Nobody's Fantasy V

I recently started playing the Game Boy Advance version of Final Fantasy V. Since I’m not in the mood for writing long pieces about the game’s creatively structured ending or its backhandedly sexist treatment of pirate leader Faris, I’ll just put up some Final Fantasy V postcards I stumbled across a while ago.

I’ve never been a fan of that extremely big-eyed look found in some anime and manga. Even before it became a tool of the unwholesome creepy-cute "moe" revolution, I preferred slightly more realistic characters in any cartoon that wasn’t a comedy. Yet I’m not about to shun Final Fantasy artwork, not when Square Enix had some artists from their Gangan comic collections draw the Final Fantasy V cast dressed in the game’s various job-related outfits.




The first postcard comes from Eita Mizuno, artist for the moderately successful Spiral manga series, and I think it shows all of the characters in their default “freelancer” outfits. It’s a bit of a cop-out for a game that revolves around turning the party members into knights and summoners and mimes. Still, Mizuno clearly played the game enough to known that Bartz, the brown-haired hero, is afraid of flying. He’s clinging to Galuf while Lenna happily sits atop her dragon, Krile looks on cheerfully, and Faris stares with mild disdain at Bartz’s aviatophobic tantrum.



Takeshi Fujishiro writes and draws Nagasarete Airantou, a dreadful manga series about a boy marooned on an island where clingy, fetish-coded girls fight over him. Yet his take on the Final Fantasy V cast is the least saccharine of these three postcards. Galuf’s a monk, Krile’s a black mage, Lenna’s a white mage, and Faris is clearly wondering why her knight regalia doesn’t include quite as much armor as Bartz’s does.



And now we come to Karin Suzuragi’s postcard. Suzuragi is best known for drawing manga in the Higurashi series, which mix squeaky-cute characters with blood-soaked murder. Unsurprisingly, Suzuragi's version of Final Fantasy V is also disturbing. Lenna and Faris are the very picture of modern moe: huge eyes, rampant blushing, and jarringly sexualized imagery, as we see in Lenna’s skin-tight dragoon bustier and otherwise childish appearance. The reddest cheeks are given to Faris, who’s clearly not pleased with her skimpy dancer’s outfit. Yes, Faris, you’re a pirate captain who spent decades posing as a man, and now you have to make up for it by being thoroughly shamed.


It brings to mind a telling quote from Akari Uchida, director of Rumble Roses: “You Westerners, listen. Eroticism is not only about nudity. That is part of it. You know, there's this character Anesthesia. She's like this Latina nurse character. Imagine that she's forced to wear a schoolgirl uniform and has to do the limbo dance. And she's so embarrassed that she's blushing. That is Japanese eroticism.”

Yes, women are sexy when they’re humiliated. You disappoint me, Suzuragi, and that disappointment is not mitigated by passable drawings of Krile as a monk, Galuf as a summoner, and Bartz as a red mage. I’ll see you and Uchida in detention.

This Is Not My Beautiful Wife

We cannot help but notice that many older anime fans have grown cynical about the industry that once so enchanted them. “Anime sucks now,” they will say, apparently speaking with the wisdom that comes from forging one’s anime geekery in an age of plenty and profit. These people are charlatans to a one, and they can be unmasked by a simple question: was anime any better ten years ago?



Answer: No.

That said, perhaps we simply aren’t going back far enough. Let’s ask another question. Was anime better twenty years ago?



Answer: Still no. And don’t try to argue that Dog Soldier is an unfairly terrible representative of 1989. We know better. Back then, money was spewing from the perpetually engorged Japanese housing bubble, and all the anime industry made with that money was a bunch of Dog Soldiers.

But maybe we’re still short-sighted. Let’s head back to 1979, when, as we hear from people who were alive and functionally self-aware then, anime was a wondrous cavalcade that didn’t make its fans embarrassed to be seen watching it. Was anime better thirty years ago?



Answer: Oh God, we’re just making it worse. Ever wonder how something like Mobile Suit Gundam became popular? It was by competing with stuff like this.



Then again, that dance number is awesome, especially when that guy sticks his head into the frame.

So there’s the real answer. We have only to wait another three decades, and then all of today’s shitty anime will seem kitschy and charming through the fog of ironic nostalgia. So long, anime industry. We’ll see you in 2039.

Thanks For Whomp 'Em, Too



So long, Seta. And may flights of Bio Force Apes roar thee to thy rest.



