SuperNerdLandArticles Archive - SuperNerdLand https://supernerdland.com/issue/vol1issue3/ Thu, 25 May 2023 22:03:27 +0000 en-US hourly 1 https://i0.wp.com/supernerdland.com/wp-content/uploads/2020/04/cropped-108-1084318_hot-pockets-new-snack-bites-take-all-the.png?fit=32%2C32&ssl=1 Articles Archive - SuperNerdLand https://supernerdland.com/issue/vol1issue3/ 32 32 83647409 Letter from the Editor (June 2019) https://supernerdland.com/article/letter-from-the-editor-june-2019/ https://supernerdland.com/article/letter-from-the-editor-june-2019/#respond Sat, 01 Jun 2019 18:30:00 +0000 Josh Bray https://supernerdland.com/?post_type=article&p=18961

Hello again in­ter­ne­tari­nos! It’s that time of the month again! Wait, that could have been word­ed better…

Welcome to an­oth­er is­sue of SuperNerdLand Magazine!

So what is go­ing on around our parts, what’s new, and what are we up to? Glad you asked. And even if you did­n’t, I will tell you anyway.

I first want to give a hearty wel­come to a cou­ple of new ad­di­tions to the site! We are hap­py to add Robert Throne (@plasmarob on Twitter) and his wife to the ros­ter. Plasmarob comes to us as a con­trib­u­tor to the writ­ing side of the site, as well as bring­ing skills that could help shore up some of the back end as­pects of stuff as we go into the fu­ture. His wife, StormyDLoA, has joined on as an­oth­er ed­i­tor, hope­ful­ly be­ing able to catch the things that pass by me in the fu­ture! You can see her edit­ing work done on Plasmarob’s The Gaming Seed of Heroes piece in this issue.

You may have al­ready no­ticed by now that things are look­ing a bit dif­fer­ent around here! That’s right, I fi­nal­ly got to up­dat­ing the theme and look of the site. Massive shoutout to Themesaga for this theme. We’ve had to do our own cus­tomiza­tions, of course. But their Magazine Elite (we’re us­ing the free, not Pro) theme pro­vid­ed a fan­tas­tic base. I am still tweak­ing things here and there, es­pe­cial­ly with the added Night Mode tog­gle. Night Mode might still have an ob­ject or two that is a lit­tle too dark, but the meat and pota­toes of the site should be 100% view­able regardless.

Something that is get­ting mi­grat­ed due to the UI change are pod­casts and our LIVE page. After a lot of thought, it was ap­par­ent it would be bet­ter for me to put pod­casts and the live page on their sep­a­rate sub­do­mains. That way each bit of con­tent can be served in a man­ner that fits it specif­i­cal­ly (help­ful for the front and the back ends), and that way the mag­a­zine is­sue de­liv­ery can be fo­cused more. Currently, pod­casts are still avail­able on the main site via di­rect link, with their own pages com­ing soon!

Four Years of SuperNerdLand

The oth­er thing of note hap­pen­ing this month will be do­ing some of the fi­nal pol­ish­ing on our Fediverse so­cial net­work node, and it go­ing live for in­ter­nal pok­ing. Hopefully, pub­lic con­sump­tion by the end of June will be pos­si­ble! The only real thing I need to do is tweak some more of the CSS, be­cause bless their hearts but most pro­gram­mers for fe­di­verse soft­ware are not the best at UI/UX. Expect more word on that soon.

Another bit men­tioned in pre­vi­ous let­ters to you has been the PeerTube in­stall. I am go­ing to get to that soon, but it is still not a pri­ma­ry con­cern as we have our own self-hosted videos rock­ing al­ready. It would just be nice to test out how P2P de­liv­ery of video may help some of our users out there with poor­er in­ter­net, though. So I swear I am get­ting to that.

Something I do want to briefly men­tion be­fore let­ting you get on with the ar­ti­cle read­ing is our cus­tom stream­ing ser­vice and my se­ries on build-up said self-hosted stream­ing. Currently, I am go­ing through a very tight fi­nan­cial sit­u­a­tion, so the fee that would have gone to WMSPanel went to oth­er things and that is shut off for the next cou­ple of weeks. We’ll get that cranked back on ASAP, and in the July is­sue you will get part two of said se­ries on self-hosted streaming!

That is ac­tu­al­ly as good a segue as any into some­thing I am pret­ty bad at typ­i­cal­ly, which is pro­mot­ing the ways you can help sup­port SuperNerdLand! We have a Patreon and a Subscribestar up as op­tions to help SuperNerdLand pay the bills and grow. Believe me, the read­ing and shar­ing of our con­tent is first and fore­most to us. We are not go­ing any­where ei­ther way, but if you ever want­ed to help us in oth­er ways then know we ap­pre­ci­ate it from the bot­tom of our hearts.

I won’t keep you any­more, though. Click down be­low the au­thor box or over on the right and check out the fan­tas­tic con­tent our au­thors have for you this month!

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Life Will Change: How Persona 5 Helped Me https://supernerdland.com/article/life-will-change-how-persona-5-helped-me/ https://supernerdland.com/article/life-will-change-how-persona-5-helped-me/#respond Sat, 01 Jun 2019 18:31:03 +0000 Martyr https://supernerdland.com/?post_type=article&p=18877

Persona is a game se­ries that means a lot to many dif­fer­ent peo­ple. Originally split­ting from the Shin Megami Tensei se­ries, Persona 1, known as Revelations: Persona was re­leased in 1996 and has con­tin­ued to be a sta­ple JRPG se­ries for many fans of the genre. The most re­cent ad­di­tion to the se­ries re­leased in 2017, Persona 5, has been a smash hit, re­ceiv­ing mas­sive crit­i­cal ac­claim and love from Persona fans and non-fans alike. The game has be­come some­what of a cul­tur­al icon, es­pe­cial­ly due to Joker, the main char­ac­ter, be­ing the first DLC char­ac­ter re­leased in Super Smash Bros. Ultimate. Many peo­ple have found a love for Persona 5 for a va­ri­ety of rea­sons, my­self in­clud­ed. Playing Persona 5 be­came part of my dai­ly rou­tine af­ter I bought it dur­ing a Black Friday sale, and it had a re­al­ly pos­i­tive in­flu­ence on me in ways I wasn’t expecting.

Routines can be great. There’s a cer­tain com­fort in a rou­tine that can help any­one con­quer their day to day life suc­cess­ful­ly. We es­tab­lish rou­tines as kids, like do­ing our home­work at cer­tain times, when to brush our teeth or even bed­times. Once we get old­er though, some­times these rou­tines can be­come de­struc­tive. Sometimes those rou­tines are so fa­mil­iar and so com­fort­able, that we don’t no­tice the neg­a­tive im­pact they have on our life.

Having that one ex­tra drink af­ter a hard day or that ex­tra cook­ie af­ter din­ner can be­come a bad habit, and that’s a hard habit to break once it be­comes part of your com­fort­able rou­tine. Sometimes, you need to be snapped out of those com­fort­able, de­struc­tive habits. During a time in my life where my rou­tine be­came com­fort­ably de­struc­tive, I had a wake­up call in the form of a song from a video game.

If you hold on, life won’t change.”

When I first start­ed play­ing Persona 5, I was at a weird stage in my life. I was con­cerned about my­self, but not con­cerned enough to do a lot about it. My over­all health wasn’t aw­ful, I wasn’t dy­ing, but I knew it couldn’t be good still. “One day at a time” was my dai­ly af­fir­ma­tion. I tried to use it to calm my­self about my day to day anx­i­eties, but it didn’t work a lot of the time. I was still a bun­dle of nerves who had a re­al­ly hard time try­ing to re­lax even af­ter work. My phys­i­cal health wasn’t the best; I didn’t work out and hadn’t seen a doc­tor for a real check-up in a while. Not be­cause I didn’t have in­sur­ance, but be­cause I was afraid of what I would learn. While ig­no­rance isn’t bliss, it felt bet­ter than know­ing the truth. I would just aim to make it to the week­end, where I could re­lax for a few days be­fore hav­ing to con­tin­ue my “one day at a time” mantra.

During those week­ends and oth­er down­time I could find, I was neck deep into Persona 5. The only oth­er Persona game I had played be­fore this was Persona 4 Golden, which I re­al­ly en­joyed. That trend con­tin­ued with Persona 5 thanks to its aes­thet­ics and the gen­er­al fun I had with the game. I start­ed to in­cor­po­rate parts of the game into my dai­ly life, like chang­ing my ring­tone to some­thing from the game, or adding Morgana to the slideshow of back­grounds on my com­put­er. I also re­al­ly loved the mu­sic, so I start­ed lis­ten­ing to the sound­track more and more.

Listening to the sound­track, and re­al­ly lis­ten­ing to the lyrics, got me think­ing about the game in a dif­fer­ent way, and how it could be rel­e­vant to me. “If you hold on, life won’t change” was a line I found my­self fo­cus­ing on when­ev­er I heard it. Being me and be­ing gross­ly over an­a­lyt­i­cal about video games, es­pe­cial­ly the mu­sic, I be­gan think­ing about what that phrase meant. Holding onto some­thing be­cause it’s com­fort­able or easy is, well, easy. We can stay in a rhythm, in a rou­tine, be­cause it be­comes our norm. We get that sense of com­fort and ease from that rou­tine. That kind of com­fort can lead to some bad ruts and stag­nant times in your life, which it did in mine.

One time in par­tic­u­lar I re­mem­ber was a day when I bare­ly got enough sleep to func­tion but had to take my hap­py ass to work re­gard­less, like an adult. I de­cid­ed to lis­ten to the Persona 5 sound­track, specif­i­cal­ly “Wake Up, Get Up, Get Out There”. I found my­self in a much bet­ter mood when I got to work, de­spite the lit­tle sleep I had. When I rec­og­nized how much the mu­sic could im­pact my mood and help me stay pos­i­tive, I start­ed re­al­ly lis­ten­ing to the mu­sic more and look­ing at the lyrics to songs like “Life Will Change” and “Wake Up, Get Up, Get Out There”, which lead me to re­al­ly look­ing into the themes of the game it­self. Much of the main protagonist’s strug­gle is about how to take con­trol of their lives and rebel against an un­fair sys­tem. This made me re­al­ize some­thing important.

I was treat­ing my­self un­fair­ly. I was the un­fair sys­tem. I need­ed to rebel against my­self and the com­fort I had found in a self-destructive rou­tine. I know it prob­a­bly sounds in­sane, but it hit me when I went to the doc­tor and re­al­ized how much bet­ter I need­ed to take care of my­self. I was tak­ing care of every­one else as best I could but ne­glect­ed my­self in the process. This wasn’t un­fair just to me, but also every­one around me. If I re­al­ly want­ed to help the peo­ple I care about, then I need­ed to take care of my­self to make sure I could con­tin­ue to help. I need­ed to take care of me if I want­ed to achieve the life I want­ed. I held onto a pat­tern of self-destructive be­hav­ior be­cause it had be­come my com­fort­able rou­tine, my norm. At that point, I re­al­ized it was up to me to make that change. I couldn’t hold on anymore.

I made a vow to my­self that I would change. I start­ed cook­ing bet­ter meals and ex­er­cis­ing more to help change my body. I start­ed hold­ing my­self to a more rea­son­able stan­dard, al­low­ing my­self to breathe and for­give my­self more of­ten for the lit­tle mis­takes we all make in life. I want­ed to change my­self from the in­side out. I didn’t want to hold onto these bad habits any­more and I want­ed to make a change. “If you hold on, life won’t change” al­most be­came a mantra for me be­cause it was the dri­ving force be­hind keep­ing me go­ing to bet­ter my­self. I kept go­ing, and even when I would get up­set and feel like I was fail­ing, I would re­mem­ber that I couldn’t go back to those old habits if I want­ed to change, so I kept going.

That doctor’s ap­point­ment hap­pened in July of 2018, and I’m hap­py to re­port I’m tak­ing much bet­ter care of my­self in a mul­ti­tude of ways. I’m work­ing on los­ing weight (I have lost 33 pounds since that day, and have start­ed a new diet that has ac­cel­er­at­ed my weight loss). I’m work­ing on man­ag­ing my anx­i­ety so I can en­joy my life more pos­i­tive­ly. These changes I’ve made to my life have not only im­proved my­self, but they’ve helped im­prove the re­la­tion­ships I have with my friends and fam­i­ly. My fu­ture hus­band is even along for the ride with me, and we’ve been sup­port­ing each oth­er each step of the way. We de­cid­ed to­geth­er that we wouldn’t hold on any­more, and we would make our lives change for the better.

“Clean up your room and go to bed”

It’s fun­ny to think that this jour­ney to bet­ter my­self all stemmed from song lyrics, from a game where a talk­ing cat is con­stant­ly telling you to go to bed. Hilariously enough, go­ing to bed ear­li­er is also a thing that has start­ed to hap­pen more in my life. I found the con­fi­dence to make the changes in my life that have been need­ed, slow­ly but sure­ly, and my life is mov­ing in a pos­i­tive di­rec­tion be­cause of it. “If you hold on, life won’t change” is such a sim­ple lyric, but it can hold a lot of mean­ing if you let it. While it may sound sil­ly that a mag­i­cal Japanese high school sim­u­la­tor can have this kind of im­pact on some­one, it can hap­pen. You just have to be will­ing to let a video game be more than just a game some­times. Sometimes, they can change your life.

