game to discern it, and then they have to find a way to get that potential "friend" to input their code as well!
All of this to make Nintendo's online service safer, much more fun, and presumably more reliable. Sure, you can just sign on and play random people, but most online games involve some form of a "faction" system, whether it is a guild, a clan or a party in which you play with online friends in whatever way you see fit. Nintendo's system works against this mentality, making it painstakingly difficult to achieve this goal. Yet, this isn't even the entire equation as to why Nintendo's online service isn't that great. In fact, it's actually how insecure and broken the system is that prevents the other half of the gaming world from playing.
Most casual gamers will be turned off by the complex nature of Friend Codes. Even though Nintendo tried to make it easy to get online through WiFi hubs in mainstream restaurants and shops and an easy plug and play USB device that allows any computer hooked up to the internet to connect your DS or Wii to Nintendo's online service, most I've spoken with (parents, colleagues and students) find the system just too much to handle for whatever reasons. Most people who stick it out, dealing with Nintendo's stringent requirements are actually of the more hardcore nature; those who want to play online games more seriously and competitively. Yet, Nintendo isn't even doing this right.
This would be providing a reliable, secure online experience. We all know just how horrible a free server can get for an online game. Overcrowding. Annoying people who don't really belong there playing the game in the first place. But most of all, the cheaters. People who use in-game exploits and use third party tools to bypass the system. In the realm of other online services, you are bound by a EULA that says if you do anything the company deems wrong, your rear end is banned from the service. Nintendo DS did not include any such thing when you go online to play. Wii showed us a hint of this with the Wii Shop channel and WiiConnect24, but it remains to be seen if there is a specific EULA for actual online gameplay.
Just how bad is this cheating? For starters, anyone can simply "interrupt" their WiFi connection and the match ends in a draw. Most users started off by "powering off" their Nintendo DS units when they knew they would lose or got fed up, but that still incurred a loss in your record. Clever players, including myself who had to see if it worked because I like to try to break a program (I was a speedrunner afterall), discovered you could "unplug" your USB device, your Ethernet cable, your DSL line or standard phone chord, and the game would end without you incurring a loss.
It gets better. Hackers, or should I say third party tool users, found ways to break the actual online system so that they could manually change anything they wanted. Some changed the leader board rankings of various titles. Some have made it so their characters are invincible in Metroid Prime: Hunters. But perhaps the best hack I saw was a player who was able to bypass the Mario Kart DS course select option so that every time the race began, the opponents were on one course, but he was always on the course he manually selected - the shortest course available. To the players online, he appeared to be going all over the place, but in the system, it was registering him on the other course and he's always win with ease.
Thus, gamers looking for a really good online experience in terms of fair competition and obtaining some level of achievement are royally screwed over by the system. Once I saw how players could exploit these games, or how they disconnected from matches, I didn't even bother with online gaming anymore with titles such as Metroid Prime: Hunters or Star Fox Command.
Ironically, the hackers claim they've tried to contact Nintendo of America, Inc. several times in order to explain how they could fix the security holes, which they claim are very simple actions. Nintendo's dismissed all of their communications and counters that these "cheaters" shouldn't have been tinkering with the system to begin with. Probably just another customer service PFR they give each concerned gamer, and sadly, ignoring this one aspect is costing Nintendo dearly.
Combine this now with the Friend Code system, and you have one of the most flawed online gaming services yet. Simply put, Nintendo's online service isn't helping their "Blue Ocean" mentality. It's more like throwing a gamer in the hold. It really isn't conducive to the whole "playing online together" mentality that I thought Wii was all about, according to Perrin Kaplan. With Nintendo, it's still all about multiplayer, just offline multiplayer apparently.
Yet, all is not lost. Nintendo already has a system in place to solve this right now, at least for Wii. Currently on the Wii, there exists the WiiConnect24 system, which has built in capabilities to patch software through online updates, and it has a billing system tied to your MyNintendo account when you purchase Virtual Console titles. These two key ingredients - a means to bill customers and provide new content - are two steps in the right direction for Nintendo.
Still, what Nintendo needs to do now is "Change the System" just a bit more. Continue to allow your "Free to Play" model, which Nintendo likes because it costs very little the end user, maintians the illusion of a quick, easy way to get online, and is very easy to market. Continue to use Friend Codes for that "Free to Play" service, which will provide the safety net for children who can access Nintendo's online gameplay easily.
What needs to change, however, is for Nintendo to implement a "Pay to Play" model in addition to this "Free to Play". There's several ways to do this, with the easiest and most common strategy being a monthly flat rate fee that enables gamers to play on more secure servers. These servers could also offer support for various means of online communication like a keyboard, the DS stylus or voice chat. Additionally, make it so it is very easy to add players to a friend list and setup new matches or team events.
Heck, Nintendo could even bundle this monthly service together with some Wii Points for your Virtual Console. For $19.99 a month, get 1000 Wii Points and access to premium servers. If you want to go overboard, Nintendo could just go the microtransaction route all the way, making players pay for Wii Points, which they can not only spend on Virtual Console titles, but on monthly subscription packages to online services like the "Pay to Play" servers for games. Maybe you could even find a way to put up more content (online issues of Nintendo Power, other downloadbles like desktops for your Wii or game soundtracks from titles like Twilight Princess of Super Smash Bros. Brawl) on there to charge for.
Perhaps this is what Nintendo has had planned all along for Wii. Maybe at this year's GDC 2007 keynote or at their media briefing in July, Nintendo will reveal more details of its online plan. But as it stands right now, based on the Nintendo DS' history, the online gaming model for Nintendo is faulty and broken. Pokemon Battle Revolution in Japan has shown it hasn't gotten any better on the Wii so far. It's not too late to abandon all hope, at least for the Wii, and the structure is in place for a successful online strategy. Let's hope that Nintendo can do what it did for its home console image with the Wii for it's perception as an online platform with WiiConnect24. Let's also hope Nintendo rethinks the whole online model for Nintendo DS. Show us "Playing Online = Believing".
I agree with everything until he starts talking about wanting monthly fees... that isn't the right way to go. They simply need a good, secure, high-quality online gaming network, like Battle.net, not a monthly-fee system.
Of course they're not going to do either, but that doesn't mean the complaints aren't just as valid.