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![[ Letters ]](/gfx/letters1.gif) | Friday, July 9, 2004 |
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![[ Letters ]](/gfx/div-interact.gif)
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Games That Would’ve Been Awesome If They Didn’t Suck
Chris Gesualdi - 07-09-04
Disclaimer: The opinions expressed within this column are those of its moderator and contributors.
Here, incendiary remarks freely intertwine with liberal obscenity to weave tapestries of offensive material the Gameforms
Project can not be held responsible for. Long Title? Consider yourself duly
warned.
I don’t know why the mail server isn’t working. Sorry there was no column the past two days. Honestly, there wasn’t anything I could do. I know you all hate me now… it’s fine.
*Sniff*
Anyway, Nintendo announced the third wave of Famicom Mini titles, and I think it’s the best one yet. Castlevania, Kid Icarus, Zelda II, Metroid and the Japanese Super Mario Bros. 2. There’s also like five other Japanese titles I’ve never heard of, including a Gundam game with a ridiculously long name. “SD Gundam World Gachapon Senshi Scramble Wars.” Yeah, honestly just call it “Another terrible licensed Bandai game” and you’re set. Anyhow, this latest wave really does have some great games in it, especially Castlevania, but I know I’m still not going to buy any of them because I’m poor. Now, maybe if we got some Ninja Gaiden action up in here I might just have to pick it up.
In wacky Japanese game news, Sakura Taisen V comes out soon. Previous games in this Dating Sim/Tactical RPG series have taken place in Japan and Paris, but now Sega’s bringing it to the old west, complete with a bright red-headed cowgirl riding horseback while fighting giant mechs. This game needs to be localized, I must have it.
Today’s topic is “Games That Would’ve Been Awesome If They Didn’t Suck.” It’s actually in the title, so you really should’ve been able to figure it out by yourselves. I don’t give you that much credit. So which games could’ve been blockbusters but were tragically ruined by flaws?
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The Couple That Pokés Together...
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Pokémons Ruby and Sapphire are a bit of a sore spot for my GF and me. The Pokégames got my GF gaming again after ages and ages of dust-gathering Atari-lessness. It's something we do together, coz we can be sickeningly cute that way. The couple that Pokés together stays together... or something. :P
But we couldn't shake the feeling that the Gold and Silver versions stomped all over the newer R & S. The Pokébreeding was fun--and allowed sweet dirrrrty cheating, provided you had a Ditto--and the real-time day/night cycle was arguably more inventive than the one in, say, Animal Crossing. (Pokémon availability during different times of day was great). Sending cash savings back home to Mom for safe-keeping was handy, too.
And, yeah, R & S have 2-on-2 battles, and the different bikes, and the ability to sprint, and those neat-o flutes made out of volcanic ash, and the Pokébeauty contest, but... but... ah, it was just more of the same. Minimum effort to keep the series afloat. I choose you, CashCow. The Pokémon themselves were also pretty lame, design-wise... oh, look, it's a real-life animal with a stupid alliterated name!! Sigh. And to think that the developers couldn't wow us more with such capable hardware as the GBA... the audiovisual aspect was sub-par. I'm still waiting--in vain, I guess--for a Pokégame that looks as bad-ass as Golden Sun. The GBA can do it, there's no doubt in my mind.
My GF would also like to nominate the GBA Lufia. On one hand: multiple character classes, PC's with tools for puzzle-solving and exploration, nice sprites, yay!!! On the other hand: frequent return trips through aggravating dungeons, a painfully linear and moronic story, graphical glitches (such as slowdown and flicker)... for her, it was teh suck. Traded in for credit at her earliest convenience.
I had that one, too. It was pain.
Peace.
-The Absu-, who also owned Eve of Extinction but who paid 50 painful fu**king dollars for it when it was brand-new. B4Rf.