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The Gaming Seed of Heroes: Why Video Games Are Loved, Hated, Addicting, and Fought Over https://supernerdland.com/article/the-gaming-seed-of-heroes-why-video-games-are-loved-hated-addicting-and-fought-over/ https://supernerdland.com/article/the-gaming-seed-of-heroes-why-video-games-are-loved-hated-addicting-and-fought-over/#respond Sat, 01 Jun 2019 18:32:34 +0000 PlasmaRob https://supernerdland.com/?post_type=article&p=18927

Gaming. A word said with plea­sure by some and with dis­dain by oth­ers for decades. There’s a lot of im­agery at­tached with the word. Boxy retro con­soles and tan­gled cords in 80s fam­i­ly pho­tographs. Dice, char­ac­ter sheets, and fig­urines. An over­weight thirty-something liv­ing on Doritos in his family’s base­ment. The glow­ing desk look­ing like some­thing from a sci­ence fic­tion movie.

In my view, gam­ing com­mu­ni­ties don’t do a great job of ex­plain­ing why we love what we do. I don’t think most, if any, of us ful­ly un­der­stand why. I’ve been ex­am­in­ing this for some time now, and I’ve un­cov­ered some in­sights I think may ben­e­fit gamers to hear – whether you play table­top RPGs, trad­ing card games, or con­sole and PC video games.

 

Greek d20, 2nd c. B.C. - 4th c. A.D.
Credit: Metropolitan Museum of Art

The Gamer with 1000 Faces

Come back in time with me if you will, into Renaissance art. Imagine in your mind a tour of a meta-museum; a tour of all mu­se­ums at once. There’s Michelangelo’s glo­ri­ous stat­ues of David and The Pieta. Further down is the Mona Lisa and oth­er works of Da Vinci. In an­oth­er room lies the Venus de Milo, Bernini’s The Rape of Prosperina, then busts of Augustus, Hadrian, Caligula, and Nero.

What in­spired these works? Why were all these art pieces made? Did the artists only want to see if they could? Was their goal to win art com­pe­ti­tions? There was some­thing sig­nif­i­cant in the minds of these cre­ators. Most were paid com­mis­sions, but there must have been some­thing dri­ving them to de­vel­op such in­cred­i­ble skills in the first place.

Now come back to to­day, and search around for the most ex­pen­sive movies. They spent $285M mak­ing the 6th Harry Potter movie. Do you even re­mem­ber it? Talk about a risk. Then they made $900M in sales. That’s a lot of mon­ey chang­ing hands. And for what, so you can sit in a dirty chair eat­ing salty corn for a few hours? Apparently, we re­al­ly like be­ing told sto­ries. Titanic made $2.2B world­wide plus $1.2B in VHS/DVD. Yes, bil­lion – com­bined that’s over 3000 million.

But wait, we’re here to talk gam­ing right? Why aren’t the great­est games riv­et­ing sto­ries? Some don’t seem to have a sto­ry at all. Minecraft passed the top spot of Tetris’s 170M copies while this ar­ti­cle was be­ing writ­ten. I mean, you can count GTA V and Pokémon as sto­ry games, but Wii Sports and PUBG both sur­passed Skyrim and Diablo III in sales. Why? I think I have the an­swer, and I think I’ve spelled out enough ze­roes to make my point.

One of the as­pects the best games have is they fol­low the jour­ney of the ar­che­typ­al hero. They ei­ther tell a sto­ry, or more sig­nif­i­cant­ly, they make the play­er the hero of a sto­ry by chal­leng­ing them. I don’t think we teach the mon­o­myth, or hero’s jour­ney, as well as we should in the hu­man­i­ties. In my opin­ion, Joseph Campbell, who is cred­it­ed with pop­u­lar­iz­ing the con­cept, should be a house­hold name. Games are, as far as I can tell, the mod­ern in­ter­ac­tive rep­re­sen­ta­tion of sto­ry­telling we see from mil­len­nia ago.

Perhaps, then, it isn’t too dif­fi­cult to un­der­stand why some in­di­vid­u­als spend too much time play­ing games. They can be a unique source (or re­place­ment) of mean­ing and pur­pose in life. Who wouldn’t want to be a com­ic book hero? It’s rather ful­fill­ing to save the princess. They serve, as with oth­er en­ter­tain­ment, as an es­cape from every­day life. Unlike Netflix and Hulu shows how­ev­er, they don’t leave you want­i­ng more at the end of the last sea­son, so they can be­come habit-forming. Each en­ter­tain­ment form can be pos­i­tive or neg­a­tive de­pend­ing on how it is con­sumed. Regarding the typ­i­cal com­plaint of time waste, the same prob­lems were shown with TV the year I was born.

Storytelling and com­pet­i­tive en­ter­tain­ment have been al­lur­ing for a long time. Games where you play the hero or anti-hero are an­cient. In an­oth­er time chil­dren on play­grounds played “cops and rob­bers”. The same game was played in colo­nial times, al­beit with the na­tives they feared as the bad guys. Sports and adult equiv­a­lents are an­cient too – we know the Olympics be­gan in an­cient Greece. And now we watch dig­i­tal glad­i­a­tors in es­ports competitions.

 

Enemy at the Gamer’s Gate

But what of gam­ing cul­ture? There’s a lot of de­bate over ethics in gam­ing nowa­days, and rather harsh words are said on so­cial me­dia to­wards some sub­cul­tures that spring up around games. To un­der­stand cul­tur­al war­fare around gam­ing, I again turn to the hu­man­i­ties, this time to phi­los­o­phy and art movements.

The 18th and 19th cen­tu­ry move­ments of the Enlightenment and Romanticism were rel­a­tive­ly aligned with the time­less “hero’s jour­ney” as we lat­er un­der­stood. Surely Joseph Campbell drew con­clu­sions from them. Rather than cite sources I en­cour­age you to learn more your­self. I of­fer you a side quest: look for words like “in­di­vid­ual” on the Romanticism Wikipedia page and read those pas­sages. If you ac­cept it, good luck. Don’t get lost in there.

But then, hor­rors of wars in the 20th cen­tu­ry pro­found­ly af­fect­ed art and phi­los­o­phy. Here’s where the con­tro­ver­sy be­gins: I as­sert the evil forces de­feat­ed po­lit­i­cal­ly in world wars won in the artis­tic spaces and have in­fect­ed us ever since. Spicy enough as­ser­tion for you?

The 20th cen­tu­ry brought forth more philo­soph­i­cal and art move­ments than ever, as we be­came more aware of move­ments as an idea. The ones I want to fo­cus on were re­jec­tions of the pre­vi­ous pat­terns of in­di­vid­u­al­ism and myth. Modernism in art grew from its roots in the 19th into the 20th cen­tu­ry, and as it did so, it be­came a de­sire to ex­per­i­ment with the “new”. This par­al­leled the ini­tial growth of Structuralism in ear­ly 1900s so­cial sci­ences in Europe, which sought to un­der­stand how every­thing fits to­geth­er. These are over­sim­pli­fi­ca­tions but will do for our purposes.

Post-WWII, cyn­i­cal at­ti­tudes about life and oth­er peo­ple crept in, and by the 1960s, many fields of the hu­man­i­ties were be­ing over­tak­en by what are called Post-Structuralism and Post-Modernism. I won’t point fin­gers here but suf­fice it to say they spread to us start­ing with Axis pow­ers, to French aca­d­e­mics, and then to west­ern uni­ver­si­ties. These move­ments in­sist on cyn­i­cal irony and re­jec­tion of even the en­light­en­ment ideals. They in­sist there is no truth, there is only opin­ion, and re­al­i­ty is sub­jec­tive to the point of hav­ing noth­ing ob­jec­tive about it what­so­ev­er. Everything is so­cial­ly con­struct­ed, morals are rel­a­tive, and every­thing is to be de­con­struct­ed. These forces took hold in every field of hu­man­i­ties in var­i­ous forms like the avant-garde, and have been in place so long, mod­ern cul­ture war­riors cite aca­d­e­m­ic pa­pers that cite oth­er pa­pers to the point that ar­gu­ing against them is im­pos­si­ble with­out rewind­ing time.

Gaming de­vel­oped much lat­er, and did so con­trary to these dom­i­nant forces. Gaming is a per­for­mance art, like the­atre. Developers of games are the scriptwrit­ers and chore­o­g­ra­phers. One pos­si­ble com­par­i­son: gam­ing is a dance where there needn’t be an au­di­ence. Yet like dance, peo­ple will pay to see those who are the best at it. It’s no won­der then, that watch­ing peo­ple play games has grown, and that es­ports are be­com­ing more popular.

Imagine then, the out­rage post-modern forces have against a medi­um that builds on the very fields it had al­ready con­quered. Gaming in its best forms is the res­ur­rec­tion of myth and the clas­si­cal hero’s jour­ney act­ed out. In that re­gard, it con­tains an in­her­ent mean­ing that serves as a vac­ci­na­tion from such cri­tiques. Furthermore, char­ac­ters and scenery in­spire cos­tumes and fa­nart that res­ur­rect oth­er wings of the hu­man­i­ties. Many games such as Assassin’s Creed take you back to his­tor­i­cal set­tings. Fanfiction and lore add to mod­ern literature.

That’s what the “war” is all about. Most “sol­diers” on each side aren’t aware. It’s an eter­nal hu­man philo­soph­i­cal war that goes back fur­ther than we have record. Gaming is here to stay, and the fight be­tween its com­mu­ni­ties and ac­tivist acad­e­mia will last un­til the end of time, so be aware, but don’t waste too much time on it.

 

Gaming Soup for the Soul

One of the main rea­sons peo­ple stop play­ing games with friends, as far as I can tell, is life sim­ply gets in the way. To me this seems nat­ur­al – if your life be­comes filled with more mean­ing and pur­pose, even­tu­al­ly play­ing games can be­come in­fe­ri­or to real life. Getting mar­ried or hav­ing chil­dren can make dai­ly life more in­ter­est­ing than games. I spend more time than I need to feed­ing, burp­ing, and chang­ing my kids be­fore and af­ter naps. It’s not time wast­ed, be­cause I love them and my re­la­tion­ship with them means every­thing. As they get old­er, I’ll have more rea­sons to play with Legos and nerf guns than games. I’ll still in­tro­duce them to Minecraft and Legend of Zelda someday.

So, don’t mourn the loss of old dig­i­tal friends, most of them dis­ap­pear into their own life’s ad­ven­ture. Gaming will al­ways ex­ist be­cause of the mean­ing it has in our lives. Perhaps it touch­es upon our own hero’s jour­ney in life. I’m learn­ing to be a DM and I’m start­ing to think Dungeons and Dragons will some­day be­come a cru­cial part of my family.

Don’t let gam­ing be a sub­sti­tute for life. If we give the dev­il his due, that may be a mes­sage those against it might be fail­ing to con­vey. But let it en­hance your life. If you play Skyrim, you should for the same rea­sons you’ll re-watch Marvel movies. Go back and con­quer some­thing hard you strug­gled with in the past. Find video games to play with sib­lings and old col­lege roomies that now live thou­sands of miles away. Have the courage to talk in the chat about what you love most. Find ex­cus­es to make new friends. Learn to ap­ply what you learn from games to your heart and mind. If you haven’t, read how Martyr’s life was made bet­ter by a game.

When you are con­front­ed by peo­ple who don’t un­der­stand why peo­ple play games, and find watch­ing peo­ple play games even weird­er, tell them some­thing you’ve learned from the hu­man­i­ties. Tell them it can con­tain as much the­atre as pro sports. Show them gam­ing con­tains the seeds of heroes.

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Gwen Recommends: “It Would Be Great If You Did Not Exist” https://supernerdland.com/article/gwen-recommends-it-would-be-great-if-you-did-not-exist/ https://supernerdland.com/article/gwen-recommends-it-would-be-great-if-you-did-not-exist/#respond Sat, 01 Jun 2019 18:33:15 +0000 GwenBlanketKnight https://supernerdland.com/?post_type=article&p=17813
Image via Manga Rock

(MODERATE SPOILERS AHEAD!)

It Would Be Great If You Did Not Exist (in its na­tive lan­guage, ti­tled “네가 없었으면 좋겠어”) is a man­hwa (Korean com­ic) by Carbonara. It hasn’t up­dat­ed in about a year, but the main re­la­tion­ship arc has finished.

The main char­ac­ters are Guk-Hwa, an ag­gres­sive woman, and Jang-Mi, a haughty woman. Both work in the fash­ion industry.

One of the things I dis­like most in many yuri man­ga is how the re­la­tion­ships are teased, leav­ing the read­er to won­der whether or not their ro­mance will work out. Or worse, the en­tire plot con­sist­ing of that very ques­tion of whether it will or won’t. This de­vice, I feel, is patent­ly overused; it seems to have be­come a lit­er­ary crutch used by yuri man­ga artists to cre­ate some sem­blance of dra­ma. However, this man­hwa (Korea’s equiv­a­lent of man­ga) that I’ve been read­ing re­cent­ly shakes that up, and does so well, to my great delight.

