Register Now!

Media

  • scannerscanner
  • scannerscreengrab
  • modern materialistthe modern
    materialist
  • video61 frames
    per second
  • videothe remote
    island
  • date machinedate
    machine

Photo

  • autumn blogautumn
  • brandonlandbrandonland
  • chasechase
  • rose & oliverose & olive
The Hooksexup Insider
A daily pick of what's new and hot at Hooksexup.
Scanner
Your daily cup of WTF?
Hooksexup@SXSW 2006.
Blogging the Roman Orgy of Indie-music Festivals.
Coming Soon!
Coming Soon!
Coming Soon!
The Daily Siege
An intimate and provocative look at Siege's life, work and loves.
Kate & Camilla
two best friends pursue business and pleasure in NYC.
Naughty James
The lustful, frantic diary of a young London photographer.
The Hooksexup Blog-a-log: kid_play
The Hooksexup Blog-a-log: Super_C
The Hooksexup Blog-a-log: ILoveYourMom
A bundle of sass who's trying to stop the same mistakes.
The Hooksexup Blog-a-log: The_Sentimental
Our newest Blog-a-logger.
The Hooksexup Blog-a-log: Marking_Up
Gay man in the Big Apple, full of apt metaphors and dry wit.
The Hooksexup Blog-a-log: SJ1000
Naughty and philosophical dispatches from the life of a writer-comedian who loves bathtubs and hates wearing underpants.
The Hooksexup Video Blog
Deep, deep inside the world of online video.
The Hooksexup Blog-a-log: charlotte_web
A Demi in search of her Ashton.
The Prowl, with Ryan Pfluger
Hooksexup @ Cannes Film Festival
May 16 - May 25
ScreenGrab
The Hooksexup Film Blog
Autumn
A fashionable L.A. photo editor exploring all manner of hyper-sexual girls down south.
The Modern Materialist
Almost everything you want.
The Hooksexup Blog-a-log: that_darn_cat
A sassy Canadian who will school you at Tetris.
Rose & Olive
Houston neighbors pull back the curtains and expose each other's lives.
The Hooksexup Blog-a-log: funkybrownchick
The name says it all.
merkley???
A former Mormon goes wild, and shoots nudes, in San Francisco.
chase
The creator of Supercult.com poses his pretty posse.
The Remote Island
Hooksexup's TV blog.
Brandonland
A California boy capturing beach parties, sunsets and plenty of skin.
61 Frames Per Second
Smarter gaming.
The Hooksexup Blog-a-log: Charlotte_Web
A Demi in search of her Ashton.
The Hooksexup Blog-a-log: Zeitgeisty
A Manhattan pip in search of his pipette.
Date Machine
Putting your baggage to good use.

61 Frames Per Second

Browse by Tags

(RSS)
  • Whatcha Not Playing: Persona 4

    Persona 4 may not actually be out, but I'm still making an effort to actively avoid it.  This is more than a little depressing, because I'm sure it's a fantastic RPG, and, quite possibly, the last good Playstation 2 release--unless the series decides to stay on Sony's eight year-old console.  I'm not one to have a restraining order on good JRPGs, as they are kind of rare these days, but playing Persona 4 could be very hazardous to my health.  It's not all of the demons and Satanic imagery that's got me scared; it's the fact that this game could very well take over my upcoming (and desperately-needed) break from work, school, and life.

    Typically, it's extremely rare for me to play a game for me than 100 hours--and hell, most games don't have that much content to spread around. But the last Persona game, Persona 3: FES, can be found in the handful of games where I've actually spent hours in the triple digits.  Before you think that I'm a loser with too much time on my hands, please let me explain: Persona 3: FES was released at a time that I could take advantage of the most: the end of a long, tortuous semester, with 12 weeks of absolute freedom in front of me.  Grad school doesn't give you much to do in the way of jobs or work during the summer.

    Essentially, I had a Summer of George. And Persona 3 was the catalyst that kicked it off.

    Read More...


  • Your JRPG Narrative is Bad and You Should Feel Bad

    I recently gave up on Tales of Symphonia: Dawn of the New World a scant four hours into my experience for one reason alone: the game was literally stabbing me in the brain with its narrative.  It's not that DotNW's story was exceptionally bad; actually, it was delightfully mediocre, which is really all I can ask for from a JRPG these days.  The biggest problem, you see, is that DotNW's stopped to show me its accursed story about every 5 seconds, like an attention-starved child waving a macaroni art project in my face.