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Pokemon Ruby and Sapphire were major disappointments, mostly due to how little was done with the GBA hardware. The Gameboy Advance is a pretty powerful 2D machine, yet we’re treated to sprites that look like they came out of the Gameboy color, the same no-frills battle system and essentially a very weak game. The characters can’t even walk diagonally; I mean c’mon, that’s just impossibly lame for a game on a much more advanced piece of hardware. Games like Golden Sun, Castlevania and Megaman Battle Network have some truly amazing graphics and sprite work, but I could whip up the Pokemon sprites in a few minutes with MS Paint. The new Pokemon were extremely lame, and I just couldn’t get into the game at all.
I want a Pokemon game who’s selling point is something other than another 100 little creatures I don’t care about.
And I’m surprised at the Lufia game on GBA. Lufia 2 was an amazingly fun RPG, Zelda style puzzles combined with traditional turn based combat. I haven’t played the GBA incarnation yet, but I’ve heard it’s not that great. Sad really.
And wow, it must’ve sucked to pay $50 for EOE. I mean, I kind of like it but… goddamn.
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We Got Mail From Satan!
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There are two games that I like but should have been in a state of complete ecstasy: Kingdom Hearts and Xenosaga I. Yes, I'll admit to liking the games but it isn't the same as what I was expecting. Both had several flaws in the battle systems that shouldn't have been there.
And I understand they both are ongoing stories but I would like to feel as if I actually did something besides finish the first of who knows how many levels. There was just no feeling of accomplishment in either. My final complaint: is Xenosaga/Xenogears a grand story with in-depth plot or a convoluted load of bullshit?
Thanks,
Satan, Lord of the Underworld
Oh, by the way, why is it that no one can express a negative opinion on certain products anymore? I find it funny when certain games, FFVIII/X, are compared to teenage soap operas. Then again I laugh when someone injures themselves.
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Xenosaga’s battle system left a lot to be desired. There was a lot of mindless repetition of commands. Momo uses her healing spell every turn, Shion uses Cherry Bomb because everything else is ineffective, repeat for the next 50 turns… blah, blah. Battles were also ridiculously long. One boss battle ran literally about an hour of using the exact same commands with no end in sight. Thank god I didn’t run out of MP for Momo’s healing spell, I would’ve quit playing rather than go through that again. And I appreciate what Square tried to do with the Kingdom Hearts battle system, but it essentially boiled down into a frustrating exercise in button mashing. Most spells were fairly useless, Goofy and Donald did nothing but get themselves killed, and the only real strategy came in the form of “This guy can only be attacked from the back.” I’m hoping Kingdom Hearts refines what could’ve been an revolutionary battle system.
I’m also sick of games that offer no real ending to the chapter you finished other than what is essentially a message of “To Be Continued.” What happened to the days when game developers created self-encompassing games, rather than these massive sagas that spanned several chapters? Xenosaga’s supposed to have what, like 9 chapters? That’s ridiculous. Especially when you consider all the people buying the sequels will have to have played the previous title in order to understand the storyline. By the time the 9th title comes out all the people who started playing it in their teens will have probably moved on, and the new wave of gamers isn’t going to want to play through 8 previous chapters in order to understand the 9th. If Namco doesn’t turn this into some sort of blockbuster Final Fantasy like franchise I can see this totally biting them on the ass.
Lastly, I also laugh when people get hurt. It just feels right sometimes.
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Random Battles of Arcadia
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I would have to say Skies of Arcadia. A game that could have been great except for the random battles. It's pretty sad when a flaw in the game that could have been fixed in 10 minutes ruins an entire game. Those types of flaws are the worst because they're just so obvious. How is it possible that the testers or the development team could not have seen that there were too many random battles? The number of random battles in that game makes we want to cry because I know it's a good game. I just can't appreciate it because I have to fight a battle every 15 seconds. They're not fun battles either, and because the way the battle system was designed you have to wait before you can use your powerful spells and abilities. I played the Dreamcast version, and I've read that they're bad in the Gamecube version, just not as bad.
Random battles are evil.
Oh, and what's wrong with voting Starcraft over Halo? It's got a great single player and multiplayer game.