You too, Jaleco. Thanks for all the box art.

Tactics Ogre: Let Us Swear Together

I’m still enjoying Tactics Ogre. By all standards of logic, I shouldn’t. It’s a tremendously dated game compared to its modern strategy-RPG descendants, and it shows in the fixed-view maps, the un-cancelable moves, and the fact that the Tactics Ogre version of level-building involves staging practice battles where your troops just whack each other for twenty minutes. I still like it.

In fact, Tactics Ogre has led me to understand why I enjoy Yasumi Matsuno’s games in general. The storylines play some part, as they’re freshly harsh and depressing, sometimes to the point of breast-pounding bathos (here I’m thinking of the scene where a dying pirate leader cries out that she’s going to see her dead husband and bringing their unborn child with her). More than that, though, is Matsuno’s habit of capturing something that RPGs rarely strive for: a constant reminder that you, the player, are an insignificant speck.

Most RPGs, regardless of origin, give the player an entire world to explore, usually as a dramatically simplified globe with about a dozen cities or so. Even in smaller games that span only a few fantasy kingdoms, the story will confine itself to those borders, rarely hinting that there’s a planet beyond them. Yet Matsuno games, from Ogre Battle to Vagrant Story, always paint a broad picture, making it clear that there’s a vast and complicated world going on out there, with churning political struggles and brutal warfare, and that the main character’s tale, however compelling, is just a scrap of it. Even Final Fantasy XII, part of a series that traditionally lets the player map out several continents, stuck to a small stage of a few warring nations.

It’s not just the realistically confined setting, either. Like other Matsuno games, Tactics Ogre builds up an elaborate background of cultures, nations, and reasons for all of them to hate each other. There’s an in-game encyclopedia entry on every faction and major character, and their histories often stretch past Tactics Ogre and into the eight-part Ogre Battle franchise that will never be properly finished. Some RPGs, the Suikodens among them, play in deliberately limited scenery just as Matsuno’s games do, but they don’t flesh out their surroundings nearly as well.

So that’s part of why I like Tactics Ogre. Another part lies in the dialogue. It’s bland and filled with errors, but the translators, much like the Final Fantasy VII localization team, went batshit insane with power once they realized that Sony allowed actual profanity in PlayStation games. It's especially common in exchanges between the heroic Denim's touchy sister, Kachua, and his murderous friend, Vice.



I’ve yet to see them invoke “fuck” for Tactics Ogre’s blend of medieval insults, but Kachua gets called a bitch about 87,000 times by the end of the second chapter.

The Not-Really-Lost Ghost in the Shell Scene

A lot of kids discovered anime in the 1990s, but I was an unusual case. I wasn’t introduced to it by Sailor Moon or Ronin Warriors or the discovery that those Robotech episodes I’d caught years ago were pulled from three different and unrelated shows. I knew anime existed and I’d seen Akira on the Sci-Fi Channel, yet it wasn’t until I picked up a magazine called GameFan that I realized Japanese animation was a wide and frequently perplexing subculture.

One could run an entire website about GameFan’s idiosyncrasies, but it gave me an excellent introduction to anime. The magazine’s Anime Fan section was initially written by one Casey “Takuhi” Loe, who was both articulate and reasonably critical about things. Most anime reviewers of the day were either ossified crabs from the previous decade or apologists who loved anything up to and including Violence Jack, but Casey knew enough to describe anime thoughtfully while upbraiding the terrible releases (which came fairly often) and recognizing the guilty pleasures.



It was through Anime Fan that I first learned of Ghost in the Shell. In the March 1996 issue of GameFan, Casey ran the above image alongside a list of the U.S. theaters carrying the movie. That’s where the mystery arises. I’ve seen Ghost in the Shell many times over the years, and this shot of heroine Motoko Kusanagi, naked and underwater, appears nowhere in the film itself. Motoko is shown submerged in two scenes: one in which her bare android frame is assembled, and another in which she’s wearing a full diving outfit. Neither has her regarding a glowing, unseen object in her clutches.

The easiest explanation would classify this shot as promotional artwork cooked up by Production I.G before the film’s completion. Still, the imagery is strange for a simple promo shot; the overlapping bubbles and unclear background make it rather messy, and Motoko’s proportions look like something captured from a quickly glimpsed frame of animation. What’s more, every other piece of Ghost in the Shell promo art was either a direct grab from the film or some obvious illustration.

