In case you hadn't figured out how this works yet, Rovio releases a new Angry Birds game, and then it sits on the charts for months and months and months. This week we welcome the latest Rovio chart-sitter, Angry Birds Star Wars.
It's a week of major releases on the iPad, unlike last week where everyone just bought and downloaded whatever they could get their hands on. Between the space birds and the pretty pony princesses I'll be busy all weekend long.
Okay, probably just playing the pony game. I tried.
1. Angry Birds Star Wars HD
Last Week's Position: N/A
This surprises absolutely no one.
Angry Birds Star Wars HD on iTunes
2. Wreck-It Ralph
Last Week's Position: 4 (+2)
The Disney powerhouse continues to run rampant over iTunes.
3. Bad Piggies
Last Week's Position: 3 (0)
Rovio's latest keeps Rovio's other latest sitting in the three spot.
4. The Room
Last Week's Position: 2 (-2)
Mind-bending puzzles inside specially marked boxes of The Room.
5. Minecraft Pocket Edition
Last Week's Position: 6 (+1)
Still hip to be square.
Minecraft Pocket Edition on iTunes
6. Infinity Blade II
Last Week's Position: N/A
Shouldn't this have been on the charts all along?
7. Where's My Water?
Last Week's Position: N/A
Proof you can't keep a good alligator drowned.
8. Need for Speed Most Wanted
Last Week's Position: 7 (-1)
Need for Speed Most Wanted isn't slowing down, the other cars are just a little bit faster.
Need for Speed Most Wanted on iTunes
9. Angry Birds Space HD
Last Week's Position: 9 (0)
That's three games in the top ten for Rovio. That's actually normal.
Angry Birds Space HD on iTunes
10. Disney Junior Minnie Mouseke-Puzzles
Last Week's Position: N/A
The pinkest game I've ever seen.
Disney Junior Minnie Mouseke-Puzzles on iTunes
While all of you are busy downloading the Minnie Mouse game, I'm going to check out this week's freebies.
1. Pocket Climber HD
Last Week's Position: N/A
People like pockets. People like climbing. No brainer.
Pocket Climber HD on iTunes
2. Extreme Road Trip 2
Last Week's Position: N/A
Your regular crappy road trips will never be as fulfilling as they once were.
Extreme Road Trip 2 on iTunes
3. Bingo Run HD
Last Week's Position: N/A
Combines the wit and charm of Cannonball Run with the non-stop excitement of Bingo, probably.
Bingo Run HD on iTunes
4. Catapult King
Last Week's Position: N/A
It's going to be one of those weeks with barely any holdovers from the previous one, isn't it?
Catapult King on iTunes
5. Granny Smith
Last Week's Position: N/A
Smashing an old woman through a plate glass window has never felt so good.
Granny Smith on iTunes
6. Aerox
Last Week's Position: N/A
Anyone keeping count? That's six completely new entries this week so far.
7. Zookeeper DX
Last Week's Position: N/A
Seven new entries! And who doesn't love Zookeeper?
8. Monopoly Hotels
Last Week's Position: N/A
Seriously, this is getting ridiculous.
9. My Little Pony: Friendship is Magic
Last Week's Position: N/A
Okay, I can see the appeal of this one.
10. Fix-it Felix Jr.
Last Week's Position: N/A
Of course he shows up.
And there you have it, an Angry Birds Star Wars-displaced paid chart and a COMPLETELY NEW free chart. Let's try and carry over some of those free games to next week, kids.
Ever since I figured out how easy it was to be judged for loving video games, I felt ashamed of them.
For years, I labored to widen the distance between my adult life and that comfy digital world I embraced during my formative years. I'd even say that distance bordered on rebuke as I left high school, moved through college, and reupholstered myself-like a trendy piece of urban furniture-as an upstanding member of society.
