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<feed xmlns="http://www.w3.org/2005/Atom"><title>Z Space Blog - RPG</title><link href="https://zlg.space/blog/" rel="alternate"/><link href="https://zlg.space/blog/feeds/t/rpg.atom.xml" rel="self"/><id>https://zlg.space/blog/</id><updated>2019-08-08T00:00:00-07:00</updated><entry><title>RPGs are for story? Since when?</title><link href="https://zlg.space/blog/rpgs-are-for-story-since-when.html" rel="alternate"/><published>2016-08-06T00:00:00-07:00</published><updated>2019-08-08T00:00:00-07:00</updated><author><name>zlg</name></author><id>tag:zlg.space,2016-08-06:/blog/rpgs-are-for-story-since-when.html</id><summary type="html">&lt;p&gt;Across the Internet and even in person, I find a lot of people claiming that 
RPGs are meant to be story-heavy and that's the main draw. Part of me wonders 
where that idea came from.&lt;/p&gt;
&lt;p&gt;The original RPG could be considered Dungeons &amp;amp; Dragons or any similar
paper-and-pencil games where you adopt a persona and go on an adventure, with
a DM at the reins to guide you and your friends along. The core of those games
is not story, however; it's about &lt;em&gt;interacting with your friends&lt;/em&gt; in a made-up
world. The story, while being in the lime-light, is nothing compared to the
feeling of cooperating with your friends and vanquishing foes or telling
ridiculous stories because your bard is drunk as shit.&lt;/p&gt;
&lt;p&gt;D&amp;amp;D and other paper-and-pencil RPGs have a huge focus on the battle system. Each 
race has strengths and weaknesses. Ditto for classes. Each class has skills, 
which have use inside and outside of battle. There are feats. If the game was 
not meant to have a deep level of combat or world interaction, none of that 
would be there! You'd just toss a few dice to decide damage and trade blows with 
no-name mooks.&lt;/p&gt;
&lt;p&gt;Even the &lt;em&gt;original&lt;/em&gt; RPGs had battle systems, with depth and intrigue.&lt;/p&gt;
</summary><content type="html">&lt;p&gt;Across the Internet and even in person, I find a lot of people claiming that 
RPGs are meant to be story-heavy and that's the main draw. Part of me wonders 
where that idea came from.&lt;/p&gt;
&lt;p&gt;The original RPG could be considered Dungeons &amp;amp; Dragons or any similar
paper-and-pencil games where you adopt a persona and go on an adventure, with
a DM at the reins to guide you and your friends along. The core of those games
is not story, however; it's about &lt;em&gt;interacting with your friends&lt;/em&gt; in a made-up
world. The story, while being in the lime-light, is nothing compared to the
feeling of cooperating with your friends and vanquishing foes or telling
ridiculous stories because your bard is drunk as shit.&lt;/p&gt;
&lt;p&gt;D&amp;amp;D and other paper-and-pencil RPGs have a huge focus on the battle system. Each 
race has strengths and weaknesses. Ditto for classes. Each class has skills, 
which have use inside and outside of battle. There are feats. If the game was 
not meant to have a deep level of combat or world interaction, none of that 
would be there! You'd just toss a few dice to decide damage and trade blows with 
no-name mooks.&lt;/p&gt;
&lt;p&gt;Even the &lt;em&gt;original&lt;/em&gt; RPGs had battle systems, with depth and intrigue.&lt;/p&gt;


&lt;p&gt;So let's spin this and put it into the intended medium (video games).&lt;/p&gt;
&lt;p&gt;Some of the first RPGs, while possessing plenty of story, had a lot of combat
to fill up the game with things to do. Fetch quests and puzzles also added to
the longevity. The story helped compel you to go further, but most of the games
that became renowned (The Elder Scrolls, Ultima, Final Fantasy, Dragon Quest,
etc) did so because their combat was fun and the world was interesting. In a
traditional turn-based RPG, you're going to be spending a good portion of your
time in combat. In series such as Golden Sun, there's plenty of story -- some
even complain at the amount of dialogue -- but mostly you're exploring, solving
puzzles, customizing your party, diving into dungeons, and fighting monsters.&lt;/p&gt;
&lt;p&gt;This misconception of "RPG == story-heavy" is flat-out wrong. Some games such as
Crystalis are rather light on story. Castlevania 2 is another example. Zelda 2
as well. Others, like The Elder Scrolls, can go either way because there is tons
of story, but most of it's optional. The few games that are mostly story-based
have super-easy gameplay, or they're reclassified as another genre, ranging from
interactive fiction to point-and-click adventure to puzzle.&lt;/p&gt;
&lt;hr&gt;
&lt;p&gt;I think people need to really sit down and ask themselves how important the 
story is to RPGs as a genre. A quality RPG won't need a story to be fun.&lt;/p&gt;
&lt;p&gt;If one wants story, they should play a visual novel, point-and-click adventure,
or text adventure. MUSHs are a good place to do role-playing that is expected to
be in-universe, while MUDs are for the battle- or adventure-oriented. Some even