I doubt the image comes from a deleted scene. Animation is more expensive to finish than basic live-action footage, and studios usually don’t color and complete animated scenes that aren’t guaranteed to make it into the final product (the exceptions being rare and high-budget cases like Disney’s The Black Cauldron or Don Bluth’s The Land Before Time). Even if it were from an earlier cut of the film, a yanked clip would likely be included as an extra on the DVD or re-inserted in the new 2.0 version of Ghost in the Shell.

In conclusion, I have no real answer, and I have only Casey Loe’s old Anime Fan column to thank. Years distant, it’s still making me care too much about Japanese cartoons.

Why, Yes, I Do Like MST3K

I recently decided to play through Tactics Ogre, that 16-bit strategy-RPG full of grids and medieval-fantasy politics and chipper little character sprites gasping in horror at the sight of their own entrails. I didn’t do this because it’s the second game directed by Yasumi Matsuno, whose work I’ve never found disappointing. Nor did I do it because I’ve had the PlayStation version for eight years or because it’s worth sixty bucks on eBay, meaning that I should either sell it or use it for something. And I didn’t even decide to play it because it’s crammed with Queen references. No, I’m going through Tactics Ogre because it has a mage named Donald Presance.



Yes, Donald Pleasence, the talented actor known for his roles in You Only Live Twice and The Pumaman, phonetically inspired a useful exorcist who joins the player’s group two hours into Tactics Ogre. I’m sure that, if he were alive today, Mr. Pleasence would find this rather amusing and would not sue anyone. Especially not Mr. Matsuno, who’s had an apparently difficult time since he quit directing Final Fantasy XII two-thirds of the way through.

The Sky Crawlers: Coffee? I Like Coffee! And Smoking!



Here’s the important thing about The Sky Crawlers: among Mamoru Oshii’s movies, it sets a new record for going from zero to basset hound. Oshii puts his favorite dog in just about every film for which he holds the reins, and he makes sure that a basset hound shows up around the five-minute mark in The Sky Crawlers.

As for the rest of the movie, it’s Oshii being Oshii. There are many, many staring contests and lengthy silences endured by the cast of glum, perpetually teenage pilots in some vague alternate version of World War II’s European air war, with enough coffee and cigarette references to invite comparisons to Coleman Francis' classic The Skydivers. The pace eventually quickens and leads to some impressive CG dogfights, but it’s still an Oshii movie through and through, and anyone who wants their alterna-WWII story without frequent pauses (and sub-pauses) can safely head for the door.

But I'll stay. I like Oshii’s style, and I liked The Sky Crawlers. In fact, I like it more each time I think about it. There’s a refreshingly emotional edge to Oshii’s usual stilted tone this time around, and it ties in well to every broader theme in the story. Oshii doesn’t wimp out when it comes to the finale, either, and that’s always a plus for me. I’ll give it a proper review, with stolen screenshots and a pointless rating and everything, once I sort out my opinion.

However, I was surprised to learn that Oshii intended it as a crowd-pleaser. He reportedly vowed to quit directing if The Sky Crawlers wasn’t a success, and yet I can’t imagine anyone making a movie like this with the intent of winning over the typical movie-goer. It may lack Ghost in the Shell 2’s ridiculous quote competitions, yet it’s still slow, depressing, and a lot of other things that a lot of people won’t like. While I hope I’m wrong about that, the audience around me seemed less than enthused. Someone in the theater was snoring twenty minutes into The Sky Crawlers, and as I walked out after the ending (stay through the credits), a knot of kids in front of me spoke loudly of how the film was heavy-handed, how it had no point, and how Oshii “used to be good.” All this at the movie’s New York premiere.

I’d like to see The Sky Crawlers do well, not least of all because Oshii always looks like the unhappiest man on Earth whenever he’s on camera. I doubt he’ll really quit, and he should know better by now. Countless live-action directors learn to accept that their most honest creations will never be mainstream hits, as they have the luxury of a market that makes off-the-radar movies profitable and rewarding. Yes, non-biographical animated films have it tough in the indie sector, but it’s where Oshii’s future most likely rests, basset hounds and all.

Valkyrie Profile Per Hour

I don’t plan on regularly extolling my column at Anime News Network, but last week’s edition may be of greater interest than usual, as it features my lengthy impressions of Valkyrie Profile: Covenant of the Plume. The short version: I digs it. It’s the first RPG in years that I’ve played through in its native Japanese, and only the promise of a North American release in March keeps me from starting up the import version again.

