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Everything posted by Guardian

  1. i commend you on your neat and very lowercase text. this thread sucks.
  2. it's still not opinionated enough for me and too much like a box description or a travel guide, but you've told me enough now for me to figure out that it is, indeed, a jagged experience a la fft. thanks.
  3. EARTHBOUND after looking at the ebay auction of the aeris music box, i want a music box that plays the eight melodies theme from earthbound.
  4. that consistency is something i always look for in games. in X's thread reviewing disgaea, i asked if the game forces the player to shift between story and battle modes like final fantasy tactics does or if the game is more coherent. this is definitely of importance in all games, i think, but it doesn't seem to be enough.
  5. no apologies are necessary for thread hijacking; it's always interesting/fun and i'm used to it where i come from. as for attempts to lay down parameters for a truly arty game, i don't think that can really be done. the quality we're talking about seems to come more from the seamless blending of the game's every aspect or from some ephemeral "experience" granted to the player. it is likely to be totally unique and uncategorizable.
  6. it sounds like you're only considering visuals. it is the entire capsule of presentation-character-gameplay-feel(control)-sound-visuals and their perfect marriage that lead me to experience a game like ico as "art" or whatever we're using to designate games of such quality experience. as for my font, i use 1024x768 resolution, and i'm not used to talking to people with higher resolutions--it should have occurred to me since you are all gamers. the stanfard font size here looks a bit bubbly to me and i prefer smaller, more refined looking text. but i do want people to read what i say, of course.. as for capital letters, i am simply against them. they make a block of text jagged. this okami game does look incredible, and if it's from the makers of viewtiful joe i can get excited about the play as well. the very japanese setting, story, and ideas do look promising, but i've let myself be drawn in by similar trappings before (otogi: myth of demons, for instance) only to be disappointed by their incorporation in the game.
  7. i'm aware that this is an inane and obnoxious topic, particularly to those who hear it over and over. yet i can't shake the feeling that the two games stand alone in terms of their uniqueness and their quality. i simply wanted to know if there are more games of that calibur. so, this is a selfish thread that tries to be something more; in theory, i agree with you and with whomever was claiming that everything can be seen as art and it is only the subjective quality that differs. nonetheless, my experience of videogames tells me something different from this idea.
  8. people often cite ico and rez both as the games that prove that videogames can be art and as the games that have provided the most unique and wonderful experiences among games. i'm certainly not about to argue there; however, it seems to me that there must be more. there just has to be. i doubt that these suggestions are quite ready to join that highest rank of which ico and rez are a part, but i wanted to at least offer something to get the thread started. ikaruga, i think, might fit. it really is a kind of poetry. i have a large folder on my hard drive dedicated to perfect play videos of each level, as well as videos of one person playing 2-player with one hand on each. the latter are just kind of impressive, but the perfect play videos are really beautiful. i haven't played the silent hill games, but my friend was raving the other night about their complex mythology and the experience of the psychological questioning, particularly when environments transformed into 'nightmare' mode. he described a part of silent hill 2 (i think) in which you find a hole in the floor and cannot see the bottom, but you jump in... and land in a cavernous room with just another hole. you drop again... and once more. symbolically he says it feels like you are descending to hell. then after the last drop, he says you land in a very blank labyrinth. after the grusome horror of your recent surroundings, the blankness of the labyrinth is almost more terrifying. you notice very, very old newspapers lying around. your map write itself as you move, which is unlike every other area of the game. you move through the labyrinth, and eventually you find a hall with a scattered collection of newspapers from fifty years ago or so. you turn the corner, and there is a large pile of newspapers from around thirty years ago. you turn another corner and there is an enormous amount of newspapers about a decade old, strewn everywhere. there is a door. right in front of the door is a newspaper with today's date on it. you open the door, and then you fight a boss. when my friend described all that to me, i thought it was brilliant, so i ask those of you who have played the silent hill games if they are of the same caliber as we are talking about above. are they 'art'? i have some movies of siren, including one of the game's opening, title, and main menu, and it has a very interesting artistic quality to it. a review i read of the game at insertcredit.com also seemed very promising along those lines, except for the non-japanese versions, which are poorly translated and dubbed with bad acting. when will publishers learn to respect their customers' intelligence and let us have at least the option for sub-titles? the american changes to ico's packaging made me angry in the same way (to say nothing of the film grain cutting!). i look forward still to playing metroid prime; yet i doubt it belongs here either. finally, do people think that we'll tend to see more and more games like this in the future? i find the growing popularity of videogames and the increasing significance of the gaming industry to be worthy of both fear and hope as more and more knock-offs appear but certain developers, for that very reason, experiment all the more. after that, however, i am again afraid that relatively poor sales of interesting games in a booming market will hamper them in general.
  9. i just won this on ebay for $41.00. i can't wait for it to arrive.
  10. this is a great thread. i might even read it all one day. no game has ever given me the sense of physical 3d space that ico does, and i went through it slowly, reverently, gazing into the distance everytime i entered a new area, keeping track of my position in the entire complex and identifying other areas i had been in from afar. at the end, when i found myself crossing those pipes into the original keep, the first building, i was thrilled--i had noticed those pipes at the beginning of the game. i looked up at the broken part of the bridge that had crumbled under me as i had crossed it so long ago. nothing will ever compare to ico for its sense and significance of space. the player develops an emotional relationship to the space in the game without any artificial assitance from the game at all--it comes about simply through traveling and interacting, simply through playing the game. oh hey i played the dig. i even have the novel somewhere, haha. but the game doesn't strike me as any more beautiful than many other lucasarts and sierra games. i think that for a level to be beautiful, it takes much more than nice graphics. i remember some of my earliest encounters with clever level design; super metroid left a very lasting impression, with the superb backtracking that always kept you involved and gave you a sense of samus's improvement, and especially with the smaller ways they had set up to let you find your way into some tight place to find a new item and then escape easily using it. and some speed booster sequences amongst other things there were to do in the same areas.. it was almost like there were layered puzzles. zelda levels might be a stock answer, but truthfully i've always found zelda dungeons annoying. yoshi's island had beautiful levels in that each was thematically unique graphically and with its own gameplay tweak.
  11. your review was helpful in terms of gameplay description, but what about the game's personality and character, the experience of playing the game, or the game's seamlessness? many games of this genre (even fft, which i love) seem disjointed with their plotscene->battle->plotscene->battle sequencing, and when i read about a game i want to know whether or not there is separation in its modes. i need to know whether a game like this successfully blends all of its aspects or if it forces the player to change modes back and forth. what i am trying to say basically comes down to: your review was very objective. in some ways, this is praiseworthy; but to me, it isn't very helpful or exciting. i would have preferred to read what it was like for you to play. so, especially now that you've had more time with the game, could you please comment a little on these qualities in disgaea?
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