Game Thoughts: Final Fantasy XV [INC]
I don't know how big of a Final Fantasy fan I technically am. On one hand, Final Fantasy 7-10 (and tactics) were a huge part of defining my childhood, and what set me on the course for being a lifelong videogame enjoyer. On the other hand, I haven't really enjoyed a Final Fantasy game since 10 with the exception of FF7R.
With Final Fantasy 16 on the horizon (far on the horizon as I don't think I want to buy a PS5), I thought it would be fun to take another stab at Final Fantasy 15, which I had previously played and quit around the point where you meet Dino-the-shitty-gem-quest-giver. (I hate Dino btw).
This time, I went in by first watching the movie as well as the Brotherhood anime -- both of which weren't great, but definitely added some nuance and backstory to the characters and setting. This had me more attached to our band of boys, but definitely could have just been stuff that was included in-game. I honestly would have loved some more story and character building in the game.
I tried really hard to like this title, and genuinely enjoyed the interactions and dynamics between the boys in the main party. They nailed that. The combat was also fairly fun and I generally liked playing in the presented world despite it being populated by only 16 non-generic characters, the rest being random faceless npcs or store clerks.
Unfortunately, the holes in the story were unacceptably bad. Now, I expect some unhinged incomprehensible shit to go down -- this is a Final Fantasy game -- but this was a pathetic showing that frequently threw me out of immersion so hard I got whiplash.
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Game Thoughts: The House in Fata Morgana
I finally got to the end of The House in Fata Morgana on Friday; a widely celebrated visual novel about love and tragedy and a big ol' house with a witch.
It was a good visual novel with a pretty wild story that definitely cranks the tragedy (read: fucked-up-ness) to 11 while still keeping you attached to the main characters. I'd definitely recommend it to those into visual novels that want to avoid the harem/smutty titles that tend to crowd the space.
That said, it's a great visual novel, not absolutely not actual novel quality. Going into it I had unrealistic expectations of this being literature-grade writing based on the reviews, and it most certainly wasn't that. Despite the interesting threads and mysteries running through this story, it has a lot of dips in quality and questionable design decisions throughout.
Be forewarned that this is a 30+ hour long "game" that consists almost entirely of dialogue with no gameplay elements other than a handful of choices that either continue the story or terminate immediately with a bad ending. That is, there aren't any "branches" to be found in this tale.
If you're new to visual novels I definitely recommend starting with something like "The Nonary Games" or "Raging Loop" to get a feel for the medium before trying to swallow this one!
(note, expand post for detailed thoughts on game. Spoils basically everything, won't make sense if you haven't played)
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Thoughts: Reclaiming Time
I sit here now after our first full week in the new apartment, sweating
profusely as the building's AC won't be activated until May and we've had a
handful of uncharacteristically hot days.
For nearly a month now I feel that I've accomplished nothing. Strangely,
looking at how my has been spent I've actually accomplished quite a bit --
the move went well, I've been seeing friends, exploring the city with my dog
and partner, building tools at work and by most metrics getting a lot of
shit done... but the part of me I compartmentalize away and consider "mine"
hasn't had much time to do stuff lately, and its the things I finish (books,
games, projects) in that time that make me really feelaccomplished.
I think maybe it's strange that I don't include partner activities or social
hangouts part of "my" time, as these are often times spent doing things I
want to do with people I love to do stuff with. I think there's just a
special fulfillment that comes from doing a thing entirely of your own will
to satisfy an entirely personal desire: writing characters for a game I'll
never make, playing a game from deep in my backlog, practicing drawing,
reading detailed tutorials/articles on shit I'll probably never need to
know.
The part that sucks about this is I've had lots of opportunity for
my own time lately, but my head's just been distracted this past month. The
spans of time I could have claimed were instead drained by social media and
watching mindless youtube shorts. I've been turning off instead of taking
the reins and doing shit.
Even walking, --an activity I usually categorize as "my" time since
I can dig into audiobooks -- hasn't been mine lately, as background process
of 'settling in' has been eating up all available bandwidth.
I've caught myself now, though, and am finally feeling somewhat settled in
to the new place. Pushing myself to sit down at my laptop and introspect
(instead of doom-scrolling) is what I needed to reboot my head and see all
the opportunities I've been missing to do my own thing.
With nothing planned for tomorrow, I think I'm going to try stealing the
whole day.
Thoughts: Moving
Last weekend my partner and I went to take a look at a couple of apartments.
Theoretically this was just to take a look at what kind of stuff
was available, but we found something we really liked and pulled the trigger
a whole month earlier than planned.
