Fatal(er) Frames

After finishing Fatal Frame 2 : Crimson Butterfly : Director’s Cut at the Normal difficulty, I had two endings unlocked in the game’s gallery mode, with two endings still locked.

Since the normal mode ending is a little depressing – gosh, it’s a Japanese horror game, who would have thought? – I decided to do something that I have never done before with a game.

Play through it, again, on Hard.

I didn’t quite know what to expect – other than, well, it was going to be harder, I assumed.

This turned out to be the case, but not quite in the way I expected.

See, as you go through the game, you have one weapon available to you to use against the undead: A special camera.  As you fight ghosts, you are scored based on the quality of the pictures you take, and you can use the points that you get from this to purchase upgrades for the camera.

In hard mode, not only are the ghosts you fight tougher than the ghosts in normal mode, but there are fewer of them.

I didn’t expect that part.  I expected rampaging hordes of the undead.

After I thought about it, I realized that it makes perfect sense and is a much better way of balancing the difficulty than just throwing more ghosts at the player.  If they had taken the “hard = more fights” approach, it would have been a more action-oriented game, which just wouldn’t have made sense.

It also helped to maintain a little bit of tension – having seen all the gotchas the first time around, they didn’t make me jump as high on the second pass, but walking through rooms thinking to myself “OK, I got jumped here before… am I going to get attacked again this time?” kept the tension level up.

End result was: Playing the game again, on hard, was actually pretty fun.  It was also considerably faster – I played through the first time without using spoilers, so I spent a lot of time backtracking trying to find the next thing I was supposed to do.

Then I finished it, and found that you get the same ending as playing on normal mode, and that’s when I admitted defeat and ran to youtube to see the #3 and #4 endings.  There ARE two modes above “Hard” – “Nightmare” and “Fatal” – and I am just not man enough to try them.

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Exercise mixes, accidental:

I made a happy discovery last night, and repeated it tonight:

If I select “Mosaic.wav – めがねでねっ!” in my PSP’s “Music” folder and let it play sequentially from there, I get a half-hour of Mosaic.wav, Hamada Shouko, SweetS, and Round Table Featuring Nino, with my half-hour bike workout ending just as Groovin’ Magic is starting to come to the end.

It’s a pretty damn energetic set of artists.

By which I mean, if the aggressively-girlish-voices-at-high-volume genre of music is your thing, this is the sort of thing you would like, if you don’t get diabetes first, which is definitely a possibility.

Biking every night, even for only a half hour, is probably a little aggressive, but here’s the thing:

1) I’m officially not letting myself drive to work – it’s only a mile! until I see the scale say, at most, 188.8 in the morning.  I need to lose 2.2 pounds for this.

2) It’s coming up on Oregon’s official “cold and wet” season, which is different from our other three seasons in that it’s slightly colder and slightly wetter.

3) The combination of (1 & 2) is awfully motivating.

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More Cat Ear Girl

This post gets quite a few hits, and I’m not above pandering to my audience, so when I was looking for a new desktop background and found that I had another “wallpaper, slightly naughty” from the same artist, I thought I would share it with you.

cateargirl2

It’s at least a little more interesting than the kvetching about school and exercise, I hope.

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Back on the bike…

BMI is an annoyingly arbitrary scale with plenty of room for exceptions; it doesn’t take into account things like body type or muscle mass when assigning you to “healthy” or “overweight.”

But, it is awfully convenient, even when it’s saying things I’d rather not hear.

As an example, I’m 6’1″.  If I’m 189 pounds or over, I’m overweight.

For the last couple of weeks, I’ve been seeing numbers in the 191-192 range in the morning.  It’s been a little too consistent to blame it on a temporary fluctuation, and I haven’t been able to get back to normal just by being careful about what I’m eating.

From previous experience, I need to kick my metabolism back into gear, and once it’s going again I’ll be able to manage my weight just by moderating food intake.  Unfortunately, that’s the part that means I need to actually do some work.  🙂

So, last night, I queued up a half hour of Caramelldansen remixes on my mp3 player and got on the sole exercise bike in our apartment complex’s exercise room, fully expecting to wake up in agony this morning.

And, yes, there is some agony.

The thing I can’t quite explain is why it’s my arms that are killing me, while my legs are just fine.

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Nine freakin’ hours.