There is, however, one major problem with the game, and I mentioned it only casually in the column. That problem is Wylfred’s double ponytail. Koh and Yoh Yoshinari do amazing characters designs, so I’m at a loss to explain why they made an otherwise respectable hero look like the Valkyrie Profile version of Tails from Sonic the Hedgehog. No one likes Tails.



Wylfred’s hairstyle can only be redeemed if he has some secret attack that involves him whirling his ponytails around like a helicopter, lifting into the air, and dive-bombing an enemy. Perhaps that shows up if you beat the game’s bonus Seraphic Gate twelve times without dying and use items only when the game’s timer shows a multiple of three in the minutes column. That would be less annoying than what the game already requires of you in order to recruit certain characters.

I Accuse Everyone

When Valkyrie Profile: The Accused One was first announced for the DS, I took issue with the official illustration that showed Lenneth, heroine and best-adjusted of the franchise’s three valkyries, with her dress blowing up in the air. I was joking. Mostly.


Little did I realize that an uproar was exactly what tri-Ace wanted, as proven by a Sofmap store in Akihabara becoming the scene of self-created advertising controversy last week. Clerks pointed out that the game’s official art seems to show Lenneth without due undergarments, as Tiny Cartridge reported from Akiblog, a site that sometimes conjures up an amusing story amid headlines like “Highlights of Kannagi Vol. 6: Armpit! Small Boobs! Thighs!” Apparently this is in line with "Not Wearing," the Japanese anime-nerd scene's collective terminology for fictional women who appear to be going commando but maintain a lingering sense of mystery about their lower regions. Yes, they're that specific about the practice. There can be no hope for these people.
Congratulations, tri-Ace. You’ve taken a game heroine who was once a bastion of dignity and reduced her to the same level as any other hand-drawn schoolgirl hiking up a skirt as she turns flat, viscous eyes on a socially backward expanse of Akihabara regulars. Fortunately, there will be far less of this when Valkyrie Profile: The Accused One comes out in North America next March, even if they’re calling the English version “Covenant of the Plume."
And in case you're wondering: Yes. She does. Don't ask how I know.

Dignity: Death and Rebirth

Square Enix's The Last Remnant arrives this week, and the anticipation for it is guarded at best. It's an ambitious game in design and marketing, as it fashions elaborate open-field battles thronged by humans (wait, they're called mithra), newtlike mages (qsiti), four-armed cat-people (sovani), and other creatures whose species I can't pronounce, all while trying to sell itself to unconvinced Americans just as much as the RPG buyers of Japan. Previews have been kind, at least, and it received two 10s from Famitsu, the Japanese magazine so esteemed that no one would have paid attention if it had given The Last Remnant only one 10. Two 10s, however, are the Famitsu equivalent of a B+ from a genuinely critical publication.

There are cracks in this acclaimed façade, of course. The game's use of the Unreal Engine 3 has sown lag and other visible shortcomings, and the gameplay is the creation of Akitoshi Kawazu and other designers from the SaGa series, which is highly experienced at pissing potential down its collective leg. The story carries a stale aroma, too, though it's not so much the tale of a determined hero out to uncover secrets as it is dialogue like “There's something about that guy.” In this case “that guy” is the Conqueror, a grumpy old man who wears robes dyed red with the blood of his slain enemies. It's the stuff of anime parodies, not the company that once brought us Final Fantasy XII's uncommonly elegant localization.

Yet there's one reason to look forward to The Last Remnant, and her deceptively silly name is Emma Honeywell.




Emma's the leader of an influential clan in The Last Remnant's world, and she serves as a maternal companion to another supporting character, the British-sounding David Nassau. More importantly, Emma looks exactly like you'd expect a 41-year-old warrior to look in a stylized medieval realm. No chainmail bra, no bared midriff, no unrealistic nonsense (that's all for the antagonists). And, as early clips reveal, she's not some sweetly deferential matriarch. Yes, the efficiently dressed older woman of battle is a cliché in fantasy circles, but it's a cliché that video games should jump on a little more often.

It may be that Emma's the sacrificial mom of the piece; her quote mentions protecting her liege city with her life, so perhaps she's here just to throw herself on the blood-red villain's sword and motivate the rest of the heroes. I only hope she'll raise the bar on her way down.