As a result, I'm in shambles. I'm the kind of person who tends to fret about
details when stuff gets time-sensitive, so organizing a move and all of the
timeboxed to-dos like purchasing cheques (10 day delivery time, really?),
prepping deposits, hooking up utilities and planning a move are all things
that aren't difficult but their time sensitivity turns me into a
fidgety mess. The only thing that hits me worse is airports.
Of course, this fretting translates into reduced functionality at work,
which pushes my deadlines and, in turn, increases anxiety. The vicious
anxious cycle
These things have translated into falling off what was starting to be a
successful diet (stress eating) and budding workout habit (replaced with
pacing, which is at least still moving). I've also essentially abandoned my
side projects for the time being as I need to spend the creative focus I
still have on keeping pace with work stuff.
And so, I think, it is time to step back and take a breath. Write a little
blog post to help me orient myself and align my expectations with the coming
changes to lifestyle. Talk myself out of the panic, if you will.
With the move I will transition once again to a vagabond lifestyle, existing
half of the time with my partner in our new apartment, and half the time
with my family in my quiet-town home close to my work. This will translate
to more time in transit, which is an excellent time to focus on more
audiobooks. In the past this travel time (when not jammed with traffic) was
some of my favorite alone time to really dig in to good books, so I'll be
getting that back.
Our increased rent and more expensive city lifestyle is going to translate
into less money for my more costly hobbies. Video game collecting, trading
card games, and purchasing obscenely expensive pens and inks are probably
all out for the forseeable future. However, in the last few years I've
established a very large backlog of both retro and modern games,
and a very robust collection of fancy pens, papers, and inks. Now I've got
more incentive to play all the games I've already got and spend more time
writing with the pens and inks I love so much.
The stress I'm currently going through is preventing me from focusing on my
game-making hobby and I'm not finding joy in it currently. I just end up
pacing and playing games and ripping through time on youtube and social
media sites. This, however, is a temporary state, and I will eventually
settle and once again crave the satisfaction of making things. I should use
this as an opportunity to get through more of my backlog. Read more books
and play more games on my must-play list. Use this as an excuse to break out
my retro handhelds and get to games I may never have made time for.
As for the diet? Fuck it I'll have time for that later. If I spend the next
3 weeks undoing the good I did in the last 3 so be it. The success I had was
the proof I needed that I've "still got it" and can seriously and
consistently cut back on the food and move more. I can pick up those pieces
once I've re-established a comfortable rhythm.
And work I need to stress about less. Nothing is broken and I work in the
public sector. My deadlines are to meet expectations, not profit margins,
and the occasional lull in productivity can be forgiven by talking honestly
with stakeholders.
So things aren't so bad. Life isn't over with this move, it's just changing.
Just because I like the way things are now doesn't mean they won't be better
after the change -- after all, where I am now is the result of just such a
change in the past which I'm sure I was loathe to make at the time.
Book Thoughts: Vagabonds
I also finished the audiobook of Vagabonds by Hao Jingfang over the
weekend; a story about a colonized and independent Mars experiencing growing
pains. Big spoilers ahead.
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Comic Thoughts: 20th Century Boys
I finished my read-through of 20th Century Boys (and 21st Century
Boys) yesterday and sat pondering about what I'd just read for a good while.
The story itself was very compelling, and the characters kept me coming back
to the comic any time I had a spare moment; it's a fantastic piece of manga
storytelling and character design... until the third act where everything
falls apart. Full-on spoilers ahead.
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Game Thoughts: Omori
I completed the "good" ending of OMORI last night -- that game was a
ride. (spoilers ahead)
OMORI is a game about grief, both dealing with it and failing to deal with
it. Without revealing too much of the story, the game takes place
partially in the real world, and partially in "Headspace", a bubbly
imaginary world the protagonist has built to reside in and hide from their
suppressed memories and emotions. In Headspace you and your troupe of
friends explores and plays and has adventures with many cartoonish
characters, while the real world mostly progresses the story and character
development and is populated many of the same (less-idealized versions)
residents as Headspace.
While most of the "action" (read: rpg battles and puzzles and quests) take
place in Headspace, the events that happen there are for the most part
meaningless. While they occasionally mirror things in the real world, it's
mostly fluff. This is on purpose: the whole reason Headspace exists is to
escape from reality. At the start of the game I found myself impatient to
get back to Headspace where things were nice and my characters were leveled
up, but by the end I was impatient to get finished with Headspace stuff to
see what happened in the real world.
The transition between the two worlds, and the occasional incursion of one
into the other, is there OMORI gets dark. The truth that the
protagonist is desperately trying to bury surfaces, and he's forced to face
his past and his fears. This manifests in legitimately dread-inducing
visuals and audio that really elevates the game to the fame it's rightfully
gained.
