I just had, like, two cookies. And maybe a bear claw. And some coffee.
Started watching Non Non Biyori this morning. It’s a slow-paced show about four friends living in extremely rural Japan – so rural, in fact, that they represent the entire student population of the local school, the nearest video store is ten train stations away, and they’ve only seen convenience stores in commercials.
It’s a very relaxing, therapeutic show with an awful lot of charm going for it.
I also finished Call of Duty: Black Ops 2, which I started nearly 8 months ago. I started it at the same time as Kingdom Hearts 2 and it quickly got pushed aside in favor of Fun Times With Sora, which I hope explains why it’s taken me all this time to play through a 10 hour campaign.
It’s not very relaxing and has absolutely ZERO charm. Also, there are an awful lot of explosions. Non Non Biyori does not, as of yet, feature any explosions.
That said, I still had a good time with it and playing with the Near Future Tech in it has made me look forward to Call of Duty: Post-Modern Warfare or whatever they’re calling this next one, the one where they’re just throwing realism out the window and going full-on sci-fi.
It’s only natural to compare it to Ghosts, and I have to say that Ghosts comes up a little wanting. Ghosts had Riley, who was pretty awesome, but I found myself much more interested in the story bits of BLOPS2 and the “Strike Mission” side stories helped break up the normal CoD gameplay. I didn’t particularly care for the branching storylines in BLOPS2, because I found myself going to a guide far too often when I had to make a choice, but I have to give them credit for trying something out of the ordinary for the series.
So, pretty much my definition of a perfect day: Cute happy slice-of-life anime and hardcore dudebro explosion-based narratives.
…and Ritsuko MAY be one of them.
Yes, I’m recycling a post title joke from like a month ago. I never claimed to be all that original.
Anyway, I think I may have to be done with Idolmaster: Shiny Festa. I managed to beat the campaign mode, I managed to get FULL COMBO (caps are important, yo) on all songs on Normal mode, I managed to get an A rank or better on all songs on Pro mode, unlocking every song on Master Mode, I managed to get A rank or better on about half of Master Mode… and then my wrists gave out.
Master mode note charts look something like this:
You have multiple tracks coming towards the target and the notes from the separate tracks are actually interleaving. This is one of the more polite ones, even.
The A ranks that I did get were largely a result of just hammering both sides of the screen at once as fast as I could, and praying that it would register the taps as being on the right sides of the screen.
This is not good to do to your joints 🙂 So I may need to call this the point where I rest on my laurels and call this one beaten.
After finishing Gatchaman Crowds, I needed a new show.
Browsing Crunchyroll, I stumbled across Kotoura-San, a 12-episode “fantasy romantic comedy” featuring a girl who reads minds and a small cast of wacky high school friends, which sounded right up my alley.
After watching it, I can confirm that it is 11 and a half episodes of wacky (I might even say ZANY, if pressed) high school antics with some light drama.
On the other hand, the first half-episode is some of the most depressing stuff I’ve seen. Not QUITE Majika Madoka-grade angst, but watching Kotoura’s unconscious mind-reading drive off her friends and break up her family – before her parents just up and abandon her – was a very rough 10 minutes to get through. There’s a reason that this is a headliner on the tvtropes “Break the Cutie” page.
This leads directly into a sugary-sweet energetic OP, which has rather the effect of shifting mental gears without using the clutch.
On the… third? hand, it makes her recovery over the rest of the show really enjoyable and it has a very satisfying happy ending. So there’s that.
So uh, recommended if you like light goofy romantic high school psychic comedies and can get through 10 minutes of an adorable character being put through hell.
With rare exception, I watch some REALLY terrible anime. I mean, sure, I’ll occasionally watch something like Psycho-Pass where the show actually has something vaguely like a message and you have to sort of pay attention, but that gets drowned out in a sea of generic moe anime and harem nonsense, with double points if there’s some sort of vague supernatural tinge to the whole thing.
And then there’s the imouto shows. Oh, gods, the imouto shows. I made it through KissXSis, but Oreimo season 2 had me nearly screaming at the screen with how dumb the characters are and then mentally screaming at myself for sitting through the whole thing.
For the record, Kuroneko ending is Truth and Beauty and all else is lies and damnation.
The LEAST paint-by-numbers tropefest I’ve watched recently was Seitokai Yakuindomo and all you can really say about that is that it’s middle-school locker room humor at its most polished.
So with that said, I just finished watching Gatchaman Crowds and it relieved a LITTLE of the guilt that comes from watching nothing but guilty pleasures. I was expecting, with the name and all, that it would be a dozen or so episodes of light action and moderate angst finishing with a Big Dang Battle between our avian-themed superheroes and the pointy-toothed Big Bad, and what I got instead was a show that mostly talked about how to improve your community by being a part of it and contributing what you can.
I mean, sure, there’s SOME fighting and the action bits are nothing to scoff at, but the climactic battle doesn’t even happen on screen, and the details of what must have happened are left entirely to the viewer’s imagination.