have PvP aspects, which is a nice touch.&lt;/p&gt;</content><category term="Video Games"/><category term="RPG"/><category term="Video Games"/></entry><entry><title>Radiant Historia Review</title><link href="https://zlg.space/blog/radiant-historia-review.html" rel="alternate"/><published>2012-08-27T23:13:45-07:00</published><updated>2012-08-27T23:13:45-07:00</updated><author><name>zlg</name></author><id>tag:zlg.space,2012-08-27:/blog/radiant-historia-review.html</id><summary type="html">&lt;p&gt;Every now and then, a game comes out that looks unassuming, but has a hidden, 
interesting side that takes you by surprise. This aspect is true of Radiant 
Historia, a turn-based JRPG for the Nintendo DS developed by Atlus and Headlock 
Studio. One of the aspects of Radiant Historia that comes out of left field is 
the time traveling mechanic, which allows you to explore two different paths of 
history. If you enjoyed Chrono Trigger and enjoy revisiting the same place in 
different points in recent history, you'll warm up to Radiant Historia. Gamers 
who don't care for backtracking or subtle time puzzles will want to skip this 
one.&lt;/p&gt;
</summary><content type="html">&lt;p&gt;Every now and then, a game comes out that looks unassuming, but has a hidden, 
interesting side that takes you by surprise. This aspect is true of Radiant 
Historia, a turn-based JRPG for the Nintendo DS developed by Atlus and Headlock 
Studio. One of the aspects of Radiant Historia that comes out of left field is 
the time traveling mechanic, which allows you to explore two different paths of 
history. If you enjoyed Chrono Trigger and enjoy revisiting the same place in 
different points in recent history, you'll warm up to Radiant Historia. Gamers 
who don't care for backtracking or subtle time puzzles will want to skip this 
one.&lt;/p&gt;


&lt;h1&gt;Graphics&lt;/h1&gt;
&lt;p&gt;Radiant Historia sports a neat art style. Environments are rendered in 3-D while 
characters and obstacles are 2-D sprites. This makes different elements clear to 
the player without any obnoxious "helper" graphics like black outlines or 
incessant glowing, etc.&lt;/p&gt;
&lt;p&gt;The graphic style is sort of low-key for the environments; they seem to mostly 
get out of the way. It's a refreshing turn from what's usually present in JRPGs, 
and is more inviting than the usual &lt;em&gt;"Check &lt;/em&gt;&lt;em&gt;ALL&lt;/em&gt;&lt;em&gt; the bushes"&lt;/em&gt; mentality 
that's encouraged in some JRPGs. Sprites are animated very well. Aht's swaying 
in battle, "brandishing" animations when it's the character's turn to receive a 
command, and the design of the characters themselves are all great. The graphics 
may become a bit dull over time out of battle, but they remain interesting 
in-battle. Atlus has some pixel know-how. :)&lt;/p&gt;
&lt;p&gt;The concept art is top notch. It shows a strong understanding of character 
design and use of color. Stocke's red outfit is both stylish and reminiscent of 
European armor designs. Aht looks like an elegant dancer, and Marco's get-up 
looks like he really is carrying a bunch of potions and healing items. There are 
other characters that sport equally solid designs, but I don't spoil games that 
aren't classics already.&lt;/p&gt;
&lt;h1&gt;Music&lt;/h1&gt;
&lt;p&gt;I'm listening to the OST right now. Does that tell you anything? If not, maybe a 
name drop will: Yoko Shimomura. She's partly responsible for Kingdom Hearts' 
music, and composed all the music for Radiant Historia. My favorite tracks are 
Alistel's main theme and the ending credits theme, -HISTORIA-.&lt;/p&gt;
&lt;p&gt;The soundtrack as a whole takes on a somber, pretty feel when you're out
and about. Seeing as how world is slowly eroding to dust, this theme is
fitting. The standard battle theme is unobtrusive and seems to encourage focus
and intensity instead of raw power. The boss themes on the other hand, are
in-your-face epic and carry a sense of urgency. "The Edge of Green" (mid-chapter
bosses) in particular does a very good job of sparking the player's spirit.&lt;/p&gt;
&lt;p&gt;Long story short, this game's soundtrack is easily its best aspect.&lt;/p&gt;
&lt;h1&gt;Difficulty&lt;/h1&gt;
&lt;p&gt;Once you get the hang of the battle system, I'd say the difficulty in Radiant 
Historia is decidedly average. A few battles will push you to really think about 
how to bunch the enemy up to capitalize on combo bonuses, some will use turn 
order to mess with your tactics, and others will test your knowledge of your 
abilities and how many turns they last. Veteran gamers will meet this difficulty 
with only minor issue, while average and casual gamers will have a little bit of 
trouble. The difficulty's not too harsh, however, and you can always grind to 
lessen it.&lt;/p&gt;
&lt;h1&gt;Gameplay&lt;/h1&gt;
&lt;p&gt;There are two primary phases of gameplay: in-battle and out-of-battle. The 
former is where you'll be spending a lot of your time, believe it or not. The 
fights are not overwhelmingly common like they are in traditional JRPGs. You 
seem enemies on the overworld as you travel, and can choose to avoid the vast 
majority of them. This makes Radiant Historia a good candidate for low-level 
runs. However, this also means that if you avoid fighting too much, you'll end 
