Showing posts with label Final Fantasy. Show all posts
Showing posts with label Final Fantasy. Show all posts

Friday, February 3, 2017

The Impact Factor Ep. 91: End Transmission a.k.a. Groundhog Boys
Podcast
Welcome to the 91st episode of The Impact Factor! The Impact Factor is what happens when two scientists, and two best friends, get together to talk about video games. Hosts Alex Samocha [biomedical scientist] and Charles Fliss [social scientist] sit down every week to discuss the week in gaming! Listen in for the news, views, and games that made the biggest impact!

Please send your suggestions and feedback to: impactfactorpodcast@gmail.com

In this episode Alex and Fliss talk about about the ZeniMax vs. Oculus lawsuit, Deus Ex going on hiatus, Resident Evil 7 sales, Namco, Nintendo, Final Fantasy XII: The Zodiac Age, Shadowverse, The Last Guardian, and we flex our gamedev muscles to think up a PERFECT game.


YouTube page

Discord Server

For articles and reviews from Alex, check out: www.theimpactfactor.blogspot.com

Follow Alex @alexsamocha on Twitter. twitch.tv/megalodonphd
Follow Fliss 
@thecfliss on Twitter.

Intro song:
You Kill My Brother by Go! Go! Go! Micro Invasion, East Jakarta Chiptunes Compilations. Freemusic Archive. (Attribution Noncommercial Share-Alike License)
Transitions:
News & Views and Perspectives transitions from victorcenusa, Freesound.org (Creative Commons 0 License)
Experimental Methods transition from Sentuniman, Freesound.org (Attribution Noncommercial License)

Monday, January 9, 2017

The Impact Factor Ep. 88: 2016's Game of the Year!
Podcast
Welcome to the 88th episode of The Impact Factor! The Impact Factor is what happens when two scientists, and two best friends, get together to talk about video games. Hosts Alex Samocha [biomedical scientist] and Charles Fliss [social scientist] sit down every week to discuss the week in gaming! Listen in for the news, views, and games that made the biggest impact!

Please send your suggestions and feedback to: impactfactorpodcast@gmail.com

In this episode Alex and Fliss are joined by special guest co-host Patrick to discuss our 2016 Games of the Year, listener 2016 GOTY lists, Total War: Warhammer, Final Fantasy Type 0, Hearthstone, Hidden My Game by Mom!, 2016’s Top 100 sellers on Steam, Ariana Grande in Brave Exvius and so much more!


YouTube page

Discord Server

For articles and reviews from Alex, check out: www.theimpactfactor.blogspot.com

Follow Alex @alexsamocha on Twitter. twitch.tv/megalodonphd
Follow Fliss 
@thecfliss on Twitter.

Intro song:
You Kill My Brother by Go! Go! Go! Micro Invasion, East Jakarta Chiptunes Compilations. Freemusic Archive. (Attribution Noncommercial Share-Alike License)
Transitions:
News & Views and Perspectives transitions from victorcenusa, Freesound.org (Creative Commons 0 License)
Experimental Methods transition from Sentuniman, Freesound.org (Attribution Noncommercial License)

Friday, June 3, 2016

News & Views
5/28/16-6/3/16

This week went by in an instant. I had a great time relaxing with my fiancée, got some nice experiments done in lab, and of course I played the hell out of Overwatch. It has been years since I got this sucked into a multiplayer shooter.

News & Views collects the week’s best video game writing. Check out the links below for stories about how Rocket League strategies have made it clear that the game is more than just soccer with cars, how Final Fantasy IX handles the inevitability of death, and why crafting that perfect ending to your game might not be worth it.

And of course please check out the brand new episode of The Impact Factor podcast that was posted today! You can subscribe to the podcast on iTunes, or if you prefer other methods, check out our SoundCloud. We’re on YouTube too!

Spotlight
Gino Grieco, Giant Bomb

Worth Reading
Bhernardo Viana, Kill Screen

Jake Parmley, Gamasutra

Nico Deyo, Paste

John Macone, Eventhubs

Greg Kasavin, PC Gamer

With Comments
Angus Morrison, PC Gamer
Blizzard came out early and aggressively against Overwatch cheaters. In fact, they promised to permanently ban a player after their first offense. Little did we know how serious Blizzard was. I’ve copied an anecdote from the article that summarizes it perfectly: You cheat, you lose. Period.