    "Yes, I see. Very nice. Daddy's trying to play his game now."

    Listen up, JRPG developers: the stories you're trying to tell?  They aren't necessarily worth telling.  In fact, I can really only name two RPGs in the past decade that've had stories which ranked far above "serviceable:"  Final Fantasy XII, and Mother 3--note that the latter of these two was written by an actual writer.  I may come off as kind of snobbish with this post, though I think that just comes with age; there was a point in my life when I thought RPG plots were totally tubular, but that was back when I was in high school.  Turning into a cranky old man has given me the benefit of perspective; through experiencing a number of excellent narratives (across various media), I've obtained standards that I can't quite drop.  (Also, I need some way to justify my expensive BA.)

    The problem of lousy narrative is a pretty big hurdle for JRPG developers, but I've taken the liberty of coming up with some easy-to-follow and unsolicited solutions.

    Read More...


  • Hey, RPG Hero: Go Home and Be a Family Man

    So on Saturday I indulged in my weekly Mother 3 play session--

    ("Oh God, she's talking about Mother 3 again, you sneak up behind her with this piano wire while I slip this cyanide into Mackey's coffee.")

    Please let me live. I don't know when I'm going to be so motivated to pick a game's brain ever again. Mother 3 is unlike any RPG I've ever played--and for the simplest reasons. This, more than anything, is what fascinates me about the game. Shigesato Itoi realises that the easiest way to get people to love your characters is to treat them like human beings. For some reason, woefully few of his fellow RPG designers have picked that up.

    It's rare to find an RPG cast that everyone can relate to on a human level. Mother 3's world-saving brigade casts ground-shaking magic and racks up experience points and throws giant staples at enemies like any other JRPG (okay, the staples, not so much), but Itoi wants us to feel close to them. So he draws us in by being realstic about the one thing that unites even Superman with the common Earthling: family.

    Here there be spoilers.

    (Oh and don't feed Mackey any cyanide. Thank you. His parents appreciate your restraint.)

    Read More...


  • Whatcha Playing: Tales of Symphonia: Dawn of the New World

    I've probably blathered about this before on 61FPS, but the original Tales of Symphonia marks the most time I spent with a game during the last generation of consoles. I spent over 100 hours milking that game for all it was worth, and I don't regret it at all--though, to be fair, at the time I was living at home and only marginally employed.  So when a semi-sequel to one of my favorite games snuck up on me, I had to check it out; and while common sense told me the my disappointment in Tales of Legendia and The Abyss may indicate Dawn of the New World's quality, I decided to pick it up anyway.  (I'm a weak, weak man.)

    As a sequel to Symphonia, Dawn of the New World is a pretty shameless cash-in full of recycled assets with a decidedly last-gen look. But, in coping with its shamelessness, New World has some interesting qualities; namely, its status as a direct successor to a previous RPG. Outside of stuff like FFX-2, you don't find games like this too often--most RPG sequels usually end up taking place 100 or 1000 years before/after their previously-released games.  Not so with New World; the events of Symphonia are in the not-too-distant past, which actually explains the state of the in-game world.  Turns out that 100-hour quest from Symphonia actually made things worse, and managed to turn Symphonia-protagonist Lloyd into a ruthless killer. Go fig.

    Read More...


  • Game Length Versus Quality: The Debate Continues

    When it comes to game length, how long is too long?  This is a question I've personally pondered for quite some time; thankfully, GameSetWatch's Mister Raroo has done an excellent job of detailing this dilemma in a recent article.  So, what exactly is wrong with the bloated, modern game?

    Nobody wants to pay $60 for an experience that is over in an evening. Thus, games are usually stuffed with enough content keep players busy for weeks or even months. That said, too often the length of games is artificially lengthened in order to provide players with the perception of a longer experience. I’ve done enough backtracking and fetch quests in games to know filler when I see it.

    It's true; there's a certain dollar-to-content ratio that we've all come to expect over the years.  But just how much of that content are we actually going to play?  Personally, I tend to check out of a game when it's stopped giving me anything new to care about.  As much as I liked Odin Sphere, the mechanics--essentially unchanged throughout the game's entirety--were so repetitive that I didn't feel bad checking out shortly after finishing the first chapter.  In my eyes, I had "finished" the game.  The "seen about enough of you" defense has been a huge help in getting me to stop playing through games I'm no longer enjoying; though this new healthy lifestyle has only developed recently in my adult life.