up too weak to progress at an acceptable pace.&lt;/p&gt;
&lt;p&gt;In-battle, it's closer to a tactical SRPG than a standard turn-based JRPG. Your 
enemies are laid out in a 3×3 grid and are allowed to move around during the 
course of the battle. Your characters aren't afforded this mobility, but some of 
them have skills that will move the enemy around. Put together the right skills 
and the right turn order (through the "Change" command), and you can wipe out 
regular enemies pretty handily. It's important to practice this, because it 
becomes more important as you progress and the enemies get tougher. When it's 
all said and done, though, the gameplay is still standard JRPG fare with a 
little spin on things.&lt;/p&gt;
&lt;p&gt;It's a welcome spin, but it comes with some nitpicks:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Skills that move the enemy around are rather pricey (5-15 MP)&lt;/li&gt;
&lt;li&gt;MP cannot easily be regenerated (the skill costs 12 MP and the item is rare)&lt;/li&gt;
&lt;li&gt;Some bosses have far too much HP and needlessly drag out the battle (this may 
  be intentional...)&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;Overall, battles are fairly enjoyable, but will start to annoy you a bit toward 
the end, when they introduce more enemies that can't be moved on the grid.&lt;/p&gt;
&lt;h1&gt;Story&lt;/h1&gt;
&lt;p&gt;Radiant Historia begins with a man named Stocke, who's been assigned to the 
Special Intelligence unit of Alistel's army. It seems that Granorg, the country 
to the west, is the cause of a "sand sickness" which is eroding the world and 
turning people into sand. What starts out as a clear goal to our friend Stocke 
turns into a much broader adventure through the continent of Vainqueur and time 
itself. As it progresses, the story plays around with the player's expectations, 
questions the rationale of characters, and exposes what most would consider 
"evil" as merely a different perspective on the same circumstances. It's not 
necessarily something that I'd sit down with for nights on end, like a book, but 
the story does a better job than many other JRPGs out there, and stayed 
interesting enough for me to want to know what happens next. So I'd say it's 
pretty good.&lt;/p&gt;
&lt;h1&gt;Final Verdict&lt;/h1&gt;
&lt;p&gt;Radiant Historia is what most would call a "sleeper hit", which came out of 
nowhere, introduced a new take on the time-traveling formula, and brought some 
memorable characters and gorgeous music. It has some tedious points, which 
delayed me finishing the game for a while&lt;sup id="fnref:rl"&gt;&lt;a class="footnote-ref" href="#fn:rl"&gt;1&lt;/a&gt;&lt;/sup&gt;, but they weren't bad or long 
enough to kill the enjoyment for me.&lt;/p&gt;
&lt;p&gt;If you enjoy JRPGs -- especially ones that question existing formulae -- I think 
you'll like Radiant Historia. If you want a fast-paced, action-style game that's 
light on the dialogue, Radiant Historia is &lt;em&gt;not&lt;/em&gt; what you're looking for.&lt;/p&gt;
&lt;h1&gt;Metadata&lt;/h1&gt;
&lt;p&gt;&lt;strong&gt;Platform:&lt;/strong&gt; Nintendo DS&lt;br&gt;
&lt;strong&gt;US Release Date:&lt;/strong&gt; 2011-02-22&lt;br&gt;
&lt;strong&gt;Genres:&lt;/strong&gt; JRPG, Turn-based&lt;br&gt;
&lt;strong&gt;Developer:&lt;/strong&gt; &lt;a href="http://atlus.com"&gt;Atlus&lt;/a&gt;, &lt;a href="http://headlock.jp"&gt;Headlock, Inc&lt;/a&gt;&lt;br&gt;
&lt;strong&gt;ESRB Rating:&lt;/strong&gt; E10+&lt;/p&gt;
&lt;div class="footnote"&gt;
&lt;hr&gt;
&lt;ol&gt;
&lt;li id="fn:rl"&gt;
&lt;p&gt;Real life also got in the way...&amp;#160;&lt;a class="footnote-backref" href="#fnref:rl" title="Jump back to footnote 1 in the text"&gt;&amp;#8617;&lt;/a&gt;&lt;/p&gt;
&lt;/li&gt;
&lt;/ol&gt;
&lt;/div&gt;</content><category term="Reviews"/><category term="Nintendo DS"/><category term="Video Games"/><category term="Reviews"/><category term="RPG"/></entry><entry><title>Pokémon SoulSilver Review</title><link href="https://zlg.space/blog/pokemon-soulsilver-review.html" rel="alternate"/><published>2010-05-19T20:24:04-07:00</published><updated>2010-05-19T20:24:04-07:00</updated><author><name>zlg</name></author><id>tag:zlg.space,2010-05-19:/blog/pokemon-soulsilver-review.html</id><summary type="html">&lt;p&gt;The 2nd generation of &lt;em&gt;Pokémon&lt;/em&gt; games (Gold, Silver, and Crystal) is widely
regarded as the best; it brought gamers two new types, a brand new set of varied
moves, breeding, and is the only Pokémon generation to date to sport two
regions, totalling 16 badges to earn. In many ways, the 2nd generation brought
innovations well before its time, and Game Freak hadn't trumped or matched that
success... until HeartGold and SoulSilver.&lt;/p&gt;
&lt;p&gt;Make no mistake; &lt;em&gt;HeartGold&lt;/em&gt; and &lt;em&gt;SoulSilver&lt;/em&gt; are the pinnacle of Pokémon
games. Even with the 5th generation &lt;em&gt;Black&lt;/em&gt; and &lt;em&gt;White&lt;/em&gt; versions on the horizon,
I am convinced that Game Freak will not surpass what they have achieved with
HeartGold and SoulSilver. If you played the original &lt;em&gt;Gold&lt;/em&gt;, &lt;em&gt;Silver&lt;/em&gt;, or