Valkyrie Profile Update: People Draw Things

As Valkyrie Profile: The Accused One's slightly delayed October release approaches, let's all take a look at the work of Yoh (a.k.a You) Yoshinari. He's not just the co-designer of the characters in the original Valkyrie Profile and The Accused One (and some of Valkyrie Profile 2's cast). He's also active in the anime industry, where he's designed monsters for This Ugly Yet Beautiful World and mecha for Melody of Oblivion, both of which are C-list Gainax series. Fortunately, he entered more prestigious circles by crafting the robots in Gainax's recent and generally awesome Gurren Lagann.




Yet Yoshinari does some of his best work as an animator, as shown by this clip collection (or a MAD, as they call it in Japan). Yes, I know that fan-made music videos of any source are typically the filth of YouTube and proof that no one under 20 should be permitted online, but this particular video shows off one of Yoshinari's key talents: he blows shit up real good. Even a terrible show like Mahoromatic looks fun when you've got Yoh Yoshinari handling explosions.

Koh Yoshinari, Yoh's sibling and his collaborator on the Valkyrie Profile art, is an animator as well. I'm all but convinced that Koh is Yoh's older brother, but some sources seem to think that Koh is Yoh's twin sister, even though the Valkyrie Profile artbook shows that they were born three years apart. Until I get some direct, official word on this, I will choose pronouns carefully. Anyway, Koh also animates stuff, including creepy big-eyed girls and a possibly creepier rooster-thing.

On the subject of Valkyrie Profile: The Accused One, the official staff journal gives us a harrowing glimpse of how Ailyth would look when catering to the lowest form of anime fan.




This is not an emissary of the underworld, Mr. Director. This is everything Valkyrie Profile should never be.

Izuna 2: The Pandering Returns

Izuna: Legend of the Unemployed Ninja wasn't my favorite game of 2007. In fact, it likely wouldn't have made my top ten if I'd bothered assembling such a thing. But I liked it enough to finish it, and it became the only game I reviewed on this site last year. So I have a reflexive interest in the sequel and the way Atlus is promoting it. They let everyone vote on which Izuna poster should be bundled with the game on Amazon.com, and the options shouldn't surprise anyone who remembers the first Izuna's advertising.






I'm not shocked by the shameless courting of base hormonal impulses, since Atlus did the same thing for the first game. I am, however, shocked by the second poster showing what appears to be, at a glance, an erect, flesh-colored phallus emerging from the water around Izuna's crotch.

A closer look reveals that it's just a knee belonging to Shino, the dark-haired girl sitting more daintily in the upper corner. Still, it's a shame that the first poster won the vote, as people who'd hang these on their walls deserve to get weird looks for reasons they never intended.

The Lunar II That Wasn't

Ah, the Lunar games. Perhaps they're now archaic, but the first and best two introduced many a sheltered American kid to the ways of Japanese RPGs, including that honored convention of setting a sequel hundreds of years after the first game. Lunar II did exactly that, and it abandoned most of the original Lunar's characters in the process.


That wasn't always the plan. GameArts' original ideas for Lunar II: Eternal Blue called for the main cast from Lunar: The Silver Star to return, older and perhaps as supporting characters. That's what some early concept illustrations from Softbank's Lunar I and II artbook show, anyway. I've never seen these online anywhere, so I decided to scan them and finally get some use out of the book. I bought it in Japan during the height of my RPG obsession, after giving up on finding the Xenogears art collection.




Alex, the hero, was a kid with a harp and a fur hat in the first game. For the second, he became a lumberjack and grew one hell of a mullet, while his passive love interest, Luna, started wearing makeup.


Eve no Premature Indie Fawning

Last year, I held up Yasuhiro Yoshiura's Pale Cocoon as an example of what Japan's animation industry should aspire to create. That now seems quite pretentious and downright stupid of me, but I find myself standing by every single shakily reasoned thing I wrote, either because Pale Cocoon is simply that good or because Japan's animation industry has frustratingly low standards.

The important thing here is that Yoshiura's next project, Eve no Jikan, is finally coming to light. A trailer showed up at the official website, introducing what appears to be the first of several stories about a world where androids are commonplace and distinguished from humans only by hi-tech halos and bovine gazes.


It seems to be a remake of Yoshiura's nine-minute Aquatic Language short, right down to the coffee shop peopled by friendly robots. Less promising are all the ingredients you'd need for some terrible farce aimed at otaku shut-ins: a glasses-wearing kid is shown prominently, and there's a ready selection of android girls for him to get embarrassed over.