    Read More...


  • Low-Rent RPGs: A Good Idea

    Tales of Symphonia was how I spent the summer of 2004, and, along with Dragon Warrior VII and Persona 3: FES, is one of the very few games I've spent more than 100 hours playing. I've known for a long time that a sequel to Symphonia would eventually be hitting the Wii--but I must've not been paying attention, because Tales of Symphonia: Dawn of the New World comes out next friggin' month. While I figure out how to take a leave of absence from graduate school, wet your whistle (or any woodwind instruments you have lying around the house) with the official English trailer:



    I'll say right now that the Tales games have a pretty low batting average; on the whole, about a third of them are worth playing--and out of that third, only a few are truly excellent. I've actually been a bit disappointed with the series since Symphonia; Legendia--despite having what may be the world's greatest RPG soundtrack--was a major step down, and Abyss was fun until my experience was throttled by constant, inescapable load times. I'm still not certain if DotNW will suck on toast, but at least one thing is clear: I dig Namco's approach.

    Read More...


  • The 61FPS Review: Dragon Quest IV – Chapters of the Chosen

    I’m not going to lie to you. Dragon Quest and I have history. It goes back some twenty years at this point, but our relationship today isn’t one based on nostalgia. Back in 2005, you could say that Dragon Quest and I were in, to put it delicately, an unhealthily codependent situation. Dragon Quest VIII had just come out in the United States, fresh faced and full of gorgeous cel-shaded graphics, newly minted menus and music, and voice work of unprecedented quality. But Dragon Quest has never had much clout on this side of the Pacific, and this was its first time going by its real name instead of Dragon Warrior. It needed someone, anyone to play it. Me, I was a recovering role-playing addict, coming off of a decade of Squaresoft devotion, trying my best to stay off the ability trees, the melodrama, and the menus. I lapsed occasionally into turn-based adventures to save the world. I’d been doing good up until that November, hadn’t touched a JRPG since Shadow Hearts: Covenant the previous winter, but I could feel myself weakening. I just wasn’t strong enough. So Dragon Quest VIII and I found each other at our weakest.

    Between November 15th and December 1st, I clocked just under ninety-six hours playing Dragon Quest VIII. Yeah, that’s right. Four days of my life.

    And I loved it.

    Each Dragon Quest, since the first game sprung from Yuuji Horii’s succulent brain in 1986, is an exercise in purity, a defining marquee in a genre known today for its decadence, bombast, and tedium. Dragon Quest is more often noted for its resistance to change rather than its consistent quality across the years. It’s true, Dragon Quest has remained, across its sequels, spin-offs, and numerous remakes, largely the same game it was two decades ago. The essential play – explore a large fantasy world, fight monsters in a first person perspective, collect items, talk to every single person you meet – has never changed in the core titles. But every iteration finds its elegant formula incrementally refined, and to great effect. Dragon Quest II introduced multi-character parties, III a job system that went on to become a genre staple, and so on and so forth. Dragon Quest IV: Chapters of the Chosen, a DS remake of a Playstation remake of the NES original, could be viewed as a step back from the lavishly produced (though still familiar) Dragon Quest VIII, a retreat meant to acclimate players to the series’ transition from home consoles to portables. Surprisingly, Chapters of the Chosen isn’t a retreat at all. It is instead a perfect model of the JRPG as Horii envisioned it, immediately accessible, streamlined from the menu-juggling, command-selecting rigor moral, and trimmed of the excess narrative fat that’s typified the genre since Hironobu Sakaguchi began emphasizing drama over play in Final Fantasy.

    Read More...


  • Watcha Playing: Opoona

    As a self-confessed JRPG addict who should have quit using half a decade ago, I tend to try just about anything and everything in the genre--thanks to the work of my inner demons.  Sometimes this works out in my favor, with games like Persona 3: FES, but more often than not I'm trudging through something like Eternal Sonata with no means of escape.  I'm not quite sure where Opoona falls on the cream-to-crap spectrum, but after about three hours, I can at least tell you that it's different.