&lt;em&gt;Crystal&lt;/em&gt;, then you owe it to yourself to get &lt;em&gt;HeartGold&lt;/em&gt; or &lt;em&gt;SoulSilver&lt;/em&gt;. If
you preferred the 3rd or 4th generation... you may not enjoy the heavy Japanese
influence and classic-but-new feel. Above all, this game will devour your gaming
time like a Snorlax goes through food.&lt;/p&gt;
</summary><content type="html">&lt;p&gt;The 2nd generation of &lt;em&gt;Pokémon&lt;/em&gt; games (Gold, Silver, and Crystal) is widely
regarded as the best; it brought gamers two new types, a brand new set of varied
moves, breeding, and is the only Pokémon generation to date to sport two
regions, totalling 16 badges to earn. In many ways, the 2nd generation brought
innovations well before its time, and Game Freak hadn't trumped or matched that
success... until HeartGold and SoulSilver.&lt;/p&gt;
&lt;p&gt;Make no mistake; &lt;em&gt;HeartGold&lt;/em&gt; and &lt;em&gt;SoulSilver&lt;/em&gt; are the pinnacle of Pokémon
games. Even with the 5th generation &lt;em&gt;Black&lt;/em&gt; and &lt;em&gt;White&lt;/em&gt; versions on the horizon,
I am convinced that Game Freak will not surpass what they have achieved with
HeartGold and SoulSilver. If you played the original &lt;em&gt;Gold&lt;/em&gt;, &lt;em&gt;Silver&lt;/em&gt;, or
&lt;em&gt;Crystal&lt;/em&gt;, then you owe it to yourself to get &lt;em&gt;HeartGold&lt;/em&gt; or &lt;em&gt;SoulSilver&lt;/em&gt;. If
you preferred the 3rd or 4th generation... you may not enjoy the heavy Japanese
influence and classic-but-new feel. Above all, this game will devour your gaming
time like a Snorlax goes through food.&lt;/p&gt;


&lt;p&gt;&lt;strong&gt;Warning: Mild spoilers ahead, for those who haven't played the originals.&lt;/strong&gt;&lt;/p&gt;
&lt;h1&gt;Graphics&lt;/h1&gt;
&lt;p&gt;The first thing veterans of the 2nd generation will notice is that the graphics
are greatly enhanced. No longer is the game system limited to 2 layers of 8-bit
graphics. Instead, we're treated to a half-3D, half-2D game that brings out the
charm that &lt;em&gt;Gold&lt;/em&gt; and &lt;em&gt;Silver&lt;/em&gt; were known for. As someone who prefers 2-D over
3-D, I still enjoy the graphics of &lt;em&gt;HeartGold&lt;/em&gt; and &lt;em&gt;SoulSilver&lt;/em&gt;.&lt;/p&gt;
&lt;p&gt;The biggest graphical improvement compared to the originals is in-battle.
Pokémon look much better than they did back in 2nd generation, sporting sprites
with upwards of 16 colors instead of a paltry four (though to be specific,
one color is always used for transparency). Backgrounds in-battle reflect the
lighting conditions and time of day, and moves are flashier than ever. Every 2-D
graphic is well made and smooth looking, from the item and battle menus to the
overworld sprites and touch screen buttons.&lt;/p&gt;
&lt;p&gt;Needless to say, the graphics are a large leap above what we had back in the
GameBoy Color days.&lt;/p&gt;
&lt;h1&gt;Music&lt;/h1&gt;
&lt;p&gt;The original &lt;em&gt;Gold&lt;/em&gt; and &lt;em&gt;Silver&lt;/em&gt; sported many memorable tunes and fun remixes
for Kanto. &lt;em&gt;HeartGold&lt;/em&gt; and &lt;em&gt;SoulSilver&lt;/em&gt; are no different, bringing us a wide
variety of remixed music. The Japanese influence is evident in Professor Elm's
Lab, Ecruteak City, and the Bell Tower, while most other tracks are the same
peppy, light-hearted music we've come to expect from the Pokémon series. Other
tracks that stand out are the gym leader battle themes, the wild Pokémon battle
themes, and the music that accompanies Lugia and Ho-oh in-battle.&lt;/p&gt;
&lt;p&gt;Moreso than any other Pokémon game, the music is pleasant and doesn't annoy at
any point. As an added bonus, you can unlock the original sounds after you get
all 16 badges. While not being 100% identical to the original music, it's close
enough to &lt;em&gt;feel&lt;/em&gt; classic, and that's the point.&lt;/p&gt;
&lt;p&gt;I put the music up there with the graphics in terms of quality. I've never once
wanted to turn my DS's volume down because of the music.&lt;/p&gt;
&lt;h1&gt;Difficulty&lt;/h1&gt;
&lt;p&gt;I have one word for you: Gyarados. I don't know what they did to him, but he
became MEAN. Hyperbole aside, many monsters have been improved as a result of
being in the 4th generation battle system. Monsters such as Yanma, Beedrill,
and Sneasel who used to be limited by their lack of good moves or bad typing
are now formidable monsters that can hold their own. My Beedrill was able to
take down Sabrina's Alakazam after eating a Psychic attack and downed him with
Twineedle, for instance. There's no way Beedrill could've eaten a Psychic back
in 2nd generation.&lt;/p&gt;
&lt;p&gt;That said, the difficulty is slightly increased. Thanks to being in the 4th
generation battle system, the game has taken on a more offensive approach,
with status inflictions being used before sweeping and a stronger focus on
specializing. Also, the levels for gym leaders, the Elite 4, and Red have risen,
offering veteran trainers more challenge. As if that wasn't enough, the Elite 4
have a round two, where levels max at 75 or so. Now you'll think twice before
challenging the Elite 4 a second time.&lt;/p&gt;
&lt;p&gt;Overall, the difficulty is on par with that of Diamond, Pearl, and Platinum.
