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323283647409Letter 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/#respondSat, 01 Jun 2019 18:30:00 +0000Josh Brayhttps://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!
]]>https://supernerdland.com/article/letter-from-the-editor-june-2019/feed/018961Life 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/#respondSat, 01 Jun 2019 18:31:03 +0000Martyrhttps://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.
]]>https://supernerdland.com/article/life-will-change-how-persona-5-helped-me/feed/018877The 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/#respondSat, 01 Jun 2019 18:32:34 +0000PlasmaRobhttps://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.
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.
]]>https://supernerdland.com/article/the-gaming-seed-of-heroes-why-video-games-are-loved-hated-addicting-and-fought-over/feed/018927Gwen 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/#respondSat, 01 Jun 2019 18:33:15 +0000GwenBlanketKnighthttps://supernerdland.com/?post_type=article&p=17813Image 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
]]>https://supernerdland.com/article/gwen-recommends-it-would-be-great-if-you-did-not-exist/feed/017813From World of Warcraft to Final Fantasy XIV: Making the Transition
https://supernerdland.com/article/wow-to-ffxiv/
https://supernerdland.com/article/wow-to-ffxiv/#respondSat, 01 Jun 2019 18:34:38 +0000Christian Kalebhttps://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.
Edgy in 2004
Edgy in 2019
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 — Mythic Jaina
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)
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!
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.
]]>https://supernerdland.com/article/detective-pikachu-review/feed/017810Aladdin (2019) Review
https://supernerdland.com/article/aladdin-2019-review/
https://supernerdland.com/article/aladdin-2019-review/#respondSat, 01 Jun 2019 18:36:24 +0000zitagirlhttps://supernerdland.com/?post_type=article&p=18867I 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.
]]>https://supernerdland.com/article/aladdin-2019-review/feed/018867Coming 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/#respondSat, 01 Jun 2019 18:37:17 +0000Josh Brayhttps://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.)
]]>https://supernerdland.com/article/coming-down-the-pike-june-2019-game-releases/feed/017870Free 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/#respondSat, 01 Jun 2019 18:38:45 +0000Josh Brayhttps://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 Warbefore, 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!