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Posted on 12.13.05 by Maxim @ 7:00 am
It’s your standard side scrolling hack n’ slash fare, except all dungeoneny and dragony! Wait… don’t remember a dungeon of any kind. I’ve been scammed! I guess the giant dragon makes up for the loss. Anyway, D&D is like any of the thousands of Final Fight clones out there with one notable difference: Inventory! Yes, much like the pen and paper D&D, there is loot to be had. Loot will appear when vanquishing a foe, finding a chest, or simply stumbling across it while walking from left to right. This feature of the game makes it feel like a game of Legend of Zelda: Four Swords. In what way, you ask? Well in LoZ:FS, the importance of tasks looks a little like this: 1. Acquire loot. The gameplay in D&D is surprisingly similar. There’s lots of fun stuff to do like set fellow players on fire, make fellow players open trapped chests, and cast “sticks to snakes” as much as possible. There’s a certain satisfaction derived from casting sticks to snakes over and over while fighting a giant red dragon. (FYI, sticks to snakes is exactly what it sounds like, and is worthless). To sum up: D&D:ToD is fun for reasons the creators of the game probably didn’t intend. Those reasons are: to screw your friends. Filed under: Classic and General and Maxim and Review Comments: 3 Comments |
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Posted on 12.12.05 by beuks @ 1:02 am
Here are some fun facts about my tenure playing FFVII:
One thing I haven’t done in the past 8 years is finish the damn game. At the beginning of 2005, I made a New Year’s resolution: to finish Final Fantasy VII before the year was out. Last night, I decided to call it off. I will not finish the game, or play any more of it. The thing is, it’s a deeply flawed game. The gameplay is just fine. I like fighting monsters, gathering equipment, managing a party of warriors. But the gameplay is increasingly spread out between ponderous stretches of PLOT. The story also has potential interest. But the delivery is abysmal. Scenes of plot or character development are presented in a combination of nicely-rendered, 30-second full motion videos (of the kind that was used to foist the game on the public in TV ads) and tone-deaf, emotionless, in-game scenes, such as the “moving” death of Aeris, pictured above. The former are pretty but feel out of place, seeing as they account for about 1% of game time. The latter are like watching Lego people try to emote, which gets especially tricky when it’s not always clear which one of them is supposed to be talking, and their lines are poorly translated from the original Japanese. The in-game scenes are further hampered by a total lack of change in the music. The same midi tune that accompanied your 20-minute wanderings in a given cave will also accompany the 20-minute scene — and all its dramatic turns — at the end of the cave. These bits that are supposed to keep you going through the hundreds of random battles, minigames, and Chocobo breeding stints spread over a hundred hours? No, thank you. As previously mentioned, I don’t dislike console RPG mechanics, or the Final Fantasy series. I don’t even have a problem with long scenes between gameplay. I just prefer it to be in a game capable of making me care. Maxim hates the Metal Gear Solid series for this reason, but I enjoy it, because at least I can perceive dramatic highs and lows in those scenes. I also give a pass to Final Fantasy IV, because when I first played it, I was 14, and by the time I went back to play it, they had fixed the translation. So, it’s been a long time coming, but I have finally decided to stop my quixotic and poorly-paced quest to complete Final Fantasy VII. I feel as though a load has been lifted, which will allow me to refocus my energy on more important goals. Like Final Fantasy Tactics. Filed under: Beuks and Classic and General and PC and Review Comments: 5 Comments |
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Posted on 12.09.05 by A 47 Danger @ 3:11 pm
Dear Xbox 360, There’s a hole in my heart in the shape of you. Did I come on too strong? Did I scare you off? It’s true, I am very eager to meet you. Please don’t mistake that as desperation. I feel that we could share a mutual admiration for each other. Maybe not right away, but with time. You may be asking yourself if you’re ready for a big step. I want you to know that you will receive no preassure from me. Maybe you can come over and we can just talk. If you feel comfortable, we can certainly move on to the next level. Hopefully you’ll open up to me and trust me. We might even play together. But this is all on your terms. There is no pressure. If you want to just watch tv on my couch, that’s perfectly fine. I’m just trying to say that I’m flexible and no threat to you. So, how about it? Give me a chance. Respectfully yours, Filed under: A 47 Danger and Humor and Xbox 360 Comments: 2 Comments |
Posted on 12.09.05 by A 47 Danger @ 10:05 am
Filed under: A 47 Danger and Humor and Maxim Comments: 1 Comment |
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Posted on 12.08.05 by A 47 Danger @ 2:33 pm
I’m getting mighty tired of doing these Xbox 360 updates because there is never anything to report. I’m also running out of things to complain about. I can always complain about having to complain. Which will only lead to more complaining. That’s an endless cycle that couldn’t even be broken by the arrival of an Xbox 360. So let us pass on that option. The best option I see is to make a witty anagram for the Xbox 360. Okay, here we go. B30xox6. Xob 3X06. Xbox 360(I switched the Xs around). Huh, I guess I’m not that witty. Damn you, Xbox 360. You have bested me with your obtuse name! Filed under: A 47 Danger and Rant and Xbox 360 Comments: None |
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ClackyJ, A 47 Danger, and myself played through the arcade game Dungeons and Dragons: Tower of Doom this weekend. Arcade game? I know.
I first played Final Fantasy VII in 1997 on my friend’s Playstation. I admired its atmosphere: the typically fine (if sometimes overburdened) Nobuo Uematsu score; the gorgeous prerendered backgrounds; the attractive adaptation of the Final Fantasy battle system to 3d. When the game was released for Windows PC the following year, I bought it. I played on and off over the summer of 1998, and then shelved the game during the school year. This became a typical pattern: brief flurries of progress, spaced out over months or even years.