One thing that particularly resonated with me was, and here I’m going to go into some light spoilers, a riddle that the previously-mentioned villain hits the main character with – “What do humans find sweetest?”, which she wrestles with for a few episodes.
I was rather expecting “family” or “love” or something in that vein, so having her finally answer “the misfortune of others” was a bit of a shock, because it made me realize that I DO have a tendency to wallow in schadenfreude from time to time and that it’s probably not the healthiest thing. It also solved the “is Hajime actually insane or is she a Tylor-level genius?” question which had been one of the show’s biggest mysteries up to that point.
So. Gatchman Crowds. Worth watching. Ending a bit of a letdown in terms of action but nearly guaranteed to make you ask yourself how you can be a better person.
Finished the “campaign” mode, if you can call it that, of Idolmaster: Shiny Festa. The trick turned out to be compulsively grinding memories with my idols between actual days of competition, and equipping an item that let me be lazy with hold notes.
I recognize that none of that made sense to anyone who hasn’t played the game, so get on that already. If nothing else you will get the satisfaction of making people say, in incredulous tones, “you paid HOW MUCH for an iPad game?”
My next plan for lunch break gaming was to get back to Kingdom Hearts: DDD, but I took my 3dsxl out of my bag and realized that the thing is no game boy when it comes to holding a charge. I put it in there Monday, fully charged, and it was blinking red today.
By contrast, I have taken a GBASP out of storage after a couple of YEARS and had it cheerfully power up without fussing, so this is a little disappointing.
Guess I’ll work on getting some more song full combos instead.
With recent MMOs, I try not to create too many different characters. When you have a bunch of alts, it’s really easy to keep finding excuses to log in and then you wind up living in a feral state and fighting over food scraps with the cats.
I may have skipped a few steps in the middle of that process.
Nonetheless, Tera has a double experience thing going on for its anniversary, and it runs through the 13th, so it felt silly to be logging in and only playing a character who was at level cap and not getting any benefit from that.
So, I made a Slayer, which is in some ways very similar to my existing character. It’s a heavy DPS class specializing in 2 handed weapons, but it uses swords instead of axes. It’s a mobility-based character, though, and wears leather armor rather than plate, so that’s very different. With the berserker, avoiding getting hit is pretty basic – you look for a tell from whatever you’re fighting, hit your block button, and laugh maniacally as the incoming attack bounces harmlessly off your axe.
With the slayer, you look for the tell that signifies an incoming attack, hit your dodge button, realize that you’ve hit it too early and the monster has had time to reposition to face your new location and get hit anyway.
It’s taking a little adjusting to the lower margin of error. It’s still fun, and when I get the timing right it’s cackle-inducing levels of awesome, but I’m taking a lot more hits than on the berserker.
That’s OK, though, because the Tera newbie experience is every bit as fun as I remembered from a couple of years ago AND the developers have taken some time to grind off the rough bits. The newbie island in particular has been streamlined down to about half an hour of running around before you hit level 11 and get tossed into the world at large, and there’s a new “avatar weapon” system that basically hands every class a near top-tier weapon every few levels up through the mid-50s. Enchanting has also been streamlined like crazy – both the fodder you need to use to enchant weapons and the reagent you need to enchant them drop like mad from just about anything you fight.
The only issue I’m having is that, since I started hitting the queues for instanced dungeons the moment I hit level 20, I’m leveling maybe a little TOO fast – I’m skipping a bunch of optional quests and only doing the main storyline and I STILL have to be careful to get to those quests before they go grey on me.
So yeah, alts are bad. But it’s hard to think that when I’m having this much fun. 🙂
Advance warning: Wall of text follows and it’s not entirely thought out to the point where I’d normally consider it a final draft. I may come back to this and edit it once I’ve had time to sleep on it a bit.
I usually have a couple of games going at any one time, but it’s uncommon for me to play something like Call of Duty: Ghosts and then realize that I never DID finish Black Ops 2 and should probably go back and knock that out.
Nonetheless, that’s what’s happened.
I’m still playing Idolmaster: Shiny Festa: Something Or Other on lunches, mind you. I failed to win the Star of Festa competition on my first go so I’m taking another crack at it.
Black Ops 2 throws some interesting twists into the whole Call of Duty formula, mind you, and it’s a little nice to get shaken up by stuff like the pseudo-RTS mode and the branching story paths, but playing it so soon after another entry in the same series finally made me realize one of the things that I miss about older first-person shooters: the ammo box.
If you look at those older games – starting with Wolf3d and Doom, moving on to Quake and Half-Life and all of its sequels and so on – they present individual levels as exercises in resource management. Your character tended to be able to carry a bizarre amount of weaponry, but you had to be careful about which particular weapon you were using at any one time because ammunition was generally scarce. Furthermore, if you happened to be at your capacity for ammunition for a particular weapon and you happened to pass a box of bullets for that weapon, the smart thing to do was to make a mental note of where the box was, switch to that weapon until you’d fired off at least <box capacity> of bullets, and then backtrack to the box. Similarly, health packs and Doom’s three colored key system made the player constantly keep track of where they’d been.