I re­al­ly ap­pre­ci­ate how the sto­ry starts with telling you the girls are a cou­ple, and then launch­es into the sto­ry of how they wound up that way. There’s no “will they, won’t they”, “is this go­ing to be a tease?”, or any­thing of that na­ture. The dan­ger of this is that the ten­sion could be en­tire­ly re­moved if you know it’s go­ing to be a hap­py end­ing, but in the case of this man­hwa, the in­cred­i­bly in­tense sto­ry line is that much bet­ter for al­ready know­ing that they’re go­ing to end up to­geth­er. It’s not a spoil­er, it’s a feature!

How they meet each oth­er is pret­ty neat too. Guk-Hwa has a cheat­ing boyfriend — she finds this on his se­cret date with Jang-Mi. However, upon her catch­ing the pair, the two girls fall in love at first sight, in spite of how they “should” be en­e­mies over the guy. From that point, they then have to ex­plore how much they ac­tu­al­ly like each other.

Literally pret­ty much this

I re­al­ly like how the girls’ per­son­al­i­ties are both kind of al­pha and hot-headed, and yet they both still do some of the more tra­di­tion­al “girly” things like paint their nails and mak­ing sure they look de­cent — it’s a nice break from the typ­i­cal “butch-femme” dy­nam­ic. Though, it is my as­sess­ment that Jang-Mi is the more dom­i­nant per­son­al­i­ty in the re­la­tion­ship. While ob­serv­ing their in­ter­ac­tions, and how they ini­tial­ly deal with their un­rec­og­nized feel­ings for each oth­er with such hos­tile de­nial, I would some­times say to my­self, “Tsun-tsun!” But that starts to stop once they fi­nal­ly get to­geth­er. The boyfriend is a los­er with no job; he owes his girl­friend mon­ey, and he’s re­al­ly just a no-life, use­less kind of per­son. But these pale in com­par­i­son to the abu­sive jerk he be­comes as the sto­ry pro­gress­es. It’s in­ter­est­ing see­ing what he does, and how his friends treat him, and how every­one changes as time goes on. There’s an­oth­er, sec­ondary cou­ple to watch as their re­la­tion­ship blooms, as well.

It Would Be Great If You Did Not Exist was my very first yuri sto­ry out of Korea, and while I wouldn’t have ex­pect­ed it, I think it’s kind of nice to be able to say that South Korea, de­spite its prob­lems with LGBT ac­cep­tance, has a good sto­ry about les­bian char­ac­ters. The sto­ry is un­fin­ished as of yet, but since I know the girls are go­ing to end up with a hap­py end­ing to­geth­er, I don’t mind that it’s not com­plete. It helps so much to know that this is­n’t some sort of tease or what­ev­er and that they will in­deed to get to­geth­er and lock all four lips. Because this is get­ting trans­lat­ed from Korean, the re­lease sched­ule for the English trans­la­tion is stag­gered, but it’s worth the read nonethe­less. If you can read Korean I’m sure you will have much less of a wait time. If you like yuri that breaks the mold, I re­al­ly rec­om­mend giv­ing it a try.

Edited by Indigo Alteria

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From World of Warcraft to Final Fantasy XIV: Making the Transition https://supernerdland.com/article/wow-to-ffxiv/ https://supernerdland.com/article/wow-to-ffxiv/#respond Sat, 01 Jun 2019 18:34:38 +0000 Christian Kaleb https://supernerdland.com/?post_type=article&p=18888

(Editor’s Note: This is a re­post from the won­der­ful Christian Kaleb, orig­i­nal­ly post­ed on https://www.ckaleb.com/. You can find more of his writ­ing there, or help sup­port his up­com­ing book Sword of The Nation by vis­it­ing his Patreon here!)

It fi­nal­ly hap­pened, didn’t it? You fi­nal­ly quit WoW — you are fi­nal­ly free.

It’s no se­cret that Battle for Azeroth has been an un­mit­i­gat­ed dis­as­ter from day one and that its short­com­ings are nu­mer­ous: The dis­ap­point­ing Azerite gear sys­tem, the slow­ing down of game­play, the time gat­ing, the end­less tread­mill of ti­tan­forges, the fact that every­thing feels like a chore, and the list goes on.

It’s sad to see a beloved game of yours go down due to de­vel­op­er mal­prac­tice, that’s pret­ty much how I’d de­scribe what’s go­ing on with Warcraft right now. Still, we’re not here to be sad, we’re here to re­joice, to cel­e­brate that at last you now have the time to play oth­er games, to work on that back­log of yours, and to ex­pe­ri­ence new—

Oh. You want an­oth­er MMO to fill the void? Fine, I won’t hold it against you.

This def­i­nite­ly should be the per­fect time to set MMOs aside and try dif­fer­ent gen­res — at least un­til WoW Classic is out, if that’s what you want to play. The MMO genre is at a very in­sipid and stag­nant point right now, not too many op­tions to go for.

If you’ve gone through MMO with­draw­al, glanced over what­ev­er is out there and end up land­ing on Final Fantasy XIV: Naoki Yoshida’s Wild Ride then well, my con­do­lences. It is how­ev­er, one of the “least worst” choic­es in the mar­ket, and while it’s not one hun­dred per­cent WoW, it does a good job at fill­ing the hole.

I cashed out on my WoW gold and gave this game a shot, first as a tri­al dur­ing the low point of Legion’s tenure (Patch 7.2 &Tomb of Sargeras), and now once more a cou­ple months af­ter quit­ting WoW. I went full cir­cle and recre­at­ed my orig­i­nal Ragnarok Online char­ac­ter on FFXIV — or Dante de­pend­ing on your perspective.

FFXIV is a spe­cial and rare case, a game that failed so spec­tac­u­lar­ly hard that it had to be re­done from the ground up in record time, get­ting a suc­cess­ful sec­ond chance with their own it­er­a­tion of the “WoW fo­mu­la”.

We all re­mem­ber the old 4.0 score memes at the time. There’s no deny­ing it, the first ver­sion of the game sim­ply sucked, al­though it did have a few unique things and game­play sys­tems worth sal­vaging. I nev­er played 1.0 but I’ve had my fair share of in­trigue on it’s his­to­ry — I’m a suck­er for dis­as­ter sto­ries (I live in one), and this one had a hap­py end­ing for Square Enix.

I know there’s al­ready a few guides that cov­er the sim­i­lar­i­ties and of­fer some tran­si­tion tid­bits be­tween the two games for those mak­ing the switch, so here’s my per­son­al take and im­pres­sions on it.

Be warned though, this post con­tains my per­son­al im­pres­sions and opin­ions and is most­ly in­tend­ed for dis­heart­ened WoW play­ers that are cu­ri­ous about FFXIV; that be­ing said, I’ll try my best to make these ram­blings as un­der­stand­able as pos­si­ble for all.

FFXIV is a very struc­tured and care­ful­ly wrapped stan­dard MMO ex­pe­ri­ence, sea­soned with the Final Fantasy fran­chise and pre­sent­ed in a most im­pec­ca­ble way; they’ve found a work­ing wheel and have no need to rein­vent it, they haven’t de­vi­at­ed much from the core for­mu­la over the past five years.

Graphically, it’s not a su­per pow­er­house (this game had to run on a PS3 up un­til a few years ago and it shows) but it’s very vi­su­al­ly ap­peal­ing; nat­u­ral­ly, its art style great­ly dif­fers from WoW’s.

I’m pret­ty im­pressed at FFXIV’s op­ti­miza­tion, it runs smooth on my sev­en year old com­put­er, which strug­gled to main­tain 60fps in WoW raids (Note: I stopped play­ing WoW be­fore prop­er dx12 sup­port for nvidia cards was added, so things might be dif­fer­ent now).

I thought at first that all the flashy spells and abil­i­ties would tank my fram­er­ate but I was proven wrong as I kept play­ing through the game. I did have to tone down some of the graph­ic set­tings and tin­ker with the fan’s curve be­cause I sus­pect that the ther­mal paste on my GPU is start­ing to wear out, but the game has noth­ing to do with that.

If you’re into it, you can ReShade the hell out of the game to have even bet­ter graph­i­cal fi­deli­ty, but that’s en­tire­ly up to you — it looks good enough as it is.

Featuring the edgelord ar­mor set you get at the end of [SPOILER]

The game’s spells and abil­i­ties are a vi­su­al treat and feel very im­pact­ful, an­i­ma­tions are of­ten im­pec­ca­ble and serve to spice up the oth­er­wise gener­ic MMO ex­pe­ri­ence of the game.

Things will get flashy, very flashy to the point of get­ting com­plete­ly out of hand, but thank­ful­ly you can tone down the vi­su­al over­load if you think it’s over­board. This game starts very sim­ple, both me­chan­i­cal­ly and graph­i­cal­ly, then you reach en­coun­ters that are a com­plete vi­su­al spec­ta­cle like this ex­am­ple: (spoil­ers I think?)

There’s a very im­pres­sive at­ten­tion to pre­sen­ta­tion and style in this game, it’s one of its strong as­sets. The HUD is very com­plete, clean, and the built in cus­tomiza­tion op­tions al­low you to arrange it up to one’s own de­sires, al­though there’s no of­fi­cial add-on sup­port of any kind like in WoW (more on this later).

tl;dr: I like WoW, should I play FFXIV?

Maybe, prob­a­bly. Definitely worth a shot if you’re MMO starved.

With their lat­est ex­pan­sion, Shadowbringers, less than 2 months away it might be a very good time to take out FFXIV for a spin whether you’re new to the MMO genre or you’re a fel­low “WoW refugee”. There’s enough game­play sim­i­lar­i­ties be­tween the two games to make you feel your­self at home, and there’s enough fresh el­e­ments to wash away some of the bad taste Battle for Azeroth left in your palate.

Mechanics long gone from WoW such as DoT snap­shot­ting are still present in FFXIV; at the same time, FFXIV lacks some of the good mod­ern ad­di­tions and el­e­ments present in cur­rent Warcraft, leav­ing you with a near zero sum MMO equa­tion — I would go as far as to say that it’s very close (but not quite) to what WoW was dur­ing the Wrath of the Lich King expansion.

That be­ing said, FFXIV is a very rigid, pre-packaged, and struc­tured game, down to the core of each up­date. Endgame con­tent up­dates fol­low a strict and pre­dictable pat­tern; every ma­jor patch does add some­thing new content-wise to those out­side the bleed­ing edge raid­ing scene though.

There’s cur­rent­ly an un­lim­it­ed tri­al which al­lows you to play up un­til lev­el 35, giv­ing you a small ap­pe­tiz­er of the com­plete FFXIV din­ing ex­pe­ri­ence; the in­tro­duc­to­ry ex­pe­ri­ence of­fered by the tri­al might feel very slow and slug­gish to you if you’re com­ing straight from WoW but it’s good enough for fresh play­ers and for those with­out much MMO ex­pe­ri­ence. This game cer­tain­ly picks up the pace and tem­po by the time you reach the first expansion’s con­tent, and it only gets faster from there.

FFXIV is also de­signed in a way so that you don’t have to stay sub­scribed and play it for every day of your life, leav­ing you with an MMO drug fix that doesn’t en­tire­ly con­sume you. Personally, this fits my cur­rent time-constrained sched­ule very well and is one of the rea­sons I’m play­ing it on and off right now, but this par­a­digm might leave you content-starved if you’re ac­cus­tomed to clear con­tent at a high-end WoW Mythic Raiding level.

As of the time of writ­ing this post, FFXIV is go­ing through its pre-expansion down­time, there’s not much of a point in clear­ing hard con­tent right now, so you can re­lax and en­joy the game, lev­el a few class­es, see what it has to of­fer and whatnot.

Be ad­vised that the game is weeb af, it is a Final Fantasy game af­ter all, you are the Warrior of Light and so is every oth­er play­er in this game.

There’s plen­ty of call­backs and ref­er­ences to past games, from skill abil­i­ties to Chocobos, and icon­ic boss en­e­mies from past games.

Yes, there’s a Cid, a Biggs, and a Wedge in this game.

I — What they got right

Both FFXIV and WoW share the same ba­sic MMO recipe, but there’s key dif­fer­ences in in­gre­di­ents be­tween the two of them to bake a dif­fer­ent type of cake, so to speak. What fol­lows is some of the el­e­ments that I be­lieve FFXIV ex­e­cut­ed ab­solute­ly right.

The Job System

One of my biggest gripes with WoW’s cur­rent de­sign ethos is that keep­ing up with your main char­ac­ter can be very time con­sum­ing; soon­er or lat­er you will want to try dif­fer­ent class­es or you will out­right need them in your ros­ter for X or Y rea­son, which will dou­ble, triple, or even quadru­ple the amount of time you need to in­vest in the game in or­der to have them all at a com­pet­i­tive level.