In terms of social and emotional development, I have to think some of this was a good thing. Growing up, I treated my NES with more respect than my family or household pets. My first kiss wasn't really with Caroline Zitzberg on the last day of Jewish overnight camp. Oh, no. It was when, as a 9 year-old, I brushed my lips down a dusty Duck Hunt cartridge, blowing the debris from its vulnerable circuit board so that the Nintendo would accept it into its warm, electric play-port. When I didn't have my face in a book (gamers can also be literate, I'd learn), I was select-starting Contra, or bouncing my way through Little Nemo: The Dream Master. I was one of those kids that attended gaming conventions, and entered Super Mario Bros. 3 tournaments on screens so big they rivaled those in Fred Savage's The Wizard. By the time I acquired a Playstation in adolescence, I… wait, what did happen for the next three years?
I cringe even trying to remember.
I admit my adolescent days were eye-opening only in the way my eyes were forced to stay open late adjusting to my television. Given way to mischief, lethargy, and poor priorities, I came out of high school just a little fatter than I was stupid. All I had to show for four years of average grades was a college acceptance letter to a school that shouldn't have let me in, a trunk filled with sci-fi/fantasy books, and a badass online record in StarCraft. When I thought about leaving my parent's house, I wasn't just afraid. I entered a full-blown existential crisis.
My parents, rightly, however, made me suck up, and soon after I moved to Boulder, Colorado something began to shift in fabric of the world. Not in the immediate fashion that some people expect it to, but in the gradual, brutal, time-consuming sense. Through the forging of real relationships, the acceptance of failure, and the realization that, yes, other people exist besides you, I began to undergo something achieved folks refer to as ‘growing up.'
In college, I began to plot my course for adulthood. My smartest peers were all lining up to join a part of society that, for good or bad, saw itself as entitled to upward mobility. After wrestling with some demons that would have rendered me useless, I got in line with them, and realized that, when people got ‘serious,' they left behind ‘trivial' pursuits. ‘Trivial', in this sense, equated to things like comic books, video games, and even certain genres of literature and film. I was going to have to ignore it all if I wanted to get off of life's sidelines. Or so I believed.
It's not like I couldn't find groups of men (and women, albeit rarely) who liked to gun each other down in Halo (the Xbox had just emerged, populating the dormitories to only a slightly lesser degree than Herpes and Chlamydia). But I noticed these people, often robust, business-practical types considered one group of gaming activities acceptable. They also deemed another group—a larger, more genre-inclusive set—as unacceptable, the obsession of the proverbial virgins inhabiting their parents' basements. Call this the ghettoization of genre, if you will. But I was helpless against the tide. If I didn't act on step, I would be left behind.
I sold my PS2 and N64 to an anemic computer science student. I went from an obsessed reader of GamePro to a somber admirer of The Economist and The New Yorker. (for the record, I read all three now. Well, when GamePro was still around, anyway. RIP, old friend.) If you did catch me around a Gamestop, even as a voyeur, I looked like one of those avuncular, suspicious men you see exiting a porn shop. You know the type. Hunched, shifty-eyed, crooking a black bag filled with the mystery of his fetish under his elbow. Whenever I had the itch, I took to the night like someone gearing up to violate parole. And even then, if I did buy a PC game (the most undetectable, for obvious reasons), I would rage through it in a torrid night of mouse-clicking madness, only to emerge the next morning a respectable citizen of earth.
I went through all the motions. I lost weight. I met women. I left the United States for a spell and learned foreign languages. I graduated college and, because I couldn't see myself doing much else, decided to pursue a career as a novelist. As the years progressed, however, I found that I could never quite kick that old, nasty habit. The desire to spend hours in digital rapture-and that's what it had begun to resemble in my mind, anyway. Something for which rehabilitation clinics should be built. When I think about my attitude towards video games now, it all seems so absurd. But, back then, I envisioned rooms filled with pimply men—half of whom were verging on diabetic coma—gathered around a sponsor dressed in a Men's Warehouse suit. "My name is Andy, and I used to be addicted to Chrono Trigger."
On the outside, I could resemble an ordinary person. But on the inside, I was a roiling ocean of impure thoughts.