"Got banned one day after the official release," one enemy of fair play recounts. "Thought I got detected for using RPM tools, because the game was crashing for it at that time.
"Bought the game again... didn't hack on it at all, just wanted to enjoy the game a bit. Two days later—banned again.
"Bought the game... again. But before doing that, I deleted Overwatch and launcher completely. Enjoyed it again without cheating only for a day."
            On his fourth attempt, he purged his PC, changing hard drive IDs, MAC address, BiosDate and buying a VPN to throw Blizzard's anticheat off. It didn't work.

Evan Narcisse, Kotaku
When the term “ludonarrative dissonance” was common parlance in the greater games discussion, Uncharted was always the first title named. People weren’t wrong for naming it, either. How can Nathan Drake be a loveable rogue when he literally kills hundreds of people each and every game? Part of what I touched upon in my review, but it written much better by Evan Narcisse over at Kotaku, is how Uncharted 4 leans into this dissonance – co-opting it to serve as the narrative foundation. Beware spoilers, but thoroughly worth reading.

Matt Sayer, Unwinnable
It astounds me how few game owners finish the games they buy. Since the advent of trophies / achievements, it has been possible to ascertain completion percentage on a game-to-game basis. As Matt Sayer writes, laughably few players manage to finish games. Even when a game is just a few hours long the completion percentage remains sub 50%. It’s insane. Maybe it’s not so important to have that perfect ending to your narrative game. Chances are no more than 30% of players will even get to it.

Friday, April 15, 2016

News & Views
4/9/16-4/15/16

News & Views collects the week’s best gaming writing. Check out below for stories about the environmental storytelling of corpses, when is the right time to show off your eSport strategy, how Final Fantasy XV has a good message about toxic masculinity, and how Spelunky makes perfect maps. Apologies for not having comments this week- today is a whirlwind!

And of course please check out the brand new episode of The Impact Factor podcast that was posted today! You can subscribe to the podcast on iTunes, or if you prefer other methods, check out our SoundCloud. We’re on YouTube too!

Spotlight
Clive Thompson, The New York Times Magazine

Worth Reading
Natalie Rachel, FemHype

Ben Kuchera, Polygon

Harry Mackin, Paste

Patrick Klepek, Kotaku

Richard Procter, Polygon

David Graham, Redbull

Owen S. Good, Polygon

Bruno Dias, Giantbomb

Katherine Cross, Gamasutra

Patrick Klepek, Kotaku

Tuesday, April 5, 2016

Returning to the Fantasy of Game Demos
Perspectives

Abstract: Video game demos were a huge part of my childhood. Demos fulfilled a dual purpose. Demos introduced me to new games that I wanted to add to my collection. They also provided their own standalone micro gaming experiences. Video game demos have mostly faded away, however. Square Enix is bringing back the demo in a fantastic way, with Episode Duscae and Platinum Demo for Final Fantasy XV. I hope this phenomenon becomes a trend and we see more demos coming out soon.

Video game demos hold a special place in my heart. A PlayStation demo disk was one of my favorite experiences on the PS1. Before you click away, hear me out. Game demos were a bedrock of my childhood gaming. They contained the new, the exciting, and the unreleased. It was hard scraping together enough money to buy new games as a 9 year old. Even more than that, it was excruciating trying to decide if a new game would be worth it. Sure, I read reviews in gaming magazines. Sure, I listened to my friends to see what they had been playing. But being on a shoestring budget meant that the next game I bought was a serious commitment. A several month commitment at least. Demo disks solved that problem and more. Demos were also experiences onto themselves—‘micro’ games for those in need. As a kid I was in desperate need. Trust me.

My parents' staunch refusal to buy me a video game console meant that when I bought my PS1 in 1998 it represented years of saving my money. It was a gargantuan ask for a kid who spent money faster than he could get it. Bubble gum and trading cards were my vices. But I put my head down and saved the $180 or so it took to buy my PS1 and one game, Crash Bandicoot 2. It was months before I had saved enough to buy a second game. For anyone who has played it, you’ll know that Crash 2 isn’t a particularly long game. So I used game demos to fill my time.

Thankfully, my PS1 came with a one-month subscription to PlayStation Underground. Underground is a now defunct video game magazine that spotlighted PlayStation games and news. Its biggest claim to fame, at least in my book, was the demo disks. Each issue came with a disk that contained several demos for upcoming games. My disks, so titled because I only ended up with two or three, were good ones. They had demos for Tomb Raider, Brave Fencer Musashi, Parappa the Rapper, and Bloody Roar among others. I played the living hell out of those disks. Over and over again. Hours at a time over the span of months. Even though most demos were short, they gave me so much.