This wasn’t much of a prob­lem back in Burning Crusade or even Lich King — but it’s one that has cer­tain­ly ex­ac­er­bat­ed from Legion on­wards. The fact that I’m se­vere­ly time con­strained as it is nowa­days makes mat­ters all worse — FFXIV’s core de­sign has a great rem­e­dy for this.

There is ab­solute­ly no rea­son to have an alt in FFXIV. This is be­cause you are able to un­lock and play as every class with a sin­gle char­ac­ter, be­ing able to swap be­tween them on the fly. Your ini­tial class se­lec­tion has no per­ma­nent con­se­quences for the char­ac­ter you just cre­at­ed as you will even­tu­al­ly be able to un­lock every sin­gle one of the playable classes/jobs.

This also means that you can do every sin­gle type of con­tent in this game with a sin­gle char­ac­ter; hav­ing a cou­ple of Jobs at max lev­el al­lows you to adapt to any group’s needs.

The jobs are quite en­joy­able to play as (for the most part), and each have their own quirks and perks; some have a more rigid ro­ta­tion than oth­ers, while oth­ers are more flex­i­ble in their ex­e­cu­tion. Some of them are pret­ty straight­for­ward, like Samurai and Red Mage, while oth­ers are a tad bit more com­plex in the long run, such as Summoner or Ninja.

The fact that you can share gear be­tween class­es of the same type great­ly helps when want­i­ng to play as a new class and to re­duce the over­all gear grind. Swapping be­tween class­es (and lat­er jobs) is as easy as swap­ping gear sets in WoW; FFXIV’s ar­mory sys­tem does an ex­cel­lent job at man­ag­ing all of your gear and job switch­ing with min­i­mal ef­fort — a sin­gle click or but­ton press is all it takes.

FFXIV’s Armory sys­tem in action.

There’s some clear simil­i­tudes be­tween some of FFXIV’s jobs and WoW’s class­es, but there’s no di­rect 1:1 coun­ter­part be­tween them. FFXIV’s sum­mon­er is a cast­er that re­volves around dots and pet man­age­ment like a war­lock, but they also have ac­cess to “Dreadwyrm Trance”, a cooldown that you could say loose­ly re­sem­bles a Shadow Priest’s Voidform phase.

All jobs are are a pre-packaged, walled gar­den kind of ex­pe­ri­ence. There are no spe­cial­iza­tions, no tal­ents to chose from, noth­ing to change or cus­tomize their game­play with be­yond mi­nor gear choic­es; thus, their game­play is set in stone the mo­ment you hit max lev­el, which is one of the weak­est points of the job system.

Unlike WoW, every class has it’s own pre-defined role; tak­ing my old WoW pal­adin as an ex­am­ple, I could Tank, Heal, or DPS with it. In FFXIV a pal­adin is and will al­ways as­sume the role of a tank and that’s it. Their toolk­it is im­pres­sive and I’d say it’s more com­plete than the one you’d find in a WoW prot pal­adin to­day, but it’s more leaned to­wards fill­ing the role of an off-tank or sec­ondary tank when com­pared to say, the Warrior or the Dark Knight jobs.

Some jobs are sim­ply bet­ter than oth­ers, this will al­ways be true in any MMO, don’t let that stop you from play­ing what you pre­fer though, you can tank any endgame boss as any tank, heal with any heal­er, or dps as any dps job.

Every job has their own quest sto­ry­line as well, which you must go through in or­der to un­lock the full set of your abil­i­ties and their cor­re­spond­ing the­mat­ic ar­mor sets. The Dark Knight’s sto­ry sure is edgy, but it’s one I strong rec­om­mend pay­ing at­ten­tion to.

Just like in WoW You can pay for a per-job cash shop boost that lets you skip most (but not all) of the lev­el­ing process of that spe­cif­ic job, but if you do this then you would have cheat­ed not only the game, but your­self; a short­cut, a hol­low vic­to­ry since you have to fin­ish up the lev­el­ing any­ways. Skipping most of the lev­el­ing process also means that you’d be ini­tial­ly less fa­mil­iar­ized with said job’s strength, weak­ness­es, and game­play perks.

Just take your time to learn a class as you lev­el it, lev­el­ing isn’t ex­cru­ci­at­ing­ly hard and there’s more than one way to lev­el up in this game.

Since you can’t de­vi­ate from the in­tend­ed game­play for­mu­la of every job and there’s no way to cus­tomize them through tal­ent points or any­thing of the sorts, ex­e­cu­tion plays an even big­ger role in your ul­ti­mate performance.

Everyone is ex­pect­ed to DPS in this game, even the tanks and heal­ers to a cer­tain de­gree, spe­cial­ly heal­ers. Damage pat­terns are pre­dictable so you’ll know when its time to fo­cus on heal­ing and when you can spare to cast a DoT or spell to help bring that boss’ hp to zero be­fore you hit its en­rage timer.

In the case of tanks, the “op­ti­miza­tion” goal is to stay alive and hold the boss’ ag­gro with­out your tank stance (Miss them? They’re still a thing in FFXIV.) A prac­tice that will al­low you to do the most amount of dam­age as a tank — un­der ide­al cir­cum­stances, this is in­tend­ed to be a team ef­fort that in­volves the us­age of your team’s aggro-management abilities.

In any case, a ma­jor patch and a new ex­pan­sion is on it’s way so every­thing is sub­ject to change, that’s why I won’t delve much into each job with detail.

Once Shadowbringers is out in July, the game will fea­ture 4 tanks (Warrior, Paladin, Dark Knight, and Gunbreaker), 3 heal­ers (White Mage, Scholar, Astrologian), 4 melee dps (Ninja, Samurai, Monk, Dragoon), 3 ranged dps (Bard, Machinist, and Dancer), and 3 cast­ers (Black Mage, Red Mage, and Summoner). Blue Mage ex­ists in this game in the form of a meme lim­it­ed job that can only do cer­tain amounts of content.

I’m a suck­er for clean, sim­ple icons. FFXIV’s Job icons are just that.

If you some­how find your­self dis­con­tent with your cur­rent main job you can just switch to an­oth­er and keep go­ing with your char­ac­ter, no need to reroll and lose hours upon hours of progress.

Content variety

FFXIV puts a huge em­pha­sis on pro­vid­ing its player­base with var­ied forms of con­tent be­yond the end­less endgame raid­ing tread­mill. I was ini­tial­ly sur­prised by the sheer amount of mini-games and oth­er non-raiding re­lat­ed ac­tiv­i­ties in this game.

One good ex­am­ple is the Gold Saucer, a hub for a de­cent ar­ray of mini-games that’s in­spired by the orig­i­nal lo­cale in FF7. Triple Triad, FF8’s beloved card game, makes a full fledged ap­pear­ance in this game to cater to the ten or so FF8 fans in the world (of which I am one of).

[Shuffle or Boogie intensifies]

Crafting, hous­ing, chocobo races, mahjong, deep dun­geons, there’s enough stuff to do in this game if you do not want to par­take in endgame raid­ing. There’s a larg­er com­mu­ni­ty em­pha­sis on so­cial­iza­tion when com­pared to WoW and it shows.

The Music

THE EDGE IS CALLING TONIGHT, THE EDGE IS CALLING TO—I’m sor­ry.

This is, with­out a doubt, the one thing that you can say they did ab­solute­ly right, and the one thing that I have to bow to in this game.

In WoW, the mu­sic is most­ly am­bi­ent noise, it’s there for you to ig­nore and dis­able as it gets in the way be­tween you, your DBM/Big Wigs/WeakAuras au­di­ble queues, and your raid’s voice chatter.

In FFXIV, the mu­sic (es­pe­cial­ly the trial/raid boss themes) are an al­most equal part of the en­counter as the boss fight me­chan­ics it­self — it’s there to com­pli­ment the sto­ry nar­ra­tive of its re­spec­tive boss fight.

The fact that tri­al boss­es and al­most all raid boss­es have a unique boss theme is quite as­tound­ing to me as a WoW play­er. Trials (sin­gle boss fight type of en­coun­ters) of­ten are a two-phase en­counter, the lyrics be­gin to kick when you’re at the lat­ter half of the fight (I.E: When the fight gets real). The mu­si­cal ex­pe­ri­ence of these fights is en­hanced when you re­al­ize that the lyrics are ba­si­cal­ly sung from the boss’s perspective.

Not con­tent with that, some of the most em­blem­at­ic tracks have re­arrange­ments and or­ches­tral ver­sions that are just as fan­tas­tic — if not bet­ter than the orig­i­nal ver­sions. Of course, a few tracks from past Final Fantasy games make a gra­tu­itous reappearance.

It’s prob­a­bly a good time to con­fess that I used to spo­rad­i­cal­ly lis­ten to the FFXIV OST while I was at the height of my 2017 WoW gold farm­ing in Legion. The game’s sound­track cer­tain­ly has its fair share of re­spon­si­bil­i­ty in me get­ting more and more cu­ri­ous about FFXIV un­til I was fi­nal­ly able to play the game.

The orig­i­nal ver­sion of FFXIV had its own sound­track, craft­ed by the leg­endary Nobuo Uematsu; when A Realm Reborn was launched, most of this sound­track was scrapped and re­placed with new pieces by Masayoshi Soken, who has done an ex­cep­tion­al job if I may say so myself.

I’d go as far as say that FFXIV’s sound­track makes up for some of the game’s glar­ing short­com­ings. Even if you do not wish to play this game I’d strong­ly rec­om­mend lis­ten­ing to its sound­track at least once. The only neg­a­tive thing I have to say about the sound­track is that the orig­i­nal CD copies of it are very pricey.

Keeping old content relevant

Content ob­so­les­cence is a core and in­evitable part of an MMO game’s con­tent cy­cle; raids are no longer rel­e­vant once a new tier is re­leased, dun­geons are no longer worth do­ing once a new one with bet­ter loot is out, and all of the base game/current expansion’s con­tent is ren­dered ob­so­lete as soon as a new ex­pan­sion is launched.

Running ob­so­lete or “lega­cy” con­tent in an MMO to get old pieces of ar­mor, pets, or items for cos­met­ics pur­pos­es, or even for achieve­ment hunt­ing pur­pos­es is a com­mon trend among MMOs these days, WoW does it — FFXIV takes it a lil’ step further.

The Duty Roulette sys­tem is a week­ly match­mak­ing queue akin to WoW’s dun­geon find­er, it’ll of­ten pit you up in pre­vi­ous con­tent rang­ing from the very first dun­geon to the lat­est, they’re not en­tire­ly lim­it­ed to the cur­rent expansion’s content.

When join­ing an “ob­so­lete” dun­geon as a high­er lev­eled char­ac­ter, you are scaled down or rather, synced to said con­tent. Your lev­el is capped to that dungeon/raid’s max, and your gear score is equal­ized to what would be the best at the time; and you will also only have ac­cess to what skills your char­ac­ter would have ac­cess to at that giv­en level.

If you rather pow­er through old con­tent at a high­er lev­el ala WoW is also available.

There’s also oth­er in­cen­tives, such as Wondrous Tails, a ran­dom bingo-like stick­er al­bum that has you do­ing old con­tent for a shot at good rewards.

I find their ap­proach rather in­ter­est­ing, it gives a con­stant rel­e­vance to old con­tent, and al­lows high­er lev­eled play­ers to en­gage with low lev­eled ones, keep­ing a healthy play­er­count across all sec­tions of the leveling/dungeon process.

Wondrous Tails

PC & Console cross-play

Just like in Final Fantasy XI, this game fea­tures a seam­less PC and con­sole (PS4) cross-play ex­pe­ri­ence; the only down­side is that you must pur­chase a copy of the game for each dif­fer­ent plat­form that you wish to play in (in­clud­ing Mac).

It’s prob­a­bly a good time to let you know that if you buy a copy of the game through Steam then you will be forced to buy every ex­pan­sion through it. This has al­ways been the case for any MMO that’s of­fered through steam.

My ad­vice? Get the game through any oth­er re­tail­er that of­fers a “reg­u­lar” copy, as you won’t be faced with this re­stric­tion — be­sides, the game goes for sale out­side of Steam more often.

Controller support

I’ve played MMOs on and off for fif­teen years now, from Ragnarok Online to WoW, and a bunch of no­table men­tions in be­tween. Prior to FFXIV, if you were to tell me that you play an MMO us­ing a con­troller my first in­stinct would be to ei­ther laugh at you, or think that you’re try­ing to coax me into a sna­fu me be­cause the mere no­tion of it would be pre­pos­ter­ous and counter-intuitive.

I’d be so wrong in this in­stance. I’m pret­ty amazed of how smooth the game plays with a con­troller, and how ex­pand­able and cus­tomiz­able it all is since the game was de­signed with con­trollers in mind; play­ing with one doesn’t get in the way of clear­ing the hard­est con­tent ei­ther, as it’s all been cleared with both keyboard/mouse and controllers.

I do want to learn how to play this game with a con­troller our of sheer cu­rios­i­ty and as a sort of self-imposed chal­lenge. Getting rid of years of WoW key­board and mouse mus­cle mem­o­ry is eas­i­er said than done though.

For real.