My pathology came to a head when I arrived at Mills College in 2007 to begin a Masters in Creative Writing. I soon learned that even amongst the echelons of the literati, where creative expression is sanctified, there is still a palpate lack of value attributed to works of ‘lesser fiction,' such as fantasy, or sci-fi. Fairly run of the mill behavior for academia. But what surprised me most was that video games in particular were looked upon by most of my professors, especially the ones whose work and guidance I admired, with utter disdain. Even more so than books involving spaceships or magic wands. One esteemed professor of mine once described video games, to paraphrase, "as little more than a symptom of 21st century ennui." A funny prospect, considering how certain works of literature now considered masterpieces were once looked upon as trash. For a little while I went along with the narrative, but soon enough, I found myself defending video games. Defending what I'd worked to fling from my life. Change was on its way again, though under far a different guise than before.
The more comfortable I got with myself in graduate school, and the more secure in my ambitions, the more I felt as if I'd cheated myself out of some intrinsic part of my personality. And why? Essentially, to make sure I didn't come off as pedestrian. To appease the closed minded. One night, happy with myself for the first time in a long while as I got uselessly drunk alone in my new apartment, I invoked the heady magic of Amazon.com. I'd received a little grant money from my college and, in a moment of sheer recklessness, spent a boatload of it on a box set of Sandman graphic novels, the collected works of Chekhov and a PlayStation 3. The whole thing was kind of a blur, to be honest. And I felt like a moron in the morning. When the system arrived, however, that shame turned to excitement. I ran out to pick up a game I'd seen in windows around town, a little title known as Bioshock, came home, flipped the switch, and barely moved for the rest of the weekend.
Despite my love for the written word, I sunk into that game in a way I hadn't sunk into anything for a long while. As I became more and more immersed, I experienced a not completely asexual release. The thing that blew my mind about Bioshock was that, aside from the fun factor, it had all the attributes that would classify it as a work of art. To begin with, craft. Bioshock not only had craft, it was craft. A nonstop barrage of expert storytelling, imagery, and careful pacing, it made for what the literary world considers a page-turner. The game was witty, scary, grotesque. It even had a theme, a grandiose, terrifying theme, exploring humanity's desire to improve upon itself via genetic manipulation within American society. Stylistically, it pulled a post-modern pastiche on the 1940's by peppering the landscape with horrific historical anachronisms. I felt as if Brave New World could have been given a run for its money, at least philosophically. And more importantly, most importantly, BioShock gave me ideas for my own writing. It made me want to tell a story. And anything that can affect you that deeply is more than just a pastime. It's useful.
In some ways, I understand why the classic array of professionals (doctors, lawyers, even artists) is put off by video games. The genre is new. Some works are interested in exploring deeper visual concepts, and/or truly guiding the gamer through a psychological journey. But some still fall victim to easy traps they shouldn't by now, particularly with the depiction of minorities and women. The field is diversifying quickly, however, and pumping out mind-bending work. Trendsetting games are moving the genre along at an incredible speed, to the point where it's beginning to permeate our cultural consciousness. From Ernest Cline's Ready Player One to Scott Pilgrim Versus the World and Austin Grossman's forthcoming novel, we're seeing that games are becoming just another way of immersing consumers in narrative. And of course there are all those studies about hand-eye coordination and the increasing of skill-sets, but who really cares about science, right?
I used to be ashamed of my love for video games because, in short, I was ashamed of myself. It wasn't the medium that was the problem. It was me who couldn't see beyond the slipshod cloud of my youth, and the superficial relationships I thought would gain me footing if I decided to lie about myself. I needed to grow up to appreciate, and yes, critique video games, not the other way around. The truth is that video games represent a cutting edge of creativity, whether for good or bad, and there's a lot to be missed by those refusing to offer them the seriousness they are going to deserve. Since I overturned a nearly 10 year hiatus of game-shy insecurity, my writing has only improved. My characters have become deeper, my environments, richer. We can't predict what will move or inspire us, but if we try to suppress the muse, in whatever form it comes, we'll end up repeating our mistakes. And that's bad for art, no matter what form it comes in.