    Allow me to explain:

    The Good: That dude on the right is your protagonist, so that should give you a good indication of what you're in for; Opoona isn't your typical Japanese gingerbread version of Tolkien.  Instead, it's a quirky little space RPG about a family of aliens stranded on a distant planet.  What also separates Opoona from your typical JRPG is the control setup; you only use the Wiimost Nunchuck, which--aside from some problems moving the camera--feels like the optimal configuration for this kind of game.  It makes me think of how great the short-lived one-handed PSX controller from Ascii could have been--it wasn't just a suggestive piece of fiction joked about during the release of Dead or Alive Xtreme Beach Volleyball.  Anyhow, the simple, action-y battle system--based entirely around throwing the "bonbon" on Opoona's head--works great with the limited controls available on the Nunchuck.

    As a relatively loading-free experience, Opoona gets right what a lot of RPGs get wrong. For a genre known for its fragmented gameplay, there's nothing worse than constant, awkward pauses breaking up what would be an otherwise good game.  A flash of black between rooms and battles is all you'll notice in Opoona--if you do notice it.

    The game also has a surprising soundtrack by hotshot composer Hitoshi Sakimoto (Final Fantasy XII, Final Fantasy Tactics, Odin Sphere) that does have its moments of bombast, but manages to play around with the Opoona's lighthearted theme in a way that feels very different than his usual work.

    More impressions after the cut.

    Read More...


  • Trailer Review: Riz-Zoawd



    I like me a good Japanese RPG. Actually, let me rephrase: I love Japanese JRPGs. Like many a youth twenty years back, I received a free copy of Dragon Warrior with my Nintendo Power subscription. I didn’t actually play Dragon Warrior myself, I played it with my older brother, start to finish. It was, as I believe was the point of the game, epic. The experience from level one to defeating the nefarious Dragon Lord really did feel like a vast journey, a true hero quest. But I never got around to playing another JRPG until I was fourteen. That game was Chrono Trigger and it turned me into a slavering addict. These days, I only get to play one JRPG a year. They typically require a massive investment of time and, so, I’m forced to pick and choose. I’m not sure if it’s going to come to the US at this point, but if it does, I might have to make Ris-Zoawd the JRPG I play next year.

    Read More...



in

Archives

about the blogger

John Constantine, our superhero, was raised by birds and then attended Penn State University. He is currently working on a novel about a fictional city that exists only in his mind. John has an astonishingly extensive knowledge of Scientology. Ultimately he would like to learn how to effectively use his brain. He continues to keep Wu-Tang's secret to himself.

Derrick Sanskrit is a self-professed geek in a variety of fields including typography, graphic design, comic books, music and cartoons. As a professional hipster graphic designer, his recent clients have included Hooksexup, Pitchfork and MoCCA, among others.

Amber Ahlborn - artist, writer, gamer and DigiPen survivor, she maintains a day job as a graphic artist. By night Amber moonlights as a professional Metroid Fanatic and keeps a metal suit in the closet just in case. Has lived in the state of Washington and insists that it really doesn't rain as much as everyone says it does.

Nadia Oxford is a housekeeping robot who was refurbished into a warrior when the world's need for justice was great. Now that the galaxy is at peace (give or take a conflict here or there), she works as a freelance writer for various sites and magazines. Based in Toronto, Nadia's prized possession is a certificate from the Ministry of Health declaring her tick and rabies-free.

Bob Mackey is a grad student, writer, and cyborg, who uses the powerful girl-repelling nanomachines mad science grafted onto his body to allocate time towards interests of the nerd persuasion. He believes that complaining about things on the Internet is akin to the fine art of wine tasting, but with more spitting into buckets.

Joe Keiser has a programming degree from Johns Hopkins University, a tiny apartment in Brooklyn, and a fake toy guitar built in the hollowed-out shell of a real guitar. He writes about games and technology for a variety of outlets. One day he will stop doing this. The day after that, police will find his body under a collapsed pile of (formerly neatly alphabetized) collector's edition tchotchkes.

Peter Smith is like the lead character of Irwin Shaw's The 80-Yard Run, except less athletic. He considers himself very lucky to have this job. But it's a little premature to take "jack-off of all trades" off his resume. Besides writing, travelling, and painting houses, Pete plays guitar in a rock trio called The Aye-Ayes. He calls them a 'power pop' band, but they generally sound more like Motorhead on a drinking binge.


CONTRIBUTORS

Cole Stryker is an American freelance writer living in York, England, where he resides with his archeologist wife. He writes for a travel company by day and argues about pop culture on the internet by night. Find him writing regularly here and here.

Send tips to


Tags

VIDEO GAMES


partners