Guess I’ll tack­le this once I have more free time, I guess.

My work in progress Dark Knight con­troller lay­out, a dis­as­ter wait­ing to happen.

Being a PC-PS4 cross-platform game does mean that you can play with whichev­er in­put method you pre­fer on both plat­forms just fine. The game of­fers you with plen­ty of op­tions to fine tune your con­troller in­put, from tar­get fil­ter­ing to com­plete remap­ping of every key.

The abil­i­ty to up­load your set­tings from one plat­form and down­load­ing them in an­oth­er was re­cent­ly added to the game, grant­i­ng you a seam­less experience.

Heavensward

Heavensward

The high­est point of my FFXIV jour­ney so far has been its first ex­pan­sion: Heavensward.

I wasn’t pay­ing much at­ten­tion to the cutscenes and sto­ry of A Realm Reborn, but as soon as delved into HW’s con­tent I was in­stant­ly hooked. I was en­tranced by the setting’s sense of high fan­ta­sy, the am­bi­ent present in the Holy See of Isghard, the sto­ry, the mu­sic — it’s all quite su­perb I’d say.

It was so good that it made the next ex­pan­sion: Stormblood, slight­ly lack­lus­ter in com­par­i­son; now, I don’t con­sid­er Stormblood a bad ex­pan­sion, but it just couldn’t hold a can­dle to Heavensward in my opin­ion, per­haps its the dif­fer­ence in set­tings and tone.

You can eas­i­ly pay no at­ten­tion to the sto­ry up to the mo­ment you reach this ex­pan­sion, but do try your best to im­merse your­self in it since it’s quite good for an MMO.

I hope Shadowbringers is just as good as Heavensward, if not better.

II — What they do different than WoW

Not all that glit­ters is gold, and no MMO is per­fect. What fol­lows are things that I don’t par­tic­u­lar­ly con­sid­er good or bad, but rather dif­fer­ent than what you’d be ac­cus­tomed to in WoW — and worth mentioning.

The Main Scenario Quests

What’s that, you want to rush to max lev­el and run some endgame raids ASAP just like you used to do in WoW? Too bad, pray re­turn to the Waking Sands.

The en­tire­ty of the game’s con­tent is locked be­hind the Main Story Quest and/or side quests de­pend­ing on the case. For bet­ter or worse, you must go through the en­tire­ty of the game’s sto­ry in or­der to progress through ex­pan­sions and to sub­se­quent­ly un­lock the endgame content.

In a way this is al­right I guess, since it forces you to — you know, play the game you’re pay­ing for in­stead of rush­ing to­wards the end­less gear­ing tread­mill WoW has made you run for years.

The base game, as well as its ex­pan­sions, con­tain each a main sto­ry nar­ra­tive, the qual­i­ty has its up and downs, but oth­er­wise quite en­joy­able. An abun­dance of cutscenes will ei­ther keep you hooked to the plot or test your abil­i­ty to re­sist press­ing the skip button.

Every new ma­jor con­tent patch brings up a new chap­ter of the sto­ry, giv­ing clo­sure to lose ends and open­ing up some, even­tu­al­ly set­ting up the stage for the next ex­pan­sion; this is some­thing WoW has been try­ing to strive to­wards from Mists of Pandaria on­ward, but it’s some­thing that was miss­ing from past expansions.

The sheer amount of sto­ry con­tent is a double-edged sword though, if you’re new to the game you will have to go through an ab­surd amount of quests be­fore you fin­ish the orig­i­nal A Realm Reborn sto­ry­line, then an­oth­er moun­tain­load of sto­ry quests be­fore you reach Heavensward, once you clear Heavesnward there’s an­oth­er pile of sto­ry con­tent that you must go through be­fore you reach Stormblood, and so on.

It does seem very over­whelm­ing at first, to the point that it might dis­heart­en some, al­though you need to put things in per­spec­tive, in the case of the post-ARR con­tent for ex­am­ple, you’re play­ing through a hand­ful of patch­es worth of sto­ry con­tent at once, which were re­leased through a span of two years or so.

Sure, you could pay to skip a large chunk of it, but why in the world would you pay to skip a game you’ve al­ready paid for?

MMO entry-level accesibility

You may have tack­led Mythic Argus and saved Azeroth from de­struc­tion, con­quered your server’s Mythic plus lad­der and thus have an over 9000 raider.io score, and you may have slapped Mythic Jaina so hard she bailed out of Zandalar — but none of that mat­ters here, back to MMO 101.

You’re play­ing a new game, one that’s very hand-holdy at first; the tu­to­ri­als and ini­tial slow tem­po of the game can and will an­noy you, my fel­low WoW pro. You need to be aware that the game has put a con­sid­er­able ef­fort in be­ing as ac­ces­si­ble to first timers and new­com­ers to the MMO genre as pos­si­ble, it has no way to know what you’re the crème de la crème when it comes to MMORPGs.

Take it easy, this ain’t myth­ic raid­ing any­more, chill and en­joy the ride as much as you can.

The game is slower paced than WoW

There’s no ifs and buts about it, this game is fun­da­men­tal­ly slower-paced than WoW by de­sign and its ear­ly lev­els are ex­cru­ci­at­ing­ly slow.

The game’s base glob­al cooldown is 2.5 sec­onds ver­sus WoW’s base 1.5 (which is of­ten re­duced by Haste, pro­vid­ing a much faster game­play ex­pe­ri­ence). Not to men­tion that all class­es be­gin with a very lim­it­ed skill set which ex­ac­er­bates the prob­lem; in some cas­es you will be spam­ming one abil­i­ty (on a 2.5s cooldown) for quite some time be­fore you start to un­lock more pieces of your rotation.

Diehard FFXIV fans will tell you that the 2.5c gcd is just a meme and that not only does the skill/spell speed stat re­duces the cooldown but you also fill the gap with off-global cooldown abil­i­ties; while cor­rect I find this to be a half-truth.

Yes, you will even­tu­al­ly get to re­duce the glob­al cooldown with stats from your gear, but the ef­fect is con­sid­er­ably less no­tice­able than stack­ing haste in WoW. Also, it’s true that some abil­i­ties are out of the glob­al cooldown and can thus be fired up at any time, which makes up for a more en­gag­ing flow of com­bat as your goal is to weave these abil­i­ties with your reg­u­lar glob­al cooldown ones — the prob­lem is that most of these off-gcd but­tons are tied to cooldowns that pre­vent you from us­ing them all the time.

Regardless, com­bat does have a nice and en­gag­ing flow at max lev­el, it’ll just won’t reach WoW levels.

I’m not a math per­son but here’s some casts per minute (CPM) sta­tis­tics, both were picked ran­dom­ly among the top pars­es in their re­spec­tive log sites, and both of them are from the fi­nal boss of their raid tier.

wow-apm
WoW — Mythic Jaina
ffxiv-apm
FFXIV — Final Omega

Another thing to note is that at the lev­el cap FFXIV will of­fer you a larg­er amount of skills when com­pared to WoW (to the point that my reg­u­lar WoW key­bind lay­out didn’t suf­fice), but due to the longer glob­al cooldown you’ll en­gage in less ac­tions per minute than in WoW.

You will cer­tain­ly have more but­tons to press in FFXIV, but you will be ex­e­cut­ing ac­tions at a slow­er rate when com­pared to WoW.

Dungeons

Dungeons are an odd case here, a lot of ded­i­ca­tion went into de­sign­ing them, from the mu­sic to the en­vi­ron­ments — and yet, they’re all very lin­ear. Going through the main sce­nario quest will make you step foot into the ma­jor­i­ty of the game’s dun­geons in or­der to progress. Each dun­geon has their own sto­ry to tell as well.

There’s a sheer amount of dun­geons re­leased in every ex­pan­sion, a ma­jor con­tent patch is guar­an­teed to add at least one or two new dun­geons; sad­ly you might only get to step foot in some of these once or maybe twice.

When they re­hash a place to re­lease a “Hard” ver­sion of said dun­geon, they don’t just ramp up the num­bers and call it a day; nope, they ac­tu­al­ly change the lay­out, mu­sic, and en­e­mies, with a fit­ting sto­ry nar­ra­tive that ex­plains the changes and jus­ti­fies you go­ing back to that place.

This is ac­tu­al­ly some­thing I’d like to com­pli­ment them for.

Now, when it comes to dif­fi­cul­ty, they’re quite lack­lus­ter; each and every one of them is a walk in the park and are as easy as any nor­mal mode dun­geon in WoW. There are no in­creased dif­fi­cul­ty modes for them, al­though they do a good job a teach­ing you the ba­sic me­chan­ics that you will even­tu­al­ly face in endgame raid content.

Dungeons rapid­ly be­come me­chan­i­cal­ly numb once you com­fort­ably out­gear them. They’ll of­ten re­volve around pulling some­thing like 1 – 3 en­e­my groups then AoE blast­ing them; rinse and re­peat­ing un­til you reach the clev­er­ly masked ‘check­point’ wall that leads to­wards a bossー­con­tin­u­ing this cy­cle un­til you’ve beat­en the fi­nal one (usu­al­ly the third boss) and cleared the dungeon.

If you’re look­ing for a endgame dun­geon chal­lenge akin to Mythic+ then I’m afraid you’re gonna have to look elsewhere.

Itemization & Endgame Gearing

Are you tired of ti­tan­forges, ran­dom ter­tiary stats, and bonus rolls? Are you tired of Personal loot and would rather have Master Loot or need/greed back? Do you miss Heroic/Valor points? Do you want a more straight­for­ward gear­ing roadmap were you can ac­cu­rate­ly de­ter­mine when you will be done gear­ing on any giv­en raid tier?

Then look no further.

Keeping in line with the whole “FFXIV is a very struc­tured game” mantra, item­iza­tion is rather straight­for­ward and un­event­ful. Gear is just there to give you in­cre­men­tal stat boosts, noth­ing more, noth­ing less; there are no trin­kets with in­ter­est­ing procs, no ar­mor sets with cool game­play al­ter­ing ef­fects, nada. It’s all stat sticks, weapons included.

This is an ex­am­ple of some of the best chest pieces avail­able right now.

When it comes to endgame gear­ing, there’s a few paths to take:

The first one in­volves tome­stone farm­ing, this is just Justice/Valor points with a dif­fer­ent ter­mi­nol­o­gy. You will al­ways have ac­cess to a tome­stone with no week­ly cap that al­lows you to get some­what de­cent gear, and one tome­stone with a week­ly cap that al­lows you to pur­chase a high­er qual­i­ty set.

Both tome­stones are ob­tained via dun­geons, raids, and oth­er ac­tiv­i­ties — just like Justice/Valor points back in the day.

The sec­ond, and “main” source of endgame gear comes from 8‑man raid­ing; there is a “sin­gle” raid in the base game and one has been added with each ex­pan­sion; these raid are split into three tiers which are re­leased through­out the ex­pan­sion for a to­tal of twelve raid boss­es, which is the av­er­age of a sin­gle WoW raid tier. Chances are that the up­com­ing raid in Shadowbringers will fol­low the same pattern.

These raids come in two dif­fi­cul­ties: nor­mal and sav­age. Normal mode raid boss­es drop parts (to­kens) that can be ex­changed for gear, they can be eas­i­ly cleared with a ran­dom group and the me­chan­ics are quite simple.

The oth­er dif­fi­cul­ty, Savage, is where the train­ing wheels are off and things get real. The fight is sub­stan­tial­ly al­tered, most of the vi­su­al cues are re­moved, and ex­e­cu­tion has to be flaw­less — screw­ing up a sin­gle me­chan­ic of­ten leaves your group fac­ing an im­mi­nent wipe.

It’s com­mon in WoW to as­sign key play­ers of your group with han­dling the cru­cial me­chan­ics of any giv­en boss fight. In FFXIV’s Savage fights, there’s an em­pha­sis in split­ting the re­spon­si­bil­i­ties across all eight mem­bers of your group rather than a se­lect few, this re­sults in chore­o­graph­ic per­for­mances that your team must mas­ter in or­der to succeed.

Starting with storm­blood, the fi­nal boss of each tier fea­tures a Savage only phase much like WoW does with some of its myth­ic raid boss­es, pro­vid­ing you with an ad­di­tion­al challenge.

Defeating a Savage (hard mode) or ex­treme Trial boss (who usu­al­ly drop weapons) awards you with a to­ken, if for some rea­son you’re un­lucky and the item you’re look­ing for hasn’t dropped, you will even­tu­al­ly have enough of these to­kens to trade for that piece.

The raids them­selves aren’t a sin­gle ex­plorable map like in WoW, but rather com­prised of seg­ments which you can queue to and jump straight to­wards the boss; this is kind of a let­down if you’re used to the way WoW han­dles it.

Featuring Kefka from the Final Fantasy VI series

Another source of endgame-quality gear comes from the 24-man Alliance Raids, these are unique ar­eas with their own self-contained sto­ry­line. Usually, you can only ob­tain one item per week from the cur­rent al­liance raid and the dif­fi­cul­ty of those en­coun­ters is sim­i­lar to Looking for Raid. It’s a de­cent way to get an ex­tra piece for an alt job.