Perhaps a little higher. Due to the nature of being an RPG, however, even newbie
gamers can overcome the difficulty just by grinding.&lt;/p&gt;
&lt;h1&gt;Gameplay&lt;/h1&gt;
&lt;p&gt;Wow... where do I begin? Many, many changes have been made compared to the
original games. For starters, the 4th gen battle system means that every type of
move has physical and special moves, which adds much more variety to the battle
system and makes certain Pokémon more effective.&lt;/p&gt;
&lt;p&gt;Gone are the cell phone and item limitations; you can store every trainer's
cell number in your PokéGear and can hold as many items as you need to.
Also gone are the swarm-specific phone calls; you can listen in on Professor
Oak's Pokémon Talk to learn about swarming Pokémon now. The Goldenrod City
Department Store now has a daily lottery for special items, and the Goldenrod
Radio Tower changes its lottery number every day as well.&lt;/p&gt;
&lt;p&gt;Adding to this, there is a complete Battle Frontier just north of Route 40,
where the Battle Tower used to be in &lt;em&gt;Crystal&lt;/em&gt;. Also present is the Safari Zone,
located west of Cianwood City, past two brand new routes. As if that wasn't
enough, there's a brand new Pokéathlon Dome just west of the Johto National
Park, where you can enter your Pokémon in &lt;em&gt;Pokémon Stadium&lt;/em&gt;-like mini-games
and earn points to purchase prizes.&lt;/p&gt;
&lt;p&gt;You may also get the phone numbers of gym leaders and challenge them again under
the right conditions. When you rebattle them, their lineups change and their
levels are higher, so they are truly challenging even after you've earned every
badge. Another great improvement is the Berry Pots item, which allows you to
grow berries on the go without ever needing to revisit a bunch of soil spots.&lt;/p&gt;
&lt;p&gt;The sheer number of improvements in &lt;em&gt;HeartGold&lt;/em&gt; and &lt;em&gt;SoulSilver&lt;/em&gt; is incredible,
and veterans of the originals will no-doubt be pleased by all the new content.&lt;/p&gt;
&lt;p&gt;I have one complaint, however; as a result of some sort of censorship, the
Game Corners no longer sport slot machines. You cannot buy coins anymore,
either. Instead, you must play a game called "Voltorb Flip" — a strange mix
of minesweeper and picross — to earn coins. That, combined with the insanely
priced Flamethrower, Ice Beam, and Thunderbolt TMs (10,000 coins) means that the
Game Corner is no longer a reliable means to get those moves. You're better off
breeding.&lt;/p&gt;
&lt;p&gt;Considering all of the great additions in spite of this gripe, however, I cannot
say in good-faith that this game has nothing short of awesome gameplay. The
variety of things you can do in the game is mind-boggling; if you're bored, it's
your own fault.&lt;/p&gt;
&lt;h1&gt;Story&lt;/h1&gt;
&lt;p&gt;It's Pokémon.  &lt;/p&gt;
&lt;p&gt;...Okay, fine. You play as a young person aiming to explore the world with 
Pokémon and complete a computerized encyclopedia known as a Pokédex. Along the
way, you will face up to bullies, bring down a terrorist syndicate, help a sick
Pokémon, and learn about the legends surrounding Lugia, Ho-oh, Raikou, Entei,
and Suicune. After you prove your worth to the Champion, you are granted access
to Kanto, where you can prove that Johto produces awesome trainers as well. At
the climax of your journey, you will face off against Red -- the kid who brought
down Team Rocket the first time -- in an epic battle set atop a large mountain
in the middle of a snowstorm. Only there can you prove if you have what it takes
to be a Pokémon Master.&lt;/p&gt;
&lt;h1&gt;Final Verdict&lt;/h1&gt;
&lt;p&gt;Just in case you couldn't tell, I like this game. I think it's worth every cent
I paid for it and worthy of being called a remake. Game Freak outdid themselves
for the second time; so much so that I doubt they will produce another game
quite this good. If you played through the original &lt;em&gt;Gold&lt;/em&gt; and &lt;em&gt;Silver&lt;/em&gt; and hate
what they did to the franchise in 3rd and 4th generation, buy &lt;em&gt;HeartGold&lt;/em&gt; or
&lt;em&gt;SoulSilver&lt;/em&gt;; they are a prime example of what modern Pokémon should be like,
and should be the standard in which all future generations are compared to.&lt;/p&gt;
&lt;h1&gt;Metadata&lt;/h1&gt;
&lt;p&gt;&lt;strong&gt;Platform:&lt;/strong&gt; Nintendo DS&lt;br&gt;
&lt;strong&gt;Release date (US):&lt;/strong&gt; 2010-03-14&lt;br&gt;
&lt;strong&gt;Genre:&lt;/strong&gt; RPG&lt;br&gt;
&lt;strong&gt;Developer:&lt;/strong&gt; Game Freak, Inc.&lt;br&gt;
&lt;strong&gt;Publisher:&lt;/strong&gt; Nintendo&lt;br&gt;