But this is Yoshiura, and I expect something closer to a detailed character study about just how cheap sentience could be in a world of humanoid machines (a real study; not that fetishy Chobits horseshit). I've yet to see a release date for Eve no Jikan, though, so it might be a while before I find out just how many doomed hopes I can throw its way.


Trojan Trials

I hate Trojan. I apparently hate it so much that I forgot to mention the NES edition's two-player versus mode, which is limited and boring, but still interesting for an 8-bit game from 1986.

 

I also forgot to mention the Trojan arcade flyer. It’s actually not that bad of an illustration on the whole, but there’s one thing about it that cracks me up: Trojan Guy’s face.

 

The flyer doubled as the NES game’s cover art, though it was boxed in by the same hi-tech, neon-is-the-future grid than Capcom used for all of its early NES releases. And that’s a shame, because it made Trojan Guy way too small for us to appreciate his baleful, huge-chinned visage. He’s going to destroy the fuck out of those evil ones.

Happy 1925, Earnest Evans

I realize it's far too late to make some post recapping everything that happened to me in 2007, and that's just as well, because I decided not to write about it and ended up playing El Viento instead. I didn't like 2007 anyway.

But man, do I like El Viento. It's hardly the best action-platform game for the old Sega Genesis, but I can't get enough of all the thoroughly insane crap that Wolf Team threw into it with no regard for logic or cohesion. This delicate theme runs through the game itself, what with Al Capone driving a hi-tech tank (in the 1920s, no less) on the first level, Annet surfing on a dolphin in the fourth stage, and the second level being a Mount Rushmore maze full of trampolines and smiley-faced gun turrets.

Yet it's even more nuts in the story sequences, which are nonsensical mash-ups of Indiana Jones movies, Prohibition gangster stuff, and vaguely Lovecraftian conspiracies about burbling preternatural gibbous squamous eldritch horrors from unknowable realms beyond the veils of space and time. It's also hard to tell just who's saying what, since almost every cutscene consists of a single bizarrely framed image.



This one's my favorite. It's like that picture-making minigame in Super Mario Bros. 3, but someone screwed up by landing on anime Al Capone's face instead of Annet's authentic native Peruvian belly shirt.


And that's El Viento, probably the twenty-fourth or twenty-fifth best game I played last year. Happy 2008, everyone.



Outrage Trigger

I finished Douglas Coupland’s Jpod over Thanksgiving. It’s pretty much a revamp of his fascinating mid-‘90s geek subculture pastiche Microserfs, but this time it’s about modern-day game programmers bouncing off each other in a series of interconnected plot threads and ersatz observations about life in this gosh-darn-kerazy world of McDonald’s and Google and E-Mail Tony Hawk Jpeg Karaoke Internet Hug Machines.

Something else bothers me. It’s not the fact that none of the book’s characters is particularly appealing or the fact that Coupland lazily inserts himself into it as part of some irksome post-post-modern folding act, or the dozen or so pages of nothing but pi digits. That’s all annoying, but what really bothers me is this self-written profile of the main character.



I've underlined the problem. Who really prefers the PlayStation port of Chrono Trigger, with its unnecessary anime video clips and loading times, to the original Super NES version? No one, that’s who. And it’s not like our hero is ignorant of 16-bit games; there’s a scene where his co-workers are screwing around with Super Metroid on an emulator, an emulator presumably capable of running the superior form of Chrono Trigger.

For shame, Mr. Coupland. If this blatantly incorrect detail is your idea of a joke, it’s still a grievous, inexcusable, and potentially damaging error that I demand to see corrected in future printings, or at least on that website. I'll start an online petition if I have to.

Scar Removal

I recently started playing Final Fantasy Tactics in preparation for the enhanced, retranslated port that hits the PSP this Wednesday. It’s made me realize that, as much as I love the game, a lot could be improved with a simple, cohesive rewrite of the dialogue.

And while that’s what we’ll supposedly get with Final Fantasy Tactics: War of the Lions, I hope the localizers preserved one little exchange just before the first battle, in which the royally enlisted knight Agrias Oaks has some words with the soldiers of Prince Goltana.





No, not her beautiful face!



Her noseless, abstract, largely indistinct face. The same face that most of the other characters have, actually.