Be it by tome­stone farm­ing or by raid­ing, you will know ex­act­ly when you will have your “Best in Slot” set or fin­ish your gear goals, I wish I could say the same for WoW, ti­tan­forg­ing has made the tread­mill end­less and it has dis­rupt­ed the WoW’s orig­i­nal boss loot/difficulty effort/reward ratio.

Stormblood’s 24-man raids are based on Final Fantasy’s Ivalice.

If Savage isn’t chal­leng­ing enough for you then there’s the Ultimate fights; these are very pun­ish­ing and longer ver­sions of past em­blem­at­ic en­coun­ters (Bahamut and Ultima Weapon so far), your gear is scaled down to the encounter’s de­signed lev­el. These en­coun­ters award you with a ti­tle and weapons that aren’t ex­act­ly the best, but are more of a pub­lic tes­ta­ment that shows you’ve climbed the hard­est moun­tains the game has to offer.

I would love to tack­le these Ultimate fights, but alas, I can’t spare the time right now.

Crafting and Gathering

Crafting in this game (and gath­er­ing) is as­tound­ing­ly far more com­plex than in WoW, where craft­ing pro­fes­sions feel more of an af­ter­thought right now; just like the com­bat jobs, a sin­gle char­ac­ter can un­lock and switch be­tween craft­ing class­es at will.

The eight “Disciples of the Hand” craft­ing class­es in FFXIV

It’s not just a mat­ter of ob­tain­ing ma­te­ri­als, click­ing a but­ton, and call it a day (which can be done even­tu­al­ly), craft­ing here in­volves a very metic­u­lous bal­ance of jug­gling be­tween dura­bil­i­ty, qual­i­ty of items, and us­ing the ap­pro­pri­ate abil­i­ties to pro­duce the de­sired items.

These non-combat class­es have their own sto­ry­line and can share some se­lect skills with one an­oth­er, so lev­el­ing all of them up to a cer­tain point is very ben­e­fi­cial in the long run.

Crafting is kept rel­e­vant with each con­tent up­date, adding new recipes to pro­vide play­ers with ar­mors, weapons, and ac­ces­sories that are close enough to the lat­est raid tier, al­low­ing you a lat­er­al gear up­grade path and the abil­i­ty to make some dosh via trading.

III — Where I think it falls short

Sure, Final Fantasy XIV is a very shiny and great MMO to play, but it drops the ball in some ar­eas. Now, I don’t mean that the fol­low­ing el­e­ments com­plete­ly suck — it’s just that it’s ar­eas of the game that are quite lack­lus­ter and aren’t all that they could be.

The underlying tech

There’s a no­tice­able amount of tech­no­log­i­cal debt and spaghet­ti code in this game and it shows; things like be­ing dis­mount­ed when talk­ing to an NPC or not be­ing able to ac­cess your Free Company (Guild)’s win­dow while in­side an in­stance are odd de­sign choic­es that feel clunky in a “2019” MMO.

The UI is clean and the fact that you can drag and drop al­most every menu, sub-menu, and win­dow to hot­bars is great, but at the same time there’s el­e­ments and game sys­tems that feel very out­dat­ed, it’s all quite paradoxical.

Cross-world tech­nol­o­gy is still be­ing prop­er­ly im­ple­ment­ed in the game, a few weeks ago the abil­i­ty to vis­it oth­er servers with­in your data cen­ter was just added.

Data Centers are iso­lat­ed from one an­oth­er and there’s no way to in­ter­act with play­ers that aren’t part of your Center de­spite the fact that they’re ge­o­graph­i­cal­ly host­ed next to one an­oth­er (California in the case of US Data Centers). There is no way to play with your friends if they’re play­ing in a dif­fer­ent Data Center.

The Party Finder al­lows you to eas­i­ly set­up or join groups yet the on­line sta­tus of play­ers from oth­er servers in your friend list has to be man­u­al­ly retrieved.

Blizzard sure has made a huge mess late­ly with all of their fran­chis­es, but one thing is for sure: Their Battle.net in­fra­struc­ture is one of the best right now. Hopefully Shadowbringers will come with much need­ed sys­tem upgrades.

World exploration

The world of Eorzea is a sight to be­hold but it suf­fered a lot dur­ing the tran­si­tion pe­ri­od to when the game was re­launched as  A Realm Reborn. The world was sliced and cut into seg­ments, a nec­es­sary com­pro­mise in or­der to have the game run­ning on PlayStation 3 hard­ware. And while new ar­eas have been made larg­er since the launch of Heavensward, with the sub­se­quent ad­di­tions of flight and un­der­wa­ter ex­plo­ration,  the game still re­mains most­ly sep­a­rat­ed in zones and load­ing screens.

As a re­sult, there’s no seam­less open world and in its stead are maps that con­nect with one an­oth­er through its bound­aries, very much like Ragnarok Online used to do back in 2002.

Macro support

FFXIV’s macro lan­guage isn’t as ro­bust as WoW, it shines in many ar­eas and falls short in oth­ers; it is an­oth­er el­e­ment of the game that si­mul­ta­ne­ous­ly takes ad­van­tage of and suf­fers from the un­der­ly­ing tech’s shortcomings.

You can cre­ate very clever macros that trans­form your hot­bars into in­ter­ac­tive menus, macros that remap your con­troller lay­out on the fly, macros that add sounds to par­ty an­nounce­ments, or even do sil­ly things like your very own Tokusatsu hen­shin sequence.

Yet, when it comes to com­bat, things like mouseover heal­ing macros aren’t as re­spon­sive as in WoW due to the way the game queues up spells and macros

PvP

Yeah, it kin­da sucks.

In its cur­rent it­er­a­tion, you’ll find your­self play­ing a very sim­pli­fied and con­densed ver­sion of your job, with their cor­re­spond­ing stat tem­plate and most of their skills re­moved. Multi-button com­bo abil­i­ties are con­densed into a sin­gle dy­nam­ic but­ton and some abil­i­ties be­have com­plete­ly different.

Levels don’t mat­ter ei­ther, so you can jump in with any job as soon as you have them unlocked.

Frontlines, the sort-of equiv­a­lent to WoW’s bat­tle­grounds, are quite lack­lus­ter, the in­fe­ri­or net­code doesn’t help their cause ei­ther. One thing to note is that some of the Frontlines will pit three dif­fer­ent fac­tions against each oth­er, which can get in­ter­est­ing at times.

Competitive PvP comes in the form of The Feast, I haven’t par­tak­en in it so I am not pre­pared to talk about it.

There’s some pret­ty unique ar­mors and weapons to be ob­tained from PvP, which is per­haps the only rea­son you’d have to do it; there’s a crossover event with GARO that will be end­ing soon.

3rd party addons

FFXIV has no ad­don sup­port, this mean no WeakAuras, no DBM, no Details, no TSM, no Opie (God I do miss this one).

There’s — al­ter­na­tives, so to speak, un­sup­port­ed and bor­der­line gray area so­lu­tions that al­low you to have that DPS me­ter you miss so much (with op­tion­al web­sock­et sup­port and skins that fea­ture CSS cus­tomiza­tion and oth­er good bits), vi­su­al and au­di­ble queues that work to a cer­tain ex­tend, and that e‑peen parse log you crave for.

Using them won’t get you banned, but it’s best if do not talk about them ingame.

Wait a minute — it can’t be.

Community resources

You will cer­tain­ly find game in­for­ma­tion in the form of wikis, the­o­rycraft­ing sources such as “The Balance” Discord, and game­play guides, the prob­lem is that most of these feel dis­joint­ed and not as tidy when com­pared to the guides you’d find on WoWhead and whatnot.

IV — Wrapping up

Final Fantasy XIV and World of Warcraft are two games that share ba­sic DNA el­e­ments but with fun­da­men­tal de­sign and cul­tur­al dif­fer­ences that re­sult in two dis­tinct prod­ucts with their own mer­its and accolades.

Neither side will open­ly ad­mit it, but both games have learned and tak­en from one an­oth­er over the past years. WoW’s in­ces­sant de­sire to rein­vent the wheel and fix what isn’t bro­ken has placed them at odds with their player­base; mean­while, FFXIV’s dev team is some­what re­luc­tant to de­vi­ate from the for­mu­la that saved them from the orig­i­nal version’s cat­a­stro­phe, which has start­ed to cause a pal­pa­ble stagnation.

The vi­su­al as­pects, more so­cial fo­cus, and em­pha­sis on a su­perb sound­track makes FFXIV feel to me like a cross be­tween the World of Warcraft MMO for­mu­la and the prop­er Ragnarok Online se­quel I nev­er had.

The endgame con­tent in FFXIV will cer­tain­ly give you a chal­lenge re­quir­ing a frac­tion of the time WoW de­mands from you; de­pend­ing on your ap­petite it might not be enough for you though.

In this case I would still rec­om­mend you stay in WoW if what you seek is more pro­longed strings of dif­fi­cult raid con­tent and if you like to push Mythic+ dun­geons to your lim­it — and be­yond. As usu­al, MMOs are bet­ter when played with friends so keep that fac­tor in mind when de­cid­ing which one to play.

If you do de­cide to try or play this game out, then you can find me on the Cactuar serv­er in the Aether Data Center. I don’t count with much time these days as I’m fo­cus­ing on es­cap­ing from this coun­try, but I’ll glad­ly play with you as time permits.

Two young guns with quick fuses

If you’re a young gun with a quick fuse, up­tight and wan­na let lose, dream­ing of big­ger things, and wan­na leave your old life be­hind then you’re more than wel­come to join our Free Company: Imagine Dragoons.

I hope that these ram­blings give you an ini­tial idea of what to ex­pect of Final Fantasy XIV if you’ve re­cent­ly bailed on WoW. As long as you’re hap­py and are hav­ing fun then play what­ev­er you want — that’s all that mat­ters in the end.

-Kal

(With thanks to BitterBlack for the gram­mar checkup)

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Detective Pikachu Review https://supernerdland.com/article/detective-pikachu-review/ https://supernerdland.com/article/detective-pikachu-review/#respond Sat, 01 Jun 2019 18:35:10 +0000 Indigo Altaria https://supernerdland.com/?post_type=article&p=17810

Is it any surprise, given my handle on this site, that I, along with my partner, made it mandatory for us to see Detective Pikachu in theaters?

Detective Pikachu, brought to us by Warner Brothers and Legendary Pictures, was received with optimism before its theater release by Pokémon fans across the internet, and similarly, I wanted to believe that this movie would break the mold of how various video game films have performed in theaters so far.

… And, okay, I also had to see it because of Pokémon. Yeah, I wore black and yellow Pikachu colors to the movie, don’t f*****g judge me.

I may have had a lot of hopes riding on this movie, and you know what they say – high expectations, low serenity. However, I am pleased to say that this movie lived up to the majority of its expectations in my book. Detective Pikachu juggles a lot of balls at once and manages to not drop a single one of them. I will say that it is not an excellent movie by any means. But it is, for sure, quite competent at everything it tries to do, and it still results in an enjoyable experience.

To be fair, if this movie had had fewer aspects to deal with, and had the same level of success, it would seem much more mediocre. But because it does so many things at a level of just-well-enough, it comes across as punching above its weight class. When you’re juggling only two or three balls, it’s boring unless you do some fancy tricks; conversely, it’s hard to do tricks if you’re juggling ten balls, but it’s still a spectacle.

Admittedly there will be a lot more excitement and fun for those who walked into the theater as Pokémon fans already, but even if you’re not, there is still plenty of excitement to be had. I will say that I have a lot of respect for this movie and the team that made it, because while they could have coasted on the nostalgia bait and made baseline money off of this, and they actively chose not to – to instead put some actual effort in, and achieve competency at minimum in every facet. I do feel that this is something that few studios do these days, and I want to give them a shout out for this.

The animation is top notch, 10 out of 10 here. This is a ball that, given the presence of non-real animals trying to be portrayed realistically, could not afford to be dropped, not even a little. The studio knew this and took the task seriously. The CGI is polished and smooth, even a bit believable (which is more than can be said for the Sonic trailer, oof). Ditto’s transformations are especially seamless. The incredible soaring landscapes of Ryme City are nothing to sneeze at either. Watch for the scene with the Morelull, it’s gorgeous!

Spoiler

Someone did spoil me that they use a large library of the same Pokémon models over and over again, and while I did notice and agree with this assessment, they a) did make a large pool to choose from, b) judiciously placed when certain Pokémon were on screen so no two species appeared too close to each other, timing wise. So I honestly would’ve hardly noticed the problem, if I hadn’t been forewarned. I can forgive them, though, for budget reasons – they did so well with what they had, and clever editing took care of the rest. Hopefully, the rumored already-in-development sequel will be given a larger budget to have greater species diversity on screen.

While at times it was a bit disjointed, the comedy is good overall. For the jokes themselves, only one quip from Pikachu fell flat, but most of them were great, and many even qualified for the bar that Disney sets of jokes that will fly over the younger crowd’s heads but will not be missed by the adults – and are even subtly raunchy at times.