If one image could sum up my childhood...
(P.S. I owned this disk.)
On one hand, demos sold me on games that I later added to my collection (Tomb Raider). On the other, they were self-contained games themselves. Brave Fencer Musashi, in particular, worked start to finish to not only spotlight the full game’s mechanics but also act as a worthy standalone experience. A well-designed demo was transportative. A well-designed demo worked synergistically as a 30-minute long game and interactive trailer for a much bigger experience. I also enjoyed demos for the breadth of experiences they presented to me. Parappa the Rapper, a rhythm game, is a genre I would have never considered until I played through the demo (roughly 100 times over). Demos rounded out my gaming time. Whenever I had finished a game, I would pop back in a demo disk and mess around with old favorites. Demos feel like an old friend.

Is Brave Fencer Musashi a good game? I don't know.
The demo sure was.
Demos are an old friend that doesn’t come around too often anymore, though. For the most part, video game demos have mostly faded away. There are a myriad of reasons why and no single one tells the full story. Perhaps it was the rise of smaller indies titles or the huge mass of gaming content on the web. I do not have the time, nor impetus really, to more fully speculate as to why this has happened. Needless to say, though, it has. Demos are few and far between.

What ‘demos’ we do get are often multiplayer-centric betas for upcoming games. We’ve seen the number of betas rising over the past few years. This month we’re getting a Battleborne beta. Next month we’re getting an Overwatch beta. The DOOM beta is currently running. At their best, betas can give a similar experience to the ones I had with demo disks. They introduce you to something new and unreleased, and familiarize the player with the game’s mechanics. Something is lost when the beta is just a multiplayer mode or two, however. You lose that self-contained game experience like that one I had with Brave Fencer Musashi. You can’t look past that the demo is just an ad, a taste of the goods to get you hooked for when the final product releases. They are not something you can, or would even want to, go back to. I’m thrilled we are getting more opportunities to play snippets of upcoming games, and I know I’ll play the heck out of both Battleborn’s and Overwatch’s betas, but they don’t quite hit all the right notes.

Battle of the betas.
Thankfully, it looks like Japan (or more specifically, Square Enix) is looking to bring back demos in a significant way. Final Fantasy XV is a game that’s been in development for a literal eternity, i.e. about ten years now. As one might expect for a game that’s taken nearly a decade to come out, a lot of resources have been put into making FFXV a game people care about. It has taken many forms: an anime prequel, a feature length motion picture, a free-to-play mobile pinball game, and demos. The first of which was Episode Duscae. Given to players who ordered the Day 1 edition of Final Fantasy Type-0 HD, Episode Duscae allowed you to explore a huge open area snipped from FFXV. You’re given a few simple objectives to accomplish, but the meat of the demo experiencing the gameplay you (should) have when the final game launches in September. You can explore, you can grind to level up, you can summon, you can fight impossibly hard monsters. Episode Duscae also served as a beta of sorts, since Square Enix used it to gauge fan concerns. Heck, they even updated Episode Duscae to reflect how they are addressing players’ issues. Crazy.
 
Episode Duscae was a great introduction to Final Fantasy XV. 
Square Enix did not stop there. Announced at their huge Uncovered FFXV event last week, and released the day after, Platinum Demo Final Fantasy XV was a second demo for the game. Platinum Demo was a little different than Episode Duscae, though, and in a way that caught my attention. Platinum Demo was a new, standalone experience. The content within the Platinum Demo would not be included in the final retail release of Final Fantasy XV. It is an experience that was designed to be exactly what I viewed demos as when I was a child: a self-contained, albeit small, game. A title that introduced you to the universe, but was also its own thing. I’ve seen a few demos like this pop up recently, like Bravely Second’s Ballad of the Three Cavaliers demo. It’s a phenomenon I would be more than happy to see be made into a trend.
 
You won't see this in Final Fantasy XV. At least not in the same way.
The thing is, Platinum Demo was a pretty stellar experience. I came away impressed with the demo’s design after my roughly 30 minute playthrough. Platinum Demo retools the various systems that will be in Final Fantasy XV and presents them in a through the looking glass-styled dream. Though short, the demo covers what I imagine are all the basics to playing Final Fantasy XV. You’re taught about combat—the switching between weapons, light and heavy weapons, combos, thrown items, dodge rolling, targeting, warping. You’re taught about exploration—jumping, activating trigger switches to open new pathways, tangible rewards for scouring the open world. You’re taught about how FFXV play with scale—you’re pitted against large monsters, groups of monsters, huge open environments. And Platinum Demo accomplishes all of this while still being a set in the main character’s childhood dream. Playing Platinum Demo would have been one of my childhood dreams. It is self-contained, it is edifying, and it got me re-excited for the game it’s selling to me. What more could I ask?