I’m always amused when authors go out of the way to tell us that a particularly tough female character is also attractive, especially when it adds nothing to the story. It’s often clumsily used in print, and when it comes to films, comics, videogames or any other visual medium, it’s much more effective to simply show the uncommon splendor of a fierce young woman or mind-controlled cyborg werewolf ninja superheroine. But some can’t leave it at that. Metal Gear Solid introduces Sniper Wolf as “Beautiful and Deadly” instead of describing her combat abilities, and, in the often grim fantasy series A Song of Ice and Fire, George R. R. Martin insists on telling us that Arya is indeed a pretty little girl underneath her many layers of plot-accrued grime, because God forbid that a murderous, lice-ridden tomboy should be ugly.

Returning to Tactics, I wonder why we need to know that stern, matronly Agrias there is actually Beautiful and Deadly, despite having the exact same all-but-featureless face as everyone else in the game. Did it figure into some discarded subplot about her, her knightly duties, and scars? Too bad Agrias and the rest of the game’s recruitable characters get only cursory development once they join your party, so we’ll never know for sure.

Prototypical Treasure

I recently found not one, but two things that combine my overbearing fondness for Treasure games with my love of stupidly obscure trivia. From the September 1995 issue of EGM comes this preview of "Guardian Warriors," which all good Treasure nerds (and anyone who reads the lower caption) will recognize as an early version of Guardian Heroes.




What's different? Well, the game's story mode apparently has only two playable main characters, as opposed to the five available in the final game. One of those leads is Serena Corsair, while the other is, strangely enough, a white-clad version of Valgar Reinhart. He isn't playable in the final version's story mode, though he has a prominent role as the standard semi-honorable bad guy who turns halfway good once the real villains are unmasked.

And now, an early version of Alien Soldier, Treasure's blisteringly hard Mega Drive action-shooter. These shots come from the May 1994 Gamefan, back when the title had a Slab Bulkhead human hero instead of the bird-headed cyborg seen in the final.



For comparison, here's a shot of the released game's main character and one of the bosses seen above.



And here are huge scans of those Alien Soldier and Guardian Heroes previews. The shots of Alien Soldier are lumped in with early Light Crusader screens, when the game was called Relayer. I didn't spot any obvious differences there, but I admit that I never played the final game that thoroughly. I should fix that, as I find that even lesser Treasure titles are still something to be...uh, valued.

The Red Star: A History in Covers

It was actually the Xbox version I played, but OH FUCKING WELL


I'm playing The Red Star demo. I still live in Ohio. And Acclaim is still in business.

It impresses me. I'm aware of the nicely illustrated and unsubtly allegorical comic on which it was based, but the game really sells me by marrying two old-fashioned gaming staples: shooting enemy soldiers and beating the crap out of legions of street punks. Except instead of palette-swapped thugs, I'm pounding on the fur-hatted minions of an evil URRS dictator named Troika. Yeah, the URRS. I guess calling the end boss “Joseph Stallen” would’ve been too obvious.

The cover art looks like a lazy mock-up, but hey, it’s a fun action game set in a Soviet Russia full of sorcery and high technology, and I'm going to pick up The Red Star when it hits.

A few weeks later, Acclaim goes under, and amid all the gloating of now-grown ‘80s children still bitter over Total Recall for the NES, some choose to mourn the fact that the company's gone to the grave with what might have been its best game in years.

2005



The Brothers Karamazov: The Game.

What? XS Games is publishing The Red Star for the PS2? For only twenty bucks? Sure, they haven’t set a firm date for it, but the important thing is that it’s coming and that the new cover art’s better. I bet it’ll be out soon, because the game was pretty much finished by the time Acclaim sank, right?

Right?

2006



Boris Badenov confirmed as a hidden character.

I'm checking ebgames.com every month to see when The Red Star is coming out. And it’s always the next month. Always. But the new cover suggests that someone's doing something somewhere with regard to the game. Even if Makita's going to catch her death of cold.

But it’ll be out soon. XS Games wouldn’t screw with us. Surely we can rely on the company that published Superstar Dance Club #1 Hits and gave The Castle of Shikigami II the worst translation ever.

2007



OH GOD A TWO PLAYER MODE

OH GOD AWESOME LASERS

OH GOD A BOSS battle thats not all that interesting I guess

Wow. They’re bringing it out. They even have a website and a press release. And they say it’s “available now.” So I’ll just head over to ebgames.com and…

IN SOVIET RUSSIA man that shit is old

Aw fuck. But I'm sure this will be the last delay. I just know it.