Nine hours being the amount of time that today’s Geology homework took, and this actually being the quickest all term that I’ve finished my week’s homework in the course.  I started at noon, as usual, and I’m actually going to be able to do something BEFORE bed.

This for a rocks-for-jocks 100-level course that’s only going to get me four credits.

Basic’ly, science courses are all screwed up in the effort-to-return ratio. This is not the first time I’ve bitched about it, but every time I do, it helps me cope.

Sociology is going rather better.  Granted, it took me five hours on Friday night to finish up my midterm paper – OK, I should come clean, it took me five hours to start, write, and finish up my midterm paper – ending with me finally getting to go to bed around 2AM, but it was more than made up for by being one of about five people – 20% of the class – who actually had their papers done.  About 40% of the class elected not to show up at all, and the remaining 40% all showed up with various excuses on the theme of “but it was Halloween last night! How could you expect me to finish a paper?”

I got some enjoyment out of the teacher telling them that he perfectly understood, and that they were welcome to turn the paper in later the same day, or at any time during the week, or even as late as next Saturday’s session…

…at a cost of one letter grade.

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Ugly First Level Syndrome, an Anecdote

I was at work today and sort of casually eavesdropping on the gentleman in the next cube who’s recommending SOCOM to another of our developers, and the developer in question brings up Rainbow Six Vegas because, well, they’re talking about tactical shooters and it’s relevant to their interests.

Specifically, he brings it up as “It looks like a PS2 game” and warns the first guy, in no uncertain terms, to stay far away from it.

See, he has a PS3 and a 47″ screen and, as he puts it, likes to sit about 3 feet from the screen.  Which is going to kill his eyes someday, but he’s still pretty young and who am I to talk?

The thing is, as I listen to him talking about how ugly the game is, I realize something:  He didn’t make it through the first level, and everything he’s saying is completely defensible if you’ve only seen that level – the game IS godawful ugly until you get to the second level and actually get in to Vegas.

So I stuck my nose into the discussion, double-checked that I was right about that,  and then shared in his disgust about the opening level and tried to make the case that the game actually does get rather pretty after you get over the initial hump.

Anyway, he’s going to go home and push through it to see if I’m right or not and will report back.

So, two things.

One: This supports my “Guys! It’s OK to put a pretty level up front!” theory of Game Design.

Two: Ubisoft bloody well owes me one for trying to untarnish their image.

OK, Ubisoft really doesn’t owe me anything, but I can be smug in their general direction and that’s good enough for me.

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Oh, foo.

No Xbox live gold subscription at the moment means no downloading the new Tomb Raider demo.

I really can’t work up much of a rant on the topic, but darn those, uh, people at Microsoft and their darned gold-subscriber-exclusivity windows.

Yeah.

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Izuna 2: A Cheap Win is Still A Win

I’m going to start this Izuna-related post by talking about another game completely.

There is a particularly effective tactic in Everquest called “kiting”

No, really, this is about Izuna, I’ll get back to her in a second.

The tactic involves fighting something by hitting it with ranged attacks while running away from it fast enough that it can’t get you.  The thing you’re fighting follows after you like a kite on a string, hence “kiting.”

Most MMORPGs since Everquest have some sort of mechanic that makes kiting a less-powerful tactic, and EQ has gone back and added anti-kiting mechanics to most significant NPCs.

OK, now back to Izuna.

One of Izuna’s main points – and here I mean the game, not the character’s “main points“, you perverted bastards – is that it’s turn-based; every time you take a step or attack, everything else on the screen gets to take a step or attack.  This means that you can, for example, run away from things, but you can’t run away AND attack because that would take two turns.

This little bit of balance got thrown right out the window when they added “haste boots” to Izuna 2; they allow you to take two steps for every one step everything else gets to take.

These aren’t much help in most dungeon environments, because it’s very common to get surrounded in the cramped and narrow corridors that represent most of your dungeon-crawlin’ experiences, and then you’re pretty much done for.

On the other hand, they turned every boss fight into me running circles around the boss and peppering him with shuriken at range while he followed me, like the aforementioned kite on a string, until he fell down.

ONE boss was a bit of a worry, because she actually had a ranged attack, but she used it rarely enough that I was able to heal up between her attacks.

On the other hand, even though the bosses themselves became non-issues after I scored a pair of haste boots, the dungeon grinding to GET to the bosses was pretty consistantly challenging, and I went through an awful lot of escape talismans and near-death experiences getting leveled up adequately.