Platinum Demo does a great job at being a great demo.
It looks like we may be in store for more demos in the future, too. While writing this piece, Team Ninja announced that their new Onimusha­-Dark Souls hybrid game Nioh would have a demo out at the end of this month. I hope the demos keep coming. Demos, like Platinum Demo Final Fantasy XV, bring me back to my childhood. They remind me of the wealth of joy I derived from the smallest of experiences. Let’s hope game demos stay underground no longer. I want to return to the fantasy.

(In the meantime, you can check out my full playthrough of Platinum Demo Final Fantasy XV below.)

Monday, April 4, 2016

TIF Plays: Week of 3/28-4/1
Gameplay

Welcome to the The Impact Factor's last week of gameplay! Check out below to links of all my gameplay. Be sure to catch me live on Twitch (MegalodonPhD). I stream every Tuesday at 5:30pm PST and Thursday at 6:30pm PST. Plus some special Friday streams, too! You can do me a favor by subscribing to The Impact Factor's YouTube channel, but hey, don't let me tell you what to do! 

To keep up to date with everything The Impact Factor, and me, follow me on Twitter: @alexsamocha

See you all next week!



Friday, February 5, 2016

Da
News & Views
1/30/16-2/5/16

Happy February to all you Impact Factors! Heh, I like that. January might have been a bit slow for new releases, but February is no slouch! With Crypt of the Necrodancer this week, Firewatch the next, and Street Fighter V after that, there’s no shortage of awesome gaming goodness coming our way. Keep up with the blog or follow me on Twitter to stay on top of it!

Onto News & Views! As always, this Friday feature compiles my favorite video game writing, stories, videos and more. I found some really good ones this week. From how the PC port of Final Fantasy VI is secretly good for modding, how to talk about games if you’re blind, and a report on the state of game development in central Africa, this week has it all. Let me know which stories you found the most resonant!

And of course you can check out the brand new episode of The Impact Factor podcast that was posted today! You can subscribe to the podcast on iTunes, or if you prefer other methods, check out our SoundCloud. We’re on YouTube too!

Spotlight
Robert Kingett, Kill Screen

Worth Reading
Jonathan Epstein, Gamasutra

Patrick Klepek, Kotaku

Tauriq Moosa, Polygon

Richard Moss, Gamasutra

Wes Fenlon, PC Gamer

With Comments
Chris Park, Arcen Games
Chris Park of Arcen Games shares a truly tragic story of the risk, sacrifice, and harsh reality of being an independent game developer. Despite the hard work of the team and a well-reviewed final product, the financial realities of the fledgling studio meant that a large number of employees had to be let go. Game development at all levels is difficult, but these vignettes about indie development should serve as a warning sign for both young and old: it ain’t easy. I hope everyone let go can land on their feet somewhere else.

Anna Moore, The Guardian
Not the kind of story I usually share with you all here on the blog, but one I felt I needed to. Online gaming isn’t all fun and games. My heart goes out to this family. Especially for those of you with young children, but still important for those without, be vigilant about your online activity. There are some bad people out there. Further, this story reinforces a stance I’ve had for quite a while—law enforcement needs to take these situations more seriously. Whether it be better tools to seek out offenders or protections for potential victims. Just something more.

Zack Hage, Medium
Rev3Games was a big part of my video game media consumption a few years ago. They produced thoughtful, quality content that wasn’t ashamed of being different from other gaming news or op/ed sites. Rev3Games gave one of my favorite games pundits, Adam Sessler, a vehicle to share his uninhibited self with the world. It was great, until it was just…gone. Sessler’s departure was the beginning of a very rapid end. As a footnote to the article, one of Rev3Games’s alums Max Scoville took to Reddit to clarify (and refute) some of the topics the author discussed. “Max: The people most responsible for its creation were Zac Minor and Anthony Carboni.  Everyone left for different reasons. I won't go into those (partially because it'd be unprofessional, partially because it's tedious boring business stuff) but it wasn't just as simple as the thumbnails not being flashy enough, or headlines not being stupid enough.”