-Jetcell
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The original Skies of Arcadia was a phenomenal game, but the random battles flawed the experience. I remember taking a wrong turn in a dungeon and cursing, knowing I’d fight at least 10 more battles just getting back over the bridge, and another 10 battling my way back. It really is weird how developers fail to see the major flaws in a game. You’d think they’d have a panel of gamers to play through it and tell them “God damn that’s a lot of random battles” but no, they just package it up and ship it out. The Gamecube version tries fixing the problem, but they’re still fairly numerous. We really need to figure out how to make random battles not suck so much…
In addition, I agree with Starcraft being better than Halo. I don’t know why Joe Malo prefers a plodding FPS over a brilliantly executed strategy game, but that’s his problem.
That reminds me, Starcraft: Ghost, the Starcraft FPS for consoles, has been handed off to a different set of developers. Supposedly it’s the same people who made Metal Arms: Glitch in the System. That game was pretty solid, so I’m hoping they do a good job with it. Because chicks in pulsating energy suits are cool.
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I Have a Dream...
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Ey, Chris.
You know, Halo would've been a lot better if, say...
they had level designers. That could find their hands. Now, I can understand the game may have been slightly rushed out the door, but after the fifth chapter, the level design goes to hell. When my friend and I, both working our way through Halo for the first time, came to the repetitive zig-zag corridors and identical rooms of the Assault on the Control Room, we both professed our simmering anger to one another as we plodded through. When we had reached The Library, our faith in God or any higher being that could protect His precious children from wide-spread pain and suffering had left us. It was as if Lucifer himself had channeled his demonic powers through my XBOX, unsealing a conduit through the planes to hungrily eat away at the souls of my companion and I until we found ourselves on the floor in a puddle of our own vomit and plagued by a mysterious rash in our hindquarters.
My other gripe with Halo has less to do with the developers and more with the fanbase. I cannot count the number of times a promising Halo LAN party was destroyed by a digustingly drawn out and exhausting round of battle on Blood Gultch. Seriously. XBOX Live should've come with a patch and content boost for Halo upon its release.
Now, hopefully Bungie has recognized their horrible, horrible mistake and HIRED level designers with the mountains of money that came in from Halo staying at 50 bucks for over a year. And hopefully, upon Halo 2's release, the original Halo will be nothing but a bad memory. Because the person who was responsible for The Library shares company with the wretched souls of Tyco and Enron execs. Lord, have mercy.
Yours,
Scotty V., the lovably Agnostic who, from time to time, takes quite a fancy speaking in the tones of a Southern Baptist Minister.
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You’d make a great reverend Scotty. You have a penchant for using them fancy speaking words. You bring up a valid point though. Though Halo has received widespread acclaim, many people, including me, find it to be a plodding and boring game. The engine is solid and multiplayer is a blast, but the single player campaign is an exercise in boredom. The main problem is the level design. Repetitive corridors, bland environments, similar looking rooms. I just grew increasingly bored with doing nothing but shooting at aliens with no real goal other than run here, then run there. For some reason all of my friends are Halo nuts, yet I seem to be the only person who has refused to beat the game. I just can’t bring myself to find enjoyment with it.
I still like multiplayer though… I rule at capture the flag. As I’ve said before, it’s well known that I’m a warthog ninja. I’m in and out like butter… wait that’s not a good analogy at all.
I don’t even care if Halo 2 sucks. It’s got Xbox Live support, and that’s all I really want.
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Jumping Jack Flash
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To the Esteemed Mr. Letters Man,
Okay, I tried to resend my original message, but for some reason I don't think the message went through on my server this time, so I'm resending the resend from my old standby Yahoo account. So if this is the second or third time you've seen my crummy letter, then my apologies. and if you're seeing if for the first time, you still have my apologies. Anyway....