Natural Selection 2 came out last week, and the folks who made it have created this neat infographic to show off the performance of their new real-time-strategy/first-person-shooter hybrid.
Notably: between pre-orders and sales, more than 144,000 people now own the game. Not bad for an indie made by a studio of seven full-time staff.
Click the image above to expand the whole chart.
I'll be honest, Halo's story confuses the hell out of me. Not the general outline, I get that, but the specifics and history of the universe are presented as a mess for someone who just plays the games and doesn't get knee-deep in the external fiction.
Why am I here? Who's that guy? When did that happen, and what the hell did that thing just say? That sort of thing.
So I'm appreciating this simple guide, laid out in chronological form, to the overall backstory of the universe, provided by GameFront. Though even after reading it through a couple of times, boy, they could have trimmed some corners there, made it a little neater.
UPDATE - Well, as you'll see if you scroll down to the comments, seems there are a few errors with this. Given my thoughts on the canon's complexity, I sympathise, but it's still something to be aware of! You can find around 3 million corrections below.
UPDATE 2 - New timeline posted with corrections made!
Halo Story Timeline [GameFront]
With regard to FFXIII, I heard several common complaints about the gameplay—linearity, no backtracking, lack of character customization, no overworld map—but all these really boil down to a single perceived problem: a lack of choice.
There's just one small problem with this criticism, however. Except for the two MMO-Final Fantasy games, Final Fantasy has never been about choice.
To start with, Final Fantasies—and JRPGs for that matter—are incredibly linear. In none do you have the ability to go where you want and do what you want (until the very end of the game). Instead you are herded from town to town, event to event, and dungeon to dungeon as the plot demands.
The overworld map itself is just as much a linear corridor as anything in FFXIII. Each area of the world map generally has a single entrance (where you come from) and a single exit (where you are going). Everything in the middle is just space filled with monsters and lower resolution graphics than you would find in your average dungeon—and of course the occasional town.
Unlocking the airship simply allows you to quickly move to any point in the world map corridor—giving the illusion of freedom, nothing more. The ability to backtrack itself serves little to no purpose other than giving you a second chance to gather any items you missed on your first pass—though they are likely useless by the time you can go back for them.
Even side quests don't really add choice to how you play the game. In most of the Final Fantasies, side quests don't unlock until right before the end—and generally do little more than pad your play time before finishing the game (I'm looking at you, FFX lightning bolt dodging).
The customization found in leveling up the characters is likewise an illusion. While leveling up, Final Fantasy characters—especially those in X and XIII—are very different from one another. But by the end of the game, each character tends to be able to perform any role in the party.
Now, while there are exceptions to many of my statements above, they are generally true for Final Fantasy as a whole. So while there may be many valid reasons for disliking Final Fantasy XIII, lack of choice isn't one of them. Just as you don't blame a snake for being a snake, you shouldn't blame Final Fantasy for being a Final Fantasy.
In other words, Final Fantasy games are just the same as they've always been, with the majority of changes being not in gameplay but in graphics and story. The problem is that gaming has evolved in many ways besides graphics and story—making Final Fantasy look stuck in the past. Whether "being stuck in the past" is a bad thing or not is completely up to each individual gamer.
Of course, if all goes as planned with Lightning Returns: Final Fantasy XIII, those longing for more freedom in Final Fantasy may just get that choice-filled world they've been longing for.
According to Tomopop, next February, Miim is getting a snap together figure that is posable. It makes sense that Miim would be turned into a toy aimed at otaku (geeks). She's pandered to them in the past: Miim can sing, thanks to the same software that powers virtual idol Hatsune Miku. Miim even cosplayed as the character in the past. All this, for science!
Priced at ¥2,800, Miim also comes with three different faces. Sadly, she doesn't come with Hatsune Miku accoutrements.
サイバネティックヒューマン HRP-4C 未夢(ミーム) [AmiAmi via Tomopop]
Much of BD:FF is comprised of gameplay and features from the classic Final Fantasy games. The battle system is your standard turn-based battle system where you choose your party's attacks before each turn and then the order which they—and the enemies—go is based on their individual speed ratings.