Kaitlin Tremblay, VICE
Video games haven’t always (read: ever) been a source of the most dynamic character relationships. If it’s some big budget AAA game and there a few guys and a few girls, odds are two or more of them are in a romantic relationship with each other. Tremblay writes both specifically and generally about why games need more ‘just good friends’ relationships, citing Tales from the Borderlands as a recent success. Agreed. We need more Rhys & Fiona.

Friday, January 15, 2016


News & Views
1/9/16-1/15/16
Welcome everyone to a much more normal News & Views! It’s been a busy first full week back in lab, but The Impact Factor never skips a beat! Really looking forward to relaxing some this weekend, though.

News & Views is always here to bring you the best video game writing, stories, editorials & opinions from around the web. This week, I found great pieces about drug use in eSports, how a dating app is like Warcraft, why Life is Strange passes the Spielberg test of games as art, and how H.G. Wells was one of the impactful pioneers of tabletop gaming. Enjoy!

And of course you can check out the brand new episode of The Impact Factor podcast that was posted today! You can subscribe to the podcast on iTunes, or if you prefer other methods, check out our SoundCloud. We’re on YouTube too!

Spotlight
Patrick House, The New Yorker

Worth Reading
Core-A-Gaming, YouTube

Christopher Byrd, The Washington Post

Chris Pruett, Gamasutra

Ben Kuchera, Polygon

Michelle Ehrhardt, Kill Screen

With Comments
Zach Gage, Gamasutra
What an awesome look into the analytical mind of a game designer. So many games use, and rely upon, dice rolls (hidden from the player or not). Gage runs through the evolution of the dice-rolling system in Tharsis and it’s fascinating. One of the key points here is the balance of dice rolls leading choices or making a choice and then relying upon dice to see if you can accomplish your goal. It’s the difference between craps and King of Tokyo. Very interesting and well worth a watch if you have any interest in board games, video games, randomness, or game design.

Sidney Fussell, Offworld
Fussell continues to write extraordinary pieces for Offworld. Here, Fussell ponders what games can do to better represent black women. The depiction of black women often focuses on strength, but in the process loses ‘personhood.’ It would be great to see more characters that are funny or quirky or dark, and less one-note.

Brian Taylor, Paste
Well, if you needed any more reason to like (or at the very least appreciate) H.G. Wells, here it is. Taylor details how Wells championed a tactical tabletop game titled Little Wars, and the evolution of that idea into the modern board game, especially those that are miniature-based. Very cool.

Gamesradar Staff, Gamesradar
I’m a big fan of ranked lists. For example, you can check out a list of my #12-7 and #6-1 top games of 2015. Or my ranking of the Souls games. I can’t say this Final Fantasy list is 100% accurate (since I haven’t played them all), but I mostly agree with their ordering. Final Fantasy 6 is the best. Period.

Friday, January 1, 2016

The Impact Factor Ep. 35: Gaming Resolutions for 2016!
Podcast

Welcome to the 35th episode of The Impact Factor! The Impact Factor is what happens when two scientists, and two best friends, get together to talk about video games. Hosts Alex Samocha [biomedical scientist] and Charles Fliss [social scientist] sit down every week to discuss the week in gaming! Listen in for the news, views, and games that made the biggest impact!

Please send your suggestions and feedback to: impactfactorpodcast@gmail.com

In this episode Alex and Fliss talk about Valve, Steam, Holiday Sales, AGDQ, Tomb Raider, Final Fantasy, fashion, New Years resolutions, Nuclear Throne, Sportsfriends, Jackbox, Star Wars & more!

AGDQ Schedule

 
For articles and reviews from Alex, check out: www.theimpactfactor.blogspot.com
For a blog about Japan, pop culture & more from Fliss, check out:
www.flissofthenorthstar.blogspot.com
Follow Alex @alexsamocha on Twitter. twitch.tv/megalodonphd
Follow Fliss @
thecfliss on Twitter. twitch.tv/flissofthenorthstar

Intro song:
You Kill My Brother by Go! Go! Go! Micro Invasion, East Jakarta Chiptunes Compilations. Freemusic Archive. (Attribution Noncommercial Share-Alike License)
freemusicarchive.org/music/Indonesi…s_Compilation/
Transitions:
News & Views and Perspectives transitions from victorcenusa, Freesound.org (Creative Commons 0 License)
freesound.org/people/victorcenusa/sounds/148785/
freesound.org/people/victorcenusa/sounds/148784/
Experimental Methods transition from Sentuniman, Freesound.org (Attribution Noncommercial License)
freesound.org/people/Setuniman/sounds/143994/