The game makes use of a handful of jump-scares throughout, but they don't
feel cheap, usually leaving you uneasily thinking "what the fuck did I just
see?". Married with the slower and more deliberate horror sequences of the
protagonist literally fighting their fears, the game manages to frequently
drive a cold knife into your gut.
On the topic of gameplay, OMORI manages to bring both of its charm and dread
to its battle system. While it's a fairly simple turn-based combat system
with cute or silly enemies, the game adds in emotion manipulation to the
core battle strategy. You can make enemies and allies Happy, Angry, or Sad,
with each emotion having pros and cons and being able to stack (eg.
Angry->Furious). The emotions form a rock-paper-scissors triangle, meaning
it's to your benefit to manipulate enemy and party emotions to maximize
damage output.
While this mechanic is neat as a fighting strategy tool, it also adds a
really novel way for storytelling within the otherwise simple battles. Boss
fights often directly leverage this, swinging their moods in
story-appropriate ways. It also adds potential to surprise the player with
scripted or otherwise inaccessible emotions.
I don't have much to complain about with this one. Some of the quests in the
real world felt fairly pointless (not an achievement hunter), and the longer
side-quests seemed awkwardly placed at a point in the game where the story
was at a tipping point which threw off the pace. Besides that this was a
great experience with both bright and cheery highlights and gut-wrenching
depths. It really sets you up then knocks you down with surprises right
through to the end.
Comic Thoughts: Land of the Lustrous
While my intent was to read more scifi novels this year I keep getting drawn
into mangas before I can get attached to anything I'm reading. The latest of
these was The Land of the Lustrous which was a completely random
pick.
At 12 volumes the story feels mostly done, though I think there's some
wiggle room in there if the authors want to stretch stuff out, but it was a
very interesting read. What starts out at a cutesy almost sailor-moon-esq
story involving agender (though very feminine) human-looking characters made
of various gems quickly tuns into a story about forgetting one's self and
one's purpose in the pursuit of goals.
I really enjoyed the series. At first I enjoyed the silliness tinged with
dread when the "bad guys" showed up, but the otherwise simple characters got
fairly messy as the story progressed and the protagonist gets straight-up
ship-of-theseus'd and descends into questioning everything.
Super unique flavor in this one, and they even made an anime of it (albeit
3d anime), though I doubt a second season will be released.
Book Thoughts: Exhalation
I finished Exhalation by Ted Chiang the other day, and I was
extremely pleased with it! It's cover-to-cover grade-A sci-fi good-shit.
Two of the stories blew me away with their creativity: the titular
"Exhalation", and "Omphalos". Both of these went beyond sci-fi in their
"what-if" propositions, and were fantastic.
"The Lifecycle of Software Objects" had me plucking at old ideas on the
tragedy of abandoning digital pets. How we could craft digital entities that
are designed to be loved and cared for, then have them inevitably be
abandoned to exist, forever awaiting a pixellated meat-on-bone that would
never come again until the death of their battery. While heartbreaking as a
child, it really was a mercy that the Tamagatchi creators had the creatures
eventually "die"; not for the creatures -- they were just few lines of code
and some pixels -- but for those who cared for them that inevitably needed
to move on.
I think I'll need to pick up the author's other collection, and perhaps just
delve more into Scifi short stories in general!
Project: Zig + Tic80 - Parallax Backgrounds
After maintaining this site for almost half a year I've got my first actual something-worth-posting project. I present to you: Aseprite-to-TIC80 Parallax Background.
This project got started after I saw some really cool pixel artwork on Mastodon back in november by an artist called PlusPixels:
Inspiration had struck: "I want to make an interactive parallax version of this on the TIC-80".
Side note: I got the original author's permission to use their work before continuing.
To achieve this, I'd need to try my hand at pixel art and re-draw the image layer-by-layer, keeping the following TIC-80 limitations in mind:
- resolution of 240 x 136
- 16-color palette
- maximum of 256 unique 8x8 tiles (technically 512, but let's stick with 256)
There's probably cleverer ways to go about this than re-drawing everything from scratch, but I am a simple person, and the pixel art part was actually pretty fun.
This was my first non-trivial pixel-related endeavor, and it took a lot longer than I'd expected. I used the lovely Aseprite software to do the pixel pushing, which is something I've been meaning to tinker with more for a long time. It has a very useful grid tool that let me line up my pixels and easily copy/paste 8x8 chunks.
Here's an example of a slice of one layer with all the re-used 8x8 blocks numbered:
While it's not nearly as good as the original, and missing some key details I couldn't really fit into the downsized version, I eventually had my 240 x 136 16-color 8-layer version of the artwork ready to port over to TIC-80.
That's step 1 complete!
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