To level up, the game uses a job system much like in Final Fantasies III and V. All the classic jobs are available as well as a few you might not have seen before.
The visual style of the characters is a throwback as well. The entire cast of the game is rendered in a "super deformed" or "chibi" art style resembling the character style of the 16-bit era—though now made with polygons instead of sprites.
The characters for BD:FF have all been designed by Akihiko Yoshida, character designer for Final Fantasy Tactics, Vagrant Story, Tactics Ogre and Final Fantasy: The 4 Heroes of Light. The character models manage to capture his designs perfectly; but even these characters, while great looking, don't hold a candle to the painted watercolor backgrounds of the game.
The backgrounds in the game are beautiful, whether they be dungeons, towns, or castles. Moreover, the 3D effects do a great job of making you feel as if you are moving through a watercolor painting. It's the art as much as the story that keeps you wanting to progress through the game.
While BD:FF is indeed a call back, it is not a retro-designed game. There are many little features that really add to the game. The first, and most obvious of these, is the voice acting. Main story conversations are always voiced and the Japanese voice actors really carry the story. If you're one of those people who wants to dive into the world in more detail, BD:FF also comes with Tales-series optional four-box conversations interspersed between the main events.
The game also dabbles in augmented reality to fairly good effect—especially in the games opening sequence where you get a "help me Obi-Wan Kenobi" speech from one of the game's protagonists before your own room is torn apart by dimensional magics trying to get her back.
The best little additions, though, are in the gameplay. I've already detailed the "brave" and "default" system—which basically allows you to save turns for later use—but perhaps the best thing in the game is being able to fast forward (at double normal speed) during battles. This feature was desperately needed, because in BD:FF…
While the "brave" system does add complexity and additional strategy to battles, it also has the side effect of making every boss battle painfully long—something even the fast forward button can't completely eliminate. This is because most boss battles revolve around you "defaulting" (read: blocking) until you have three turns saved up and then blitzing your opponent (or healing your party) with four turns in one. You then repeat this ad infinitum until the boss is dead.
Normal random encounters often face the opposite problem. You enter battle, everyone "braves" three times and you blitz the unfortunate bastard before he even knows what's going on. The majority of these fights take less than thirty seconds and only a few rare times did this strategy fail to work for me in random battles.
The double-edged sword of being a spiritual successor is that while everything can feel nostalgic and familiar, everything can also feel cliché and unoriginal. This includes the plot and setting. The world could be from any old-school Final Fantasy, with its castles, airships, and magic. The plot of the game even follows four characters striving to protect the four magical crystals that are each tied to one of the four elements—earth, fire, wind, and water—of the world.
For those longing for the "good old days" of JRPGs, Bravely Default: Flying Fairy is no doubt the game you've been waiting for. It brings back the old-school feel of the classic Final Fantasy games while still updating the formula with things like voice acting and a fast forward button. However, those not interested in a nostalgic trip into gaming history may end up finding Bravely Default: Flying Fairy to be nothing but yet another, run-of-the-mill, turn-based JRPG.
Bravely Default: Flying Fairy was released for the Nintendo 3DS on October 11, 2012, in Japan. There is currently no word on an international release.
In 2007, Silicon Knights sued Epic over issues with the Unreal Engine (that it was unfinished and, thus, sabotaged Silicon Knights' work). Epic won the legal tussle earlier this year and was awarded US$4.45 million. The headaches for Silicon Knights don't end there.
NeoGAF member Xenon noticed that page 41 of the court documents give Silicon Knights until December 10, 2012 to destroy any unsold software that was built with Unreal Engine 3. Those games include Too Human, The Box/Ritualyst, The Sandman, X-Men: Destiny and Siren in the Maelstrom. Unsold titles must also be recalled from retailers, with Silicon Knights picking up the tab.
As website Eurogamer points out, Silicon Knights must also end production and all distribution on those titles. Silicon Knights has to notify the court and Epic games by December 21 and then on February 21, 2013 on its compliance with these stipulations.