The action and battles are well done. This does tie in with the animation a lot, but the choreography of different Pokémon moves is on point, and we were cheering in our seats at some of the more heart-pounding special effects moments. Mewtwo, in particular, is a sight to behold, appropriately grand for the legendary Pokémon. The humans’ action scenes are quite exciting as well.

The plot was cohesive and intriguing for the most part. My partner and I are mystery buffs, and while we predicted most of the twists of the movie between us, there was one at the end that I didn’t predict until the reveal. Big props for that. Aside from the mystery bit, the rest of the plot, story, characterization, and flow, like most other aspects of this movie, isn’t fantastic or ground-breaking, yet still works. There’s also some mild but good lessons about family. I do like how from the beginning, the story assumes you understand a few basics about the Pokémon universe – what Pokéballs are and how they work, that Pokémon are elemental-powered monsters in all sizes and shapes, etc. – and doesn’t spend any time bashing viewers over the head with any cheesy introductions.

As for the acting, Ryan Reynolds, who many of us had long been excited for given the justice he gave to the character of Wade Wilson in Deadpool, is excellent in his voice role – it’s very believable and you forget that it’s Reynolds speaking when Pikachu opens his mouth. Mewtwo’s voice actors (plural! as they used a male and female actor alongside each other for that “ethereal” effect) are excellent as well.

Next to the exaggerated emoting of the CGI creatures, however, the human actors tend to look a bit flat – although, for the higher-emotion moments, when it really counts it does get better, so it’s good enough. Justice Smith does well as the main human character, but my human pick would be Kathryn Newton – she fits right in as rash and impulsive reporter-wannabe Lucy Stevens. Also, watch for celebrity appearances from Rita Ora and DJ Diplo!

But the real secret to why this movie was so good to begin with, is that the studio did not mess too much with the source material. The thing that made us so excited about this movie in the first place, a few months back, was hearing that the production team was communicating with various artists over the internet who had done realistic art of different Pokémon, and trying to learn from them and reference their work. One of these artists, RJ Palmer, was hired by the studio to assist with production design. This, to us, was already a sign that the studio, unlike so many other live-action videogame or anime movies, was going to respect its source material and fan expectations. We felt this would hopefully make for a better film, and it did.

We were not disappointed; my partner felt that it was “the best video game movie ever.” For once, we were not betrayed by Hollywood trying to make a quick buck. Scott Mendelson of Forbes put it better than I ever could:

“Detective Pikachu works because it's a good movie first and a promising franchise-starter or a brand cash-in second.”

Of course, he would be the exception in terms of critics liking this movie – as usual, this scored far better with audiences than with most critics – and as usual, this is an unfortunately common phenomenon with adapted properties and popcorn flicks.

To those of us who are long-time fans of the Pokémon franchise, who may have been afraid of this movie being along the lines of Dragonball Evolution and Super Mario Bros., this is a total breath of fresh air. It may not be a landmark by any means, but it is still thoroughly entertaining. Mendelson is right in that it put the lamentable cash-grabbing behavior common in media these days second to making a fun story, and to us two Pokéfans, it has paid off.

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Aladdin (2019) Review https://supernerdland.com/article/aladdin-2019-review/ https://supernerdland.com/article/aladdin-2019-review/#respond Sat, 01 Jun 2019 18:36:24 +0000 zitagirl https://supernerdland.com/?post_type=article&p=18867 I bet you all have at least one movie that af­fect­ed you in one way or an­oth­er in your life­time. For me, this was the 1992 re­lease of Disney’s Aladdin that I first watched when I was about 11 years old. The char­ac­ters, the themes, the an­i­ma­tion, and the songs, they left such a great im­pact on me that even to­day it re­al­ly ef­fects me.

When I first heard about the live-action re­make of this movie years ago, I was both ex­cit­ed and scep­ti­cal. Excited to see what they will bring this to live-action and what changes they may bring, and I was scep­ti­cal be­cause the orig­i­nal movie was al­ready a clas­sic and even if it had small­er is­sues, the over­all movie just worked bril­liant­ly. Either way, I still promised my­self that this is go­ing to be the movie I will watch in cin­e­mas ASAP and do my best to be fair to.

Welp, I kept this promise, saw it re­cent­ly and now that I’m out of the cin­e­ma my heart is sure­ly not the same as it was.

A heads up, this re­view is spoil­er heavy. I know this is weird for a re­view, but trust me, the things I want to talk about rely on the de­tails which might be mi­nor to many, but they im­pact the over­all sto­ry and char­ac­ters heav­i­ly, de­spite the movie hav­ing more or less the same story-line as the 1992 version.

As much as I will try to be ob­jec­tive, I’m still a hu­man be­ing and there might be some stuff that are pure­ly sub­jec­tive opinions.

Now that is clear, let’s start this review!

“Aladdin and Jasmine have chem­istry that works”

The eas­i­est way for me to ex­plain how the movie is with­out many spoil­ers is that they took the orig­i­nal movie, set some key el­e­ments in that must be in no mat­ter what while also chang­ing oth­er things, such as char­ac­ter per­son­al­i­ties and how things hap­pen. This re­sults in hav­ing the same ba­sic sto­ry­line, but when you zoom in, the de­tails are quite dif­fer­ent from what we had. For the bet­ter or worse. The most no­tice­able changes are with the char­ac­ters and that’s where the main is­sues are for me.

It’s clear­ly no­tice­able they tried to tell more or less the same sto­ry with same char­ac­ter arcs for every­one, ex­cept for Jasmine. However, the char­ac­ters feel un­nat­ur­al and forced with how they were al­tered in this adaptation.

For ex­am­ple, Aladdin went from the guy who only steals food to sur­vive, street smart and with a heart of gold to ba­si­cal­ly a real thief. He got way dumb­er and just out­right un­lik­able at one point in the new ver­sion, to the point I couldn’t even sym­pa­thise with him, de­spite how hard they tried to make the au­di­ence feel bad for him.

Remember when in the an­i­mat­ed ver­sion, Aladdin got cold feet about be­com­ing sul­tan de­spite him be­ing just a street rat who want­ed love, and be­ing un­sure of his abil­i­ty to pull it off he broke his promise with Genie? Welp, that’s thrown out of the win­dow be­cause now he breaks the promise be­cause it’s bet­ter be­ing a prince… Oh and even af­ter this scene he acts like Genie should just be his lit­tle ser­vant be­cause he’s the mas­ter. And then the movie has the nerve to act like Aladdin changes for the bet­ter de­spite giv­ing next to no rea­son oth­er than just him singing a tune. Not only did this change make him less lik­able over­all, and not a true “Diamond in the Rough”, he gets even more dis­like­able as the movie progresses.

Now I do ad­mit that ear­ly on he did seem to be the Diamond in the Rough he was in the car­toon, de­spite him steal­ing for­tunes. He tried to give back the bracelet to Jasmine, to the point of stag­ing a break-in, and that was a nice touch, at least show­ing that de­spite be­ing an ac­tu­al thief, he has a good heart still. I re­al­ly liked that and had hoped for more bits like it.

Now onto Jasmine. It’s clear that the peo­ple be­hind this movie fo­cused on her the most. Not only does she get a very clear arc, but that arc also makes her more like what Aladdin should be as the movie pro­gress­es. Despite me lik­ing her char­ac­ter here per­son­al­ly, and I think she’s prob­a­bly a bet­ter el­e­ment of the movie, I can’t help but feel like they went a bit too far with her.

I get that feel­ing be­cause of all the books and oth­er source ma­te­r­i­al she’s sup­posed to be the best ruler for the peo­ple of Agrabah. Admittedly she does try to get to know her peo­ple here (al­though I found it fun­ny she did­n’t know that she needs to pay when she gave two loaves of bread to kids from a ven­dor), but I feel like her ide­olo­gies and prin­ci­ples are nev­er re­al­ly chal­lenged, not even by her fa­ther. This tells me that the cre­ators thought that Jasmine is al­ready fine as she is and only the peo­ple around are is­sues as they si­lence her.

They don’t even re­al­ly si­lence her, only Jafar does that, while every­one else lis­tens to her. Heck, even when Jafar be­comes Sultan, af­ter a speech from Jasmine every­one in the palace fol­lows her and calls her Sultana. I’m mixed on her, as part of me liked her and saw the orig­i­nal Jasmine in her, but I can’t help but feel like her ac­tu­al arc was not ex­e­cut­ed prop­er­ly and didn’t re­al­ly have her grow or learn, de­spite clear­ly get­ting from A to B in the sto­ry. The points are there, but the jour­ney from one point to an­oth­er is miss­ing. The movie is try­ing to tell me that there is a jour­ney there for her, but that mes­sage is hol­low be­cause she does not evolve.

I do have to say the ac­tors por­tray­ing Aladdin and Jasmine have chem­istry that works, es­pe­cial­ly in the first 30 min­utes. It was nice see­ing them in­ter­act­ing nat­u­ral­ly, even if this time it’s Jasmine who lies about her­self. Even in the sec­ond half where it’s weak­er, the “A Whole New World” scene is still very nice, and I would have loved more scenes like that.

Jafar is a shad­ow of him­self in this ver­sion, to the point where I couldn’t take him se­ri­ous­ly. His charis­ma and ma­nip­u­lat­ing na­ture are gone. Instead, we get a non­stop rag­ing kid who just wants to con­quer every­thing be­cause… he was a thief and was in prison for five years. Ehm… Just no. It’s down­right un­be­liev­able how he has be­came the roy­al ad­vi­sor when Iago (who is re­al­ly just a reg­u­lar par­rot here) is smarter than him. I guess the staff helped, but I just can’t see how he thinks he could rule any­thing, es­pe­cial­ly with­out the lamp.

Sorry Jafar fans, your man is gone, and in his place we got a gener­ic evil guy who is evil just be­cause peo­ple said so. No depth, no like­abil­i­ty. Nothing. Sure, they made him a bit dark­er (killed some­one and tor­tured a few peo­ple with his mag­ic), but with­out any real char­ac­ter­is­tics, it’s just hol­low and there for shock value.

Iago looks mean­er here…

The last char­ac­ter I want to ad­dress in de­tail is the Genie him­self, a ge­nie who has been trapped in the lamp for one thou­sand years be­fore Aladdin re­leas­es him. Where should I even be­gin with him? Throw every­thing that you knew about Genie be­fore this movie out the win­dow be­cause this ver­sion is noth­ing like that.

Now I did ex­pect that be­cause it’s Will Smith, and Disney clear­ly stat­ing they do not want to copy Robin Williams, was go­ing to be quite dif­fer­ent in the role, but I didn’t ex­pect them to change the very core of the char­ac­ter. Legit, he’s quite self­ish and most­ly cares about him­self and about his stuff, to the point where he tells Aladdin to stop both­er­ing him as he tries to have fun in the par­ty and even gets of­fend­ed for Aladdin touch­ing him. Heck, even in “Friend Like Me” the song was more about him and how he’s the best thing ever while not even know­ing Aladdin’s name (he even says Aladdin can’t be his real mas­ter). He’s a down­right jerk ex­cept on those key points in the sto­ry where he has to help Aladdin and fol­low the orig­i­nal movie. It sim­ply does not work and it feels like the most forced friend­ship ever.

I straight up dis­like this Genie.

I couldn’t care whether he be­came free or not be­cause he gave me no rea­son to care about him. Why should I care about a per­son who’d rather care about him­self non­stop, be­cause how dare a ge­nie not do what­ev­er the hell he wants? The fact that they had the gull to do a 180-degree turn in this ver­sion and act like Aladdin and Genie are the best bud­dies ever de­spite giv­ing us no rea­son for that till the drown­ing scene is in­fu­ri­at­ing! There’s also one more el­e­ment I want to talk re­lat­ed to this “Genie”, but lat­er as it’s mi­nor, but quite an­ger­ing to me still.

I know many will think this Genie is fine be­cause ba­si­cal­ly, it’s Will Smith there­fore it’s in­stant­ly good. However, for some­one like me who loved the Genie that we got from the orig­i­nal an­i­mat­ed fea­ture, this is just in­sult­ing. Genie was one of the most car­ing and kind­est souls I have ever seen in life or fic­tion. Despite him be­ing a slave and long­ing for free­dom, he still does his best to help peo­ple and be kind to them ei­ther by cheer­ing for them, en­ter­tain­ing them with his jokes, or sim­ply by show­ing kind­ness and car­ing. He’s a self­less sad clown that would do every­thing for his friends, even if it means giv­ing up his chance for free­dom. He sees the good in peo­ple fore­most and gives every­one a chance. His friend­ship with Aladdin to this day still touch­es my heart. How in the ac­tu­al Earth did we get from this to the al­most com­plete op­po­site? Even in the end­ing that is sup­posed to be hap­py and Genie fi­nal­ly gets free­dom in­stead of cry­ing in hap­pi­ness as I would when watch­ing the orig­i­nal I cried in see­ing how they made Genie such a jerk. Even now my heart is bleed­ing see­ing that my very favourite Disney char­ac­ter turned into this.