&lt;strong&gt;ESRB Rating:&lt;/strong&gt; E for Everyone&lt;/p&gt;</content><category term="Reviews"/><category term="Nintendo DS"/><category term="Pokémon"/><category term="Video Games"/><category term="Reviews"/><category term="RPG"/></entry><entry><title>Mario &amp; Luigi: Bowser's Inside Story Review</title><link href="https://zlg.space/blog/mario-luigi-bowsers-inside-story-review.html" rel="alternate"/><published>2009-11-16T02:26:49-08:00</published><updated>2009-11-16T02:26:49-08:00</updated><author><name>zlg</name></author><id>tag:zlg.space,2009-11-16:/blog/mario-luigi-bowsers-inside-story-review.html</id><summary type="html">&lt;p&gt;Mario and Luigi are iconic Nintendo mascots who have been through many
adventures, both together and separately. Thankfully, the adventures they go on
together end up being a lot funnier. Mario &amp;amp; Luigi: Bowser's Inside Story is the
third game in the &lt;em&gt;Mario &amp;amp; Luigi&lt;/em&gt; series, which started on the GameBoy Advance
with &lt;em&gt;Mario &amp;amp; Luigi: Superstar Saga&lt;/em&gt;. Like the two games before it, Bowser's
Inside Story has a self-contained plot, a ridiculous and hilarious story, and an
engaging battle system that tests your observation skills.&lt;/p&gt;
</summary><content type="html">&lt;p&gt;Mario and Luigi are iconic Nintendo mascots who have been through many
adventures, both together and separately. Thankfully, the adventures they go on
together end up being a lot funnier. Mario &amp;amp; Luigi: Bowser's Inside Story is the
third game in the &lt;em&gt;Mario &amp;amp; Luigi&lt;/em&gt; series, which started on the GameBoy Advance
with &lt;em&gt;Mario &amp;amp; Luigi: Superstar Saga&lt;/em&gt;. Like the two games before it, Bowser's
Inside Story has a self-contained plot, a ridiculous and hilarious story, and an
engaging battle system that tests your observation skills.&lt;/p&gt;


&lt;h1&gt;Graphics&lt;/h1&gt;
&lt;p&gt;Bowser's Inside Story features some of the smoothest animation I've seen in
sprites. Everything in the game is colorful and light-hearted, even when you're
in the depths of caves, the ocean, even Bowser's Castle itself. Those who "stop
to smell the flowers", so to speak, are in for a lot of fun little details. The
graphics are largely simplistic, but you can't help but smile when watching
Luigi's silly animations or recoil at the gross things that go on in Bowser's
belly. Overall, the game practically oozes polish and attitude, just how we like
our Mario games!&lt;/p&gt;
&lt;h1&gt;Music&lt;/h1&gt;
&lt;p&gt;Most of the music in the game is quite nice, and suits each area well. The
music in Bowser's Castle can get a little annoying if you've been stuck for a
while (like I was), but aside from that the music is great. The battle music in
particular is good, and that's a plus because you're going to be fighting a lot;
a given in RPGs. My favorite track would probably be Blubble Lake or Cavi Cape.
At any rate, the music won't let you down.&lt;/p&gt;
&lt;p&gt;The sound is simply awesome! Mario and Luigi still have their Italian-sounding
gibberish, and Peach retains her typical high-pitched, damsel-in-distress voice.
New to the scene is Bowser, who sounds a little more "fearsome" than you'd
expect. It's still awesome, though. The sound effect for dizziness is very
amusing; probably my favorite.&lt;/p&gt;
&lt;h1&gt;Difficulty&lt;/h1&gt;
&lt;p&gt;Veterans to Mario &amp;amp; Luigi will find that the timing for actions is a little
tighter than in Superstar Saga and Partners in Time. That's good news for us.
Those who lack good hand-eye coordination will find it a little difficult to
get used to at first, but hopefully will be pulling off Excellent hits like
second nature before the end. One of the features I enjoyed, even as a veteran,
is the "Demo" arena where you can practice using Special Moves at no expense.
Completionists take heed: You will need to master every special move!&lt;/p&gt;
&lt;p&gt;Newcomers to gaming in general will be met with a rather large challenge.
Enemies start out rather easy to kill, but later on you're going to need the
precise timing and complex coordination if you hope to make it against the
game's toughest enemies and bosses. Everyone's got to start somewhere though,
and this game is a great one to start with. My sister (a newbie to gaming) was
able to get through most of the game without help. If she can make it, I'm sure
many others can as well.&lt;/p&gt;
&lt;p&gt;A handy feature in the game is an item called the Retry Clock, which allows
you to restart a battle if you get defeated. This saves players the trouble of
having to reload from their last save. Thankfully these items are expensive and
rare, so you will still have to earn your keep. :) Ultimately, the difficulty
is just right for veterans and, though challenging to newcomers, the developers
threw in plenty of helpful features to make the game less frustrating.&lt;/p&gt;
&lt;h1&gt;Gameplay&lt;/h1&gt;
&lt;p&gt;The main event! If I had to put it in one word, it would be "satisfying". As