And like that, unopened copies of all these games just became collectors' items.
Deathblow! Silicon Knights ordered to destroy all software with unreal code. [Xenon@NeoGAF via Eurogamer]
Yet somehow, despite all this, I completely missed that there was an anime based on the series.
So after a quick run to Akihabara, I sat down last weekend with the two-part OVA Valkyria Chronicles 3: For Whom Do You Fight? Long story short, it was pretty much the perfect anime tie-in.
From the ground up, For Whom Do You Fight? is designed to appeal not only to fans of Valkyria 3 but also to fans of the franchise in general. All the voice actors from the game return for this anime, which is a must for a tie-in like this. This even includes cameos by the cast of the original Valkyria Chronicles as well.
The characters themselves are written identically to their in-game counterparts as well—friendships, unique traits, and personality handicaps all on display. And despite the anime's sizable cast, everyone gets one or two moments to shine.
The plot, on the other hand, is completely original and is set around the mid-point of Valkyria Chronicles 3. While only an hour in total, the anime is constructed similarly to the game, showing a series of episodic side missions leading up to a final climactic battle. Amazingly, the tone of the story manages to capture the feeling of both the game's lightest and darkest moments despite its short running time.
The biggest surprise of the anime was seeing that the strategies used in the anime mirror many of the best strategies from actual gameplay. When the characters need to cross an open area, they use the tank as a mobile shield. When they attack a target, they separate into carefully chosen teams. And when in dire straits, they use the carefully hoarded special abilities of the main three characters to game changing effect.
Perhaps the only downside I found in the OVA is that there are spoilers from the game. While it does not ever show events from the game directly, some of the characters' hardships in the anime stem from the game's early plot twists.
As much as I enjoyed the anime, I don't think it would be a good introduction to the franchise. It is an OVA built on the assumption that you are already familiar with the world and plot of the original Valkyria Chronicles, if not Valkyria 3 specifically. The uninitiated would be better off playing the original game or watching its own 26-episode anime adaptation.
However, fans of Valkyria Chronicles 3—or fans of the first two games who don't mind a few spoilers—will see a great cross section of what Valkyria Chronicles 3 is at its core. Because, in the end, Valkyria Chronicles 3: For Whom Do You Fight? matches the tone and feel of the game so perfectly, you'll forget that you're not actually playing the game yourself.
Valkyria Chronicles 3: For Whom Do You Fight? was released on June 29, 2011, in Japan. There are currently no plans for an international release.
The book is called A Picture Book of Jigoku, and it is a best seller—a best seller that makes some children very scared. Adults, too.
Originally published in 1980, the book took off recently, after manga artist Akiko Higashimura brought the book to a larger audience with her manga Mama wa Tenparist (Mom Is Panicky), which details her struggles raising her young son.
The cover of Jigoku features a drawing of Higashimura saying, "Thanks to this book, my kid stopped being bad."
Traditionally, many parents in Japan tell their kids that they'll go to hell if they do something wrong. This book makes those warnings far more vivid.
That's why some families in Japan are using the book as a parenting device. If kids are bad, parents read from the book, telling them—and showing them—that they'll go to hell if they do wrong, such as lie, don't keep their promises, or make fun of others. Not only will they go to hell, but they'll be stabbed, burned, cut into pieces, and more.
This year, Jigoku hit number one on the children's book charts—but not without some controversy. Some parents said it helped kids behave, while others said the images in the book were far too morbid and grotesque for young children. According to some reports, some children, however, even seem to enjoy the scary book. Those kids, of course, will grow up to be criminals. (KIDDING!)
While at the bookstore over the weekend, I was flipping through Jigoku. I didn't buy it, because man, the book scared the shit out of me.
Above is look at some photos of Jigoku, collected from various sites online. Click the lower right corner of each image to expand to full size.
えんま王、しつけの「劇薬」? 地獄絵本に子ども釘付け [Asahi Shimbun]
[Kakehi]
[Kakehi]
[Kakehi]
[Ano]
[e-hon]
[Kita]
[Kakehi]