The flip side of player resource management was that the levels were designed around a finite number of enemies, and balancing ammo boxes to number of opponents was presumably a tricky bit of balancing for any level designer because the levels had to keep the player just a little bit ammo-starved but never so much so as to get them into a position where they were completely helpless because they’d run out of everything. The cop-out was usually to give the player a less-powerful weapon with magic infinite ammo or to give them a melee weapon.
This lead to a problem with players who could put the game WAY out of balance by being good at conservation, particularly in games where your ammunition carried over from level to level, which made for the inevitable “reset” level where your character is stripped of all of their gear / weapons / ammunition and then given a carefully-selected set of replacement stuff to rebalance the player to the environment, generally just before a boss fight.
Playing a modern FPS, very little of this matters. Your equipment is in a constant state of flux, because you can only carry a couple of weapons and running out of bullets for one means that you should probably pick up a different weapon. There are usually SOME weapons placed statically throughout a level, but you’re generally picking up whatever gun the guy you just shot dropped when you shot him. In some of these, dropped weapons vanish after a few seconds, so the decision to swap out what you’re holding for what’s just become available has to be made without too much thinking about it. You also don’t ever need to backtrack for a health pack – if you’re wounded, a quick duck behind a nearby wall will get you back into fighting form.
This is presumably a lot easier for developers to balance. Also, since the player is constantly pressing forward, it keeps the tension level high.
The downside, at least for me, is that the world doesn’t feel nearly as fleshed-out. Going back to Doom, one of the technological feats it pulled off was fooling the player into believing that the world had a genuine Z axis, when the truth was that there was no way for a corridor to pass under another corridor. Doom maps were 2D dressed up to make you think you were in a 3D world. A shooter like Black Ops 2 needs to pull off a similar illusion; it’s a linear path through a level but if the path is wide enough you hopefully don’t notice the guardrails.
It kind of reminds me of an article I read about Firefox (not the browser, but the videogame based on the Clint Eastwood movie based on the book). That was one of the early laserdisc games, with computer-generated targets superimposed on a video background being played back from a laserdisc player. The video being played back was a first-person view from the front of the titular plane, and had absolutely no connection to the movements of the joystick – you only controlled the targeting reticule.
So, what the developers did was put targets near the edge of the screen where the view was about to move to. The player would see, oh, a bridge appear on screen and they would move the crosshairs to target the bridge. The bridge appearing was synced with the spot where the video playback would be panning in the direction of the new target, so the effect on the player was to make them believe that moving the crosshairs toward the bridge was actually flying the plane towards the bridge.
Firefox was a game that was far more immersive if the player was cooperating with the developer’s intentions, and I guess that’s a good enough way to distinguish a modern FPS from an old-style one. If you behave, and walk forward, you’re treated to all sorts of pop-up shooting galleries and exciting set pieces and get told how awesome you are. If you get off the path, well, stanchions.
One thing I have learned in 15 years of wasting away the hours in assorted MMOs is that it’s nearly impossible to predict the depths that players will sink to if you let them.
For example, EQ is having its Big Anniversary Event right now, and one of the selling points is that it includes a set of missions that players who attended last year’s Fan Faire designed.
One of them involves putting together a bouquet of flowers, which means that you need to run around to a bunch of zones where flowers can be harvested, or bought, bundle then up and give them to an NPC. It’s fun and a little sweet – I mean, how often do you give an NPC anything other than a sword in the gut?
Except, well, someone realized that one flower in particular is sold by a merchant who can be killed. This is very unusual for EQ – most merchants and quest NPCs are flagged as unattackable. The dev who implemented the quest just happened to use a very old merchant who hadn’t been updated with the immunity coding.
So… The player who put 2 and 2 together bought a bunch of these flowers, put them up on EQ’s bazaar (think auction house) at 1500x the original price and has been keeping the merchant killed ever since.
Eventually this will get fixed, of course, and it’s really only hurting the impatient, but it really does go to show you the extremes a very specific sort of player will go to in order to make a virtual buck.
So there’s just two problems with this screenshot:
First, I mean, just look at these stanchions. They’re the kind with retractable belt dividers, so there’s no possible way that the belt would be sagging like this.
I like to think that somewhere, in the depths of Activision’s defect-tracking system, there’s a bug that reads, in part, “stanchion dividers should be taut”, and that I am personally vindicating the QA tester who filed it, fought for it, and to this day resents the fact that it was closed as WILL NOT FIX and also that he was laid off approximately 3 nanoseconds after the game shipped.
Oh, and the second problem is that your character is a grizzled Navy SEAL type who has demonstrated nearly superhuman vitality and strength, but this pathetic little yellow belt is completely impassible. I’ve run into plenty of less-than-imaginative ways that level designers have designated areas as Off Limits To Players, but this is one of the sadder ones.
I guess the caution sign DOES suggest that the floor past this point is slippery, so it’s a safety thing maybe? Wouldn’t want to slip or get mud on a freshly-mopped floor I guess.
Yeah, let’s go with that.