My choice for this topic would be the old PS1 game Jumping Flash. It looks like a humdrum first person shooter until you hit the jump button a few times and find yourself hundreds of feet in the air. It really felt more like a cross between a FPS and a 3-D platformer (kinda how I feel about Metroid Prime oddly enough) and I really wish they would do an update of it today. I think most people ignored it because just by looking at it you would think it was total crap. The graphics were really bland even for first-generation PS1. It looked like they were rendered on an NES or something. The enemy design was laughable (when you were actually able to make out what the enemies were even supposed to be that is). And you controlled a ridiculous looking robotic rabbit. Yeah, I think I would have passed on the game too had I not played a level on a demo disc and gotten hooked on the insane jumping mechanics. I've never seen a game since that had such a feeling of scope. If you could see it, you could somehow jump to it. You could look up and see platforms floating way high in the air that you could barely even see and yet you knew you could get to them. The controls on the ground pretty much sucked though, making it hard to hit anything. But that's okay, since the preferred method of taking out enemies was to continue bouncing off their heads and firing from above them until they exploded into power-up goodness. There were some really great level designs too, even if there was some totally random things thrown in sometimes, like the volcano with the giant frying pan over it containing a frying egg (perhaps they were trying to establish a metaphor about Jumping Flash being your brain on drugs).
Unfortunately the main flaw other than the piss-poor graphics are the stages where it actually does become a humdrum FPS. For some reason they decided it would be a good idea to set a handful of stages in some sort of Egyptian pyramid catacombs or something...
Game Designer: "Well we've got this butt-ugly game where the main draw is that the character can jump so high he can see the entire stage laid out below him and rain hell from above on the enemies."
Sony Executive: "Yeah, that's great and all, but I think that whole jumping bit is overplayed. Go make a bunch of levels that look like a bad Doom rip-off where you have to fight close-up in claustrophobic hallways about three feet high and you don't have room to perform so much as a hop!"
Game Desinger: "But the game is called JUMPING Flash...how can you make a game with the word jumping in the title and not let the player jump?"
Sony Executive: "That sounds like a problem for the marketing department!"
Oh well, I've gone on way too long about a game no one remembers anyway. I'm just saying, if they made another one like it today with some decent graphics and ditched the FPS levels and maybe made the main character a little more interesting, that would be one awesome game.
-Larren, who wishes there was a Target near where he lived so he could get him some $20 Pucelle action...
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I love Jumping Flash. One of the greatest things this game did was give you this amazing sense of scale. I mean, you were looking at platforms hundreds of feet above your head, and soon you were double jumping your way up there with ease. Granted the environments were made of nothing more than blocky shapes of varying sizes and colors, and the gameplay was a simple act of collecting a few items and making your way to the exit, but it was magical damnit.
You’re right about those purely FPS stages though, those were a terrible idea. The shooting mechanics were already the weakest part of the game, yet they decided to build whole levels around them. They put the roof right above your head so you couldn’t jump, and you basically stumbled around hoping enemies would bumble into your crosshairs.
Seriously though, a robot mecha? That just screams gold. If they brought the game back today, added some interesting combat with strafing and what-not, I know I’d buy it. Jumping Flash is kind of a weird name though… sounds like a perverted fighting game attack.
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Many games are ruined by flaws that could’ve easily been avoided if the developers had actually looked at the game from a consumer’s viewpoint and examined what was wrong with it. Imagine if Mario had jumped too low in the first Super Mario Bros. game, where would the industry be now? Any game can be great if time is taken to make sure that everything feels perfect. Many games that could’ve been major sellers were reduced to bargain-bin trash due to their developer’s short-sightedness. It’s weird, wondering if games like Enter The Matrix or Devil May Cry 2 really could’ve been more.
Maybe…
Monday’s topic is classic game series you’d like to see make a comeback. Plenty of classic games have been revitalized for modern consoles. Ninja Gaiden, Rygar, Shinobi, the list goes on and on. But there are many classic games that still remain a memory of the past. So which games would you like to see made into a more modern game and how would you like to see the game made? E-mail me at chris@gameforms.com and let me know your ideas. We’ll get the letters server back up someday…
This was Chris Gesualdi, who has been ordered to end today’s column by saying “Phren is Good.” He really is too.
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