a veteran gamer who was pining for something really solid and fun, I greatly
enjoyed this game for the 20 hours or so it took me to beat it. Playing as
Bowser for the first time since 1995 or so is very fun, and makes you think
differently about how you would fight a foe. It was a refreshing take on the
same system. The game's also full of little minigames that you use to help
Bowser out from the inside, or solve puzzles and complete quests. At the very
least, they offer a change of pace. In addition to the established overhead
view, Mario and Luigi can travel through the side-scrolling areas inside Bowser,
and Bowser has a handful of giant boss battles that are handled exclusively
with the stylus and microphone. Those fights were truly awesome and are a great
example of what the DS was designed for. The game is truly innovative, and a
blast to play. I would play through it again in a heartbeat.&lt;/p&gt;
&lt;h1&gt;Final Verdict&lt;/h1&gt;
&lt;p&gt;In an industry that continues to be pumped full of shallow, cheaply made games,
Mario &amp;amp; Luigi: Bowser's Inside Story stands out as an example of what other
developers should aspire to create: enjoyable and challenging games that leave a
lasting impression. If you own a DS or DSi, what are you waiting for? Buy this!&lt;/p&gt;
&lt;h1&gt;Metadata&lt;/h1&gt;
&lt;p&gt;&lt;strong&gt;Platform(s):&lt;/strong&gt; Nintendo DS&lt;br&gt;
&lt;strong&gt;Release date (US):&lt;/strong&gt; 2009-09-14&lt;br&gt;
&lt;strong&gt;Genre:&lt;/strong&gt; Action, Platformer, Turn-based RPG&lt;br&gt;
&lt;strong&gt;Developer(s):&lt;/strong&gt; AlphaDream&lt;br&gt;
&lt;strong&gt;Publisher:&lt;/strong&gt; Nintendo&lt;br&gt;
&lt;strong&gt;ESRB Rating:&lt;/strong&gt; E for Everyone&lt;/p&gt;</content><category term="Reviews"/><category term="Nintendo DS"/><category term="Mario &amp; Luigi"/><category term="Video Games"/><category term="Reviews"/><category term="RPG"/></entry><entry><title>Why Zelda is not an RPG</title><link href="https://zlg.space/blog/why-zelda-is-not-an-rpg.html" rel="alternate"/><published>2009-10-28T08:41:21-07:00</published><updated>2009-10-28T08:41:21-07:00</updated><author><name>zlg</name></author><id>tag:zlg.space,2009-10-28:/blog/why-zelda-is-not-an-rpg.html</id><summary type="html">&lt;p&gt;Over the past 15 years or so, the gaming industry has seen the decline of
platforming games and the rise of RPGs and &lt;abbr title="First-Person Shooter"&gt;FPS&lt;/abbr&gt; games. Some gamers who grew up
during this rise of the &lt;abbr title="Role-Playing Game"&gt;RPG&lt;/abbr&gt; genre began to identify themselves as "role playing
gamers" as a quick way of summing up their taste in video games. This has sadly
led to many people tacking the &lt;abbr title="Role-Playing Game"&gt;RPG&lt;/abbr&gt; genre onto any game that vaguely resembles an
&lt;abbr title="Role-Playing Game"&gt;RPG&lt;/abbr&gt;. Such victims include &lt;em&gt;Metroid&lt;/em&gt;, &lt;em&gt;Castlevania&lt;/em&gt;, and -- you guessed it -- the
&lt;em&gt;Legend of Zelda&lt;/em&gt; series.&lt;/p&gt;
</summary><content type="html">&lt;p&gt;Over the past 15 years or so, the gaming industry has seen the decline of
platforming games and the rise of RPGs and &lt;abbr title="First-Person Shooter"&gt;FPS&lt;/abbr&gt; games. Some gamers who grew up
during this rise of the &lt;abbr title="Role-Playing Game"&gt;RPG&lt;/abbr&gt; genre began to identify themselves as "role playing
gamers" as a quick way of summing up their taste in video games. This has sadly
led to many people tacking the &lt;abbr title="Role-Playing Game"&gt;RPG&lt;/abbr&gt; genre onto any game that vaguely resembles an
&lt;abbr title="Role-Playing Game"&gt;RPG&lt;/abbr&gt;. Such victims include &lt;em&gt;Metroid&lt;/em&gt;, &lt;em&gt;Castlevania&lt;/em&gt;, and -- you guessed it -- the
&lt;em&gt;Legend of Zelda&lt;/em&gt; series.&lt;/p&gt;


&lt;p&gt;I've been the audience and a performer in many arguments regarding the
attribution of role-playing to non-RPGs. Specifically with the Zelda games.
Before anyone fires away at me and mentions &lt;em&gt;Zelda II: The Adventure of Link&lt;/em&gt;:
yes, I am aware that Zelda 2 is indeed an &lt;abbr title="Role-Playing Game"&gt;RPG&lt;/abbr&gt;. It's a pretty good one if you
like challenge and action, too. With that out of the way, let's begin with a
logical starting point: the definition of &lt;abbr title="Role-Playing Game"&gt;RPG&lt;/abbr&gt;...&lt;/p&gt;
&lt;h1&gt;You call that an &lt;abbr title="Role-Playing Game"&gt;RPG&lt;/abbr&gt;? Where are the pencils and paper?&lt;/h1&gt;
&lt;p&gt;Ah, yes. Anyone who grew up in the 70s probably recalls &lt;em&gt;Dungeons and Dragons&lt;/em&gt;,
one of the first true RPGs; and it took the definition literally. You created a
character and fleshed out their backstory, personality, class, and statistics.