End result: Approximately fourteen hours of button-mashing, item collecting, and light side-questing culminating in a glorious, if seriously cheesy, victory with an enjoyable story payoff and a few bonus dungeons opened for me that I am going to ignore because they’re for the Hard Core Roguelike Fans and I am not a Hard Core Roguelike Fan.

Mind you, my normal playtime was on the order of 15 minutes per session, so 14 hours took me 20 days to play through.

Also, from the “relevant-to-my-interests” category: If you’ve helped a couple of minor NPCs out with side quests on your way through the game, they wind up building an onsen in the last town, which of course means a mildly naughty all-the-girls-in-the-onsen picture.

I would like to point out that, when I was helping out the NPCs, it wasn’t because I knew what the final result would be, just that helping them out seemed the nice thing to do.

Honest.

Addendum: 20 minutes of googling fails to turn up the reward image for finishing the onsen side-quest, so I can’t share it with you.  I am shocked, shocked I tell you.

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A Follow-Up to a Rant About Fatal Frame II

OK, I have to cut Tecmo a little bit of slack now about that fight in Fatal Frame II.

More spoilers for the game follow.  You are warned.

After a few attempts on my own, I went looking for FAQs, and found about half-a-dozen, mostly for the PS2 version.

Every one of them commented on the fact that the last boss – the last boss on “normal” difficulty, anyway – could kill you in one hit and so on and so forth, but each and every one of them seemed to think that the fight was kind of a throwaway, that just getting to the boss was much harder than the boss itself.

Now, I pride myself on one thing: I don’t go to a FAQ for minor setbacks.

I may take games and set them to “easy”, but at least I try things for myself several times before giving up.

This means that, by the time I have to go to a FAQ about something in a game, I’ve usually gotten to the “nasty difficult bit” that EVERYONE has trouble with.

See also: “Meat Circus”.

This fight didn’t match my typical pattern.  It was, apparently, EASY.

I was very confused

Then I saw something that was almost an offhand comment in one of the six FAQs:

“shoot the boss in the head”

This made the lights come on.

See, I have the habit, and I’m not sure where I picked it up, but in FPS games, I aim for center-of-mass.

So, I went back for another go, and forced myself to aim just a little higher than I normally would, and, uh, won on my next try.  It wasn’t even a fight.

So, yeah, it’s easy.  That is, it’s easy once you know that, no matter how good your timing is,  the boss can’t be killed by shooting it in the chest.

I’m tempted to give the game another go and see if the same tactic makes a difference with other ghosts; it’s possible that I made the game a lot harder than it actually needed to be.

Follow-up to the above follow-up: I’m going to at least give Fatal Frame II a chance in hard mode, especially since, upon beating it for the first time, I unlocked these for the girls:

Pardon the poor quality screen shot.

Fatal Frame II : Now Even More Relevant to My Interests.

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A rant about Fatal Frame II

I’ve tried to speak in general terms here, but the following is a wee bit of a spoiler for the final fight in Fatal Frame II, so you might not want to read on if you’re like me and still have games from 2004 you haven’t played through and are trying for the first time.

OK, if you’re still with me.

Dear Tecmo Developers:

When designing a game where the main character picks up, over the course of the game, lots and lots of healing items and occasional items that will miraculously step in and revive the character in the event of their untimely death:

Do not wait until the last boss to introduce an enemy whose touch is a one-hit kill, which kills you even if you DO have one of the rare items whose sole purpose is to restore you to the land of the living.

Furthermore, after designing a game in which combat is deliberately slow paced and consists of dodging attacks while waiting for the correct opening, do not wait until the last boss to introduce an enemy who regenerates unless constantly attacked, especially not when the only way the player can attack is by provoking the boss into attacking and then trying to riposte incoming, invariably fatal, attacks.

Lastly, if you’re going to do both of those, don’t put the last save point so far away from the last boss fight that every death and retry involves 3.5 minutes, at a dead run, of navigating a rather nondescript corridor so you can get back for another attempt.

To be fair, thank you for two small concessions to sanity you have made:
1) Thank you for letting me fight everything up until just before the last boss fight, then go back and save.  Not having to go through a bunch of small fights every time is very appreciated.

2) Thank you also for making the penultimate cutscene skippable.  That in itself is probably the only thing keeping me banging my head against this particular wall instead of just going to Youtube for the ending and calling it good.

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