As for the oth­er char­ac­ters, there’s re­al­ly not much to talk about. Iago and the Sultan be­came one-note char­ac­ters and re­al­ly are just for­get­table, while the Prince and Dalia are just there… The prince is very dumb and even the char­ac­ters them­selves for­get about him while Dalia… I get what they were try­ing to go for with her. The fun­ny best friend of Jasmine who falls in love with Genie. If it sounds like some­thing you would see in fanfics, well, you are right. This is a straight OC sto­ry you find in Aladdin fanfics and not even a good one. The whole ro­mance not only is un­der­de­vel­oped with them only hav­ing one scene where they even in­ter­act with each oth­er (they don’t even know each other’s name!), but be­fore that scene they are al­ready all for the oth­er. What was the point of this whole plot­line oth­er than giv­ing a rea­son why Genie is a hu­man with kids in the open­ing scene?

A just over two-hour long movie and they couldn’t be both­ered to give any depth to this sub­plot? I can’t be­lieve fan fic­tion writ­ers did a bet­ter job at such a sto­ry­line than ac­tu­al pro­fes­sion­al writers!

To round out this part about the sto­ry and char­ac­ters, we have some changes such as re­mov­ing the no killing rule (no idea why be­cause they couldn’t even both­ered to ac­tu­al­ly do any­thing with it) and they kept up the whole bit where the king­dom of Ababwa is a run­ning gag. I guess they tried to fill this in as this was ques­tioned a bit in the orig­i­nal movie as well, but it not only was not fun­ny here, it brought up many cringy mo­ments and made Aladdin look dumb. Oh, and now they made sure peo­ple don’t think Genie owes a wish to Aladdin, as he made a con­tract with an un­con­scious Aladdin that he saves his life from drown­ing. Nothing too big, but it’s clear why they did it that way.

Now that we are fin­ished with the sto­ry and char­ac­ters, let’s talk about the sec­ond biggest part of the movie, the mu­sic, and the songs. Since I watched the movie in Hungarian, I did lis­ten to the sound­track in ad­vance just to get a pic­ture of what might be dif­fer­ent from the English ver­sions. For the most part, the tracks work, and Alan Menken is still good for mak­ing nice melodies by mix­ing old and new mu­sic tracks in.

The songs, how­ev­er, that’s a very mixed bag to say the least. Some def­i­nite­ly work, while some suf­fer from poor singing (songs with Will Smith are a prime ex­am­ple of this). Some are just a plain down­grade from the orig­i­nal ones like “Prince Ali”. It’s clear they tried to make them big­ger, with much more back­ground mu­sic in, while also try­ing to ad­just as to ac­com­mo­date Will Smith, but they end­ed up be­com­ing way too busy and noisy to the point where it’s hard to en­joy. Even “A Whole New World” los­es its charm a bit with those heavy drums in the back­ground. The only songs that re­al­ly worked for me were “One Jump Ahead”, “Arabian Nights” first half and “Speechless Part One”.

For some rea­son, most of the songs got some lyrics changes. They don’t ex­act­ly take you out the ex­pe­ri­ence, out­side in “Arabian Nights”, but they are quite no­tice­able and some­times baf­fling. I read an ar­ti­cle ear­li­er this week where Alan Menken said he changed the lyrics to be more cor­rect as the world has changed since. Alright, I get that, es­pe­cial­ly with “Arabian Nights”, but please tell me Mr. Menken, what was not cor­rect in “You are my only friend Abu” that need­ed to be changed to “I could use a friend or two”? (I ad­mit that maybe in the scene where Aladdin sang this Abu wasn’t there, but hon­est­ly for­got if that is so). It’s just a bit off-putting es­pe­cial­ly if you know the orig­i­nal songs. There was also a part in “Speechless Part Two” which is very weird. Basically, this song hap­pens af­ter Jafar takes over and is about to take Jasmine into the dun­geons. The song ba­si­cal­ly stops the movie and has Jasmine walk­ing around fu­ri­ous­ly while the peo­ple around her dis­ap­pear slow­ly but sure­ly. I get why was this put in, but the ex­e­cu­tion was quite confusing.

(Good news to Hungarian fans. The lyrics are most­ly how they were in the orig­i­nal movie and thank­ful­ly sung much bet­ter. I end­ed up singing “Arabian Nights”, “One Jump Ahead” and “A Whole New World” while watch­ing the movie. I know, most­ly nos­tal­gia fac­tor that I en­joyed that part, but hey, a good thing is good).

The spe­cial ef­fects were weird. Sometimes they looked great (Agrabah looks quite fan­tas­tic ac­tu­al­ly and the “A Whole New World” scene worked for me), while oth­er times it’s just down­right bad look­ing. Genie in his nor­mal form and in “Friend Like Me” looks no­tice­ably fake from the sub­par CGI, and Jafar in his Genie form is laughable.

The cos­tumes were a bit too Bollywood-ish some­times, but for the world they were with­in they worked enough, and I’d even ad­mit some of them looked re­al­ly nice.

The hu­mour is just bad. Really bad. Genie’s jokes are un­fun­ny and cringy, es­pe­cial­ly the in­ter­ac­tions be­tween him and Aladdin that are sup­posed to be fun­ny. Don’t even ex­pect any clever or adult-oriented jokes, be­cause you will be dis­ap­point­ed. The best ones were from the par­rot, who just kept say­ing ran­dom stuff that it just heard and that’s just em­bar­rass­ing (an­oth­er point for Hungarian dub is that they got the orig­i­nal VA of Iago for this movie. Not a big thing, but it was a pleas­ant surprise).

Honestly, as much as I tried to re­main fair with it, and even en­joyed some parts of it (es­pe­cial­ly the songs in the be­gin­ning, nos­tal­gia was too strong), I can­not for­give what they have done to beloved char­ac­ters and how the new char­ac­ters and el­e­ments not only are un­nec­es­sary and un­der­used, but also add a ma­jor plot­line for a new char­ac­ter, only to not give the min­i­mal ef­fort need­ed into flesh­ing it out, and it makes me fu­ri­ous! Sure, Aladdin 2019 on its own kind of works (though if you watch with ac­tu­al at­ten­tion you can see the is­sues in it clear­ly), but know­ing the orig­i­nal movie is out there to watch in­stead? This is in­sult­ing! I le­git stormed out of the cin­e­ma right as the cred­its start­ed to roll in (first time I did some­thing like that), fum­ing with anger. If this is what is sup­posed to be an im­prove­ment over the “flawed” orig­i­nal, I rather stick to old values.

If you are very ca­su­al about Aladdin and just take the whole movie as a stu­pid movie for kids, you can prob­a­bly watch it fine. But if you are a huge fan of the orig­i­nal movie like me, or of any char­ac­ters in it, or en­joy ac­tu­al good movies with well-thought-out char­ac­ters, just save your time and skip this mess. Go watch the orig­i­nal an­i­mat­ed movie. At least that’s a clas­sic for a very good rea­son, and it is­n’t go­ing anywhere.

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Coming Down the Pike – June 2019 Game Releases https://supernerdland.com/article/coming-down-the-pike-june-2019-game-releases/ https://supernerdland.com/article/coming-down-the-pike-june-2019-game-releases/#respond Sat, 01 Jun 2019 18:37:17 +0000 Josh Bray https://supernerdland.com/?post_type=article&p=17870

So June is­n’t chock full of amaz­ing re­leas­es, but that does­n’t mean it is­n’t with­out a few highlights.

First, that comes to mind is the hype that Switch own­ers will be hav­ing over the up­com­ing Super Mario Maker 2. I can­not lie, if I had a Switch then I would be more ex­cit­ed as well.

The same goes for Crash Team Racing which is com­ing out for PS4, Xbox One, and Switch this month. We have heard sol­id word on a PC port of this beloved ti­tle, but we re­main con­fi­dent of one in the fu­ture giv­en the re­lease of the Crash Bandicoot N. Sane Trilogy on Steam. Another game that I am sad to not see on PC yet is Samurai Shodown. We are sure that one is go­ing to be a blast.

The ti­tle I am look­ing for­ward to was al­ready en­joyed im­mense­ly by Switch own­ers in 2018. Octopath Traveler is com­ing to Steam this month, and I per­son­al­ly can­not wait to fi­nal­ly get my hands on this one.

There were a hand­ful of oth­er ti­tles that were la­beled as be­ing re­leased in Q2 2019 or “First Half 2019” that I de­cid­ed not to list here be­cause if they haven’t giv­en a sol­id re­lease date with­in the month then I can­not be as­sured they won’t be delayed.

Any games you are look­ing for­ward to that are com­ing out this month or lat­er this year? Let us know!

 

Title Platform Date
Knighty Night PC June 3, 2019
Kotodama: The 7 Mysteries of Fujisawa NS, PS4, PC June 4, 2019
Reventure PC June 4, 2019
The Legend of Heroes: Trails of Cold Steel II PS4 June 4, 2019
Trover Saves the Universe PC June 4, 2019
Warhammer: Chaosbane PS4, XO June 4, 2019
Barotrauma PC June 5, 2019
Swords & Souls: Neverseen PC June 5, 2019
Road to Guangdong PC June 6, 2019
Octopath Traveler PC June 7, 2019
Dragon Star Varnir PS4 June 14, 2019
Crash Team Racing Nitro-Fueled NS, PS4, XO June 21, 2019
DATE A LIVE: Rio Reincarnation PS4 June 21, 2019
Heavy Rain PC June 24, 2019
Judgment PS4 June 25, 2019
Monster Jam Steel Titans PC, PS4, XO June 25, 2019
Mutant Year Zero: Road to Eden NS June 25, 2019
Redeemer: Enhanced Edition NS, PS4, XO, PC June 25, 2019
Samurai Shodown NS, PS4, XO June 25, 2019
Fujii PC June 27, 2019
The Sinking City PC, PS4, XO June 27, 2019
War Tech Fighters NS,PS4, XO June 27, 2019
F1 2019 PC, PS4, XO June 28, 2019
Super Mario Maker 2 NS June 28, 2019
Warsim: The Realm of Aslona PC June 28, 2019
Blazing Chrome NS, PS4, PC June 30, 2019
Kursk Linux, P4, XO June 30, 2019
Proto‑G PC June 2019
Steel Division II PC June 2019
Ultracore NS, PS4, PS Vita June 2019

(Dates via GamesPress.com, dates sub­ject to change.)

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Free Pack-in Game of the Month: Heidelberg 1693 https://supernerdland.com/article/free-pack-in-game-of-the-month-heidelberg-1693/ https://supernerdland.com/article/free-pack-in-game-of-the-month-heidelberg-1693/#respond Sat, 01 Jun 2019 18:38:45 +0000 Josh Bray https://supernerdland.com/?post_type=article&p=18948

Looking around itch.io is a fun en­deav­or for me. Previous months I have high­light­ed a lit­tle col­or­ful and fun free game, and a point and click ad­ven­ture birthed from a game jam that punch­es well above its weight. But those are not the only things on of­fer there. You can also find a lot of devs work­ing on games that might be priced in the fu­ture but are of­fer­ing game­play demos and snap­shots of their WIP for you to play and com­ment on now. Such is the cur­rent ob­ject of my ad­mi­ra­tion, Heidelberg 1693.

Heidelberg 1693 comes from Andrade Games, a German-based stu­dio with a few ti­tles un­der their belt. I haven’t played their pre­vi­ous ti­tles like 1917 — The Alien Invasion DX and SturmFront — The Mutant War be­fore, but I cer­tain­ly want to look into them now. Their in­spi­ra­tions are clear, and if you like retro-inspired ac­tion games with fic­tion­al his­to­ry twists, then this seems like the stu­dio for you.

Their cur­rent WIP has you play­ing as a mus­ke­teer in the late 15th cen­tu­ry, tasked by Louis XIV to take down his fic­tion­al ri­val the “Moonking”. The Moonking is at­tempt­ing to take over the Sun King’s em­pire, and it’s up to your rapi­er and mus­ket to stop him.

Heidelberg 1693 ends up play­ing like a more me­thod­i­cal plat­former along the lines of the old­er Prince of Persia games, rather than be­ing an action-filled blast fest like their pre­vi­ous ti­tles ap­pear to be. This plays very well with the na­ture of how gun­play works with a mus­ket, and the devs have worked very specif­i­cal­ly on the mus­ket me­chan­ics to make them feel right.

There is an in­ter­est­ing bal­ance go­ing on in the game be­cause you have a lim­it­ed num­ber of bul­lets, and the slow na­ture of re­load­ing, but you also must use your gun to ul­ti­mate­ly kill your en­e­mies. Just swish­ing your rapi­er at them will make them fall, but they will come back un­til you blast them.

The art­work is nice look­ing in a grim and dirty way that is very good at be­ing at­mos­pher­ic and is es­pe­cial­ly strik­ing when one is search­ing through the sea of what I will po­lite­ly call peo­ple’s test projects up on the free sec­tion of itch.io. The mu­sic is very fit­ting and has a haunt­ing feel to it, as should be in a tense zom­bie shooter.

For the price of free, I don’t think you can go wrong spend­ing a bit of time in Heidelberg 1693. If you don’t mind more pa­tient game play then give the de­mo’s three stages a stab and a shot!

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