Then you proceeded to go on quests with your fellow tabletop gamers with one
goal in mind: play the role of your character as well as you could and avoid
death. Purists will tell you that every video game that's dubbed an &lt;abbr title="Role-Playing Game"&gt;RPG&lt;/abbr&gt; is a
misnomer. To a degree, they're right! Tabletop style RPGs were the first, so
logically they created the definition.&lt;/p&gt;
&lt;p&gt;However, language has a way of evolving. As the popularity of tabletop RPGs
waned in favor of video games, so too did the definition of &lt;abbr title="Role-Playing Game"&gt;RPG&lt;/abbr&gt;. In video game
form, RPGs lost the connection between player and character. The statistics
systems translated very well, however, and hundreds of different systems, now
dubbed "battle systems", came into the picture. They became the "hook" that got
you into an &lt;abbr title="Role-Playing Game"&gt;RPG&lt;/abbr&gt; and kept you there. The storylines, while not very dynamic, also
served as a means to keep the player interested.&lt;/p&gt;
&lt;p&gt;Today, the &lt;abbr title="Role-Playing Game"&gt;RPG&lt;/abbr&gt; genre has branched out into many different styles. Strategy &lt;abbr title="Role-Playing Game"&gt;RPG&lt;/abbr&gt;,
Japanese-styled &lt;abbr title="Role-Playing Game"&gt;RPG&lt;/abbr&gt;, Western &lt;abbr title="Role-Playing Game"&gt;RPG&lt;/abbr&gt;, &lt;abbr title="Massively Multiplayer, Online Role-Playing Game"&gt;MMORPG&lt;/abbr&gt;, and Action &lt;abbr title="Role-Playing Game"&gt;RPG&lt;/abbr&gt; are the primary styles.
All of them offer wildly different types of gameplay, but have some core traits
in common that set them apart from other genres.&lt;/p&gt;
&lt;p&gt;A quick note before I begin: if we take "role playing" too literally, we find
ourselves labeling everything an &lt;abbr title="Role-Playing Game"&gt;RPG&lt;/abbr&gt;. I've heard people argue the case "In Halo,
you're playing the &lt;em&gt;role&lt;/em&gt; of Master Chief so it &lt;em&gt;has&lt;/em&gt; to be an &lt;abbr title="Role-Playing Game"&gt;RPG&lt;/abbr&gt;!" Let's not
stoop to such ignorance.&lt;/p&gt;
&lt;h1&gt;Enough of the history lesson, pops...&lt;/h1&gt;
&lt;p&gt;Genres, as a general rule, exist to categorize things. In movies we see drama,
comedy, action, chick-flick, "indie"-style, etc. In music we see rap, hip-hop,
country, metal, classical, chiptune, and myriad other labels. So naturally,
we will see a natural division of video game types: a few of the big-players
include Action, Adventure, Shooter, Fighting, &lt;abbr title="Role-Playing Game"&gt;RPG&lt;/abbr&gt;, Simulation, Puzzle, and
Sports. Just like with genres in other media, there is further categorization,
as witnessed a few paragraphs ago with RPGs. Among all of this separation,
however, is the intrinsic knowledge that everything is similar and grouped
together (how Taoist of me :P). What this means with our definition of &lt;abbr title="Role-Playing Game"&gt;RPG&lt;/abbr&gt; is
that we need to make a set of criteria that sets RPGs apart from other genres
while still including a wide variety of games that are considered RPGs such as
Fire Emblem, Final Fantasy, Elder Scrolls, Kingdom Hearts, World of Warcraft,
etc.&lt;/p&gt;
&lt;h1&gt;Okay, what makes an &lt;abbr title="Role-Playing Game"&gt;RPG&lt;/abbr&gt;?&lt;/h1&gt;
&lt;p&gt;I managed to sum it up in one sentence: &lt;strong&gt;RPGs are games that have a (very)
strong focus on visible, buildable statistics, and use battle as the primary
means of stat building.&lt;/strong&gt; Think about it for a moment and you'll agree. Take
your favorite &lt;abbr title="Role-Playing Game"&gt;RPG&lt;/abbr&gt; and analyze the way it plays. Are there levels? Skills? Are
there ratings on your skill mastery? How do you become stronger? Can you see the
stats? Which has more influence over beating the enemy; stats or player skill?
Do you control more than one character? The list of questions could go on for
quite a while... The more you end up answering "yes" or "stats", the closer the
game is to an &lt;abbr title="Role-Playing Game"&gt;RPG&lt;/abbr&gt;.&lt;/p&gt;
&lt;h1&gt;So what about Zelda?&lt;/h1&gt;
&lt;p&gt;I'll sum this up with a list of answers to typical questions you might ask
yourself about Zelda's status as an &lt;abbr title="Role-Playing Game"&gt;RPG&lt;/abbr&gt;:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;There are no (visible) stats; everything is represented as ammo, hearts, and
  a magic meter.&lt;/li&gt;
&lt;li&gt;There are no experience points; fighting more monsters does not make you
  stronger.&lt;/li&gt;
&lt;li&gt;There are skills (in some of them), but they do not improve with use.&lt;/li&gt;
&lt;li&gt;The games can be beaten without upgrading anything; player skill trumps raw
  numbers (hearts, ammo, etc)&lt;/li&gt;
&lt;li&gt;You only control one character at a time.&lt;/li&gt;
&lt;li&gt;Status improvements (such as the Blue and Red Rings, Iron Boots, etc) are
  acquired through storyline, puzzles, or quests instead of battle.&lt;/li&gt;
&lt;li&gt;There are no random equipment drops (only hearts, rupees, ammo, and in later
  installments, bottle-ables).&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;Given these 7 answers to common questions, we can safely say that while the
Zelda games do have a few features commonly attributed to RPGs (&lt;abbr title="Non-Playable Character"&gt;NPC&lt;/abbr&gt; interaction,
quests, a fantasy setting), it does not fit into the definition because its
gameplay is too different. Zelda is an Action/Adventure game series, while Zelda
2 is Action/&lt;abbr title="Role-Playing Game"&gt;RPG&lt;/abbr&gt;.&lt;/p&gt;</content><category term="Video Games"/><category term="Video Games"/><category term="Genres"/><category term="Zelda"/><category term="RPG"/></entry></feed>