Showing posts with label fantasy. Show all posts
Showing posts with label fantasy. Show all posts

2010/11/14

Fantasy Card Games - Why Play?

I began to invest in war games early in life. They often satisfied my need to create my own fun. Naturally they led me to electronic gaming and I would guess that this is similar for fellow gamers. Despite the fact that I felt led to enjoy these by responsible establishments, some shame remained when ever I wanted to play.

Comparison to video games
Among the most successful fantasy card games released in the last 16 years that I have played are Legend of the Five Rings, Pokemon, and Star Trek CCG. Many of these have been regrettably redesigned into computer games. I don't dislike video games for the reason that they are like a sibling to physical games, as both of them are a combination of the same ideas, but they both have opposite results in human development. It shouldn't go unsaid that the money spent on either is about the same. Contrasting production of digital games to fantasy card games; in 1996, 616 computer games and 17 fantasy card games were produced. I gathered this information from GamesAreFun.com and Wikipedia.org.

Influenced by Family and School
I suppose it's do to the fact that fantasy card games assist social interaction and planning that I remember being encouraged to play board games by my teachers at a young age, and was even cheered for when I volunteered to be the score keeper. I once had an assignment in elementary school for math class to create a board game. This was the first and probably the last time I ran home excited to start an assignment. The game I created was naturally my first of what would soon be lots of fantasy card games. This was the nudge to begin a long road for me, because I didn't stop creating, even though the majority of what I thought of was forgotten. Besides playing fantasy card games, school got me reading and writing fantasy books including The Lion, the Witch and the Wardrobe and A Midsummer Night's Dream. Computer games still win out over books because there are roughly 9000 results in the database on isbndb.com for the fantasy genre, but 25 thousand listings at gamesarefun.com.

Socially allowing fantasy card games.
Fantasy has been more and more abundant as a genre for movies over the last 20 years. According to listings at IMDB.com, the ratio of fantasy titles among all other genres was 1/57 before 1990 and has increased to 1 of 26 and one out of 23 during the last 2 decades respectively. Despite this rising production rate it seems to me that fantasy card games are still thought of as 'uncool'. An opinion that doesn't go unnoticed by those of us who play fantasy card games. My own friends can be sifted into two groups of gamers; the closet gamers, and the proud promoters of individuality. While one of these groups will larp about in the park, the other sticks himself out of the way and conceals the title of his book.

Partially, writing this is an attempt to change which type I fall into and enter the realm of those who shamelessly love fantasy card games. I hope we will all abandon the prejudice that fantasy is desirable in computer games and T.V., but not preferable in physical games. But my real goal is for all of us to turn off the computer screen and try out a better game.




Here are some videos of strategic fantasy card games that highlight most of positive qualities abundant in fantasy. If you're looking to talk with a gaming community there is a forum prepared at this website that is specifically for fantasy card games.

2010/04/30

Final Fantasy XIII PS3 Review

Traditionally every Final Fantasy game is very different to the last in one way or another and, because of this, not everyone is going to agree with every single aspect of the series, game review, . This was particularly the case with FFXII - a game that changed so much that fans were familiar with, game review, that many were left disenchanted, game review, with it, though others felt that the overhaul removed much that they had considered to be caveats of the series.Final Fantasy XIII polarises opinion, game review, in a similar way.



You don't get the chance to level up until a good few hours in, which gives the earlier stages of the game more of an, game review, action than an RPG feel, and much of the first, game review, 25 hours or so are spent walking through linear areas with little scope for the grand exploration of earlier epics, whilst the combat system doesn't reveal its true depths until a substantial amount of hours have been sunk into the game. All of this has the potential to leave a fair number of series and RPG devotees disgruntled at the initial lack of RPG and freedom featured in the game.



The story of Final Fantasy XIII will appease those who felt that the twelfth iteration was lacking in overblown, game review, nonsense, as there's plenty of that here. It's initially set on the floating island of Cocoon, a world in constant fear of invasion from the lower world of Pulse, the denizens of which are said to be cursed; both Cocoon and Pulse, game review, are home to Fal Cie, godly robot like beings, who have organic servants, La Cie, that are tasked with completing tasks, as failure to do so will transform them into hideous monsters, with the problem being that each La Cie, game review, must discover just what these tasks are for themselves.



The voice actors do a respectable job at breathing, game review, life into the characters and the music really plays its role in complementing dramatic and poignant scenes.As for the characters, it's an ensemble cast, so there's not really a cut-and-dried lead protagonist:, game review, Lightning is the moody ex soldier, reminiscent of FFVII's Cloud Strife, Snow is brash and heroic, Sazh is a, game review, comedy character with an afro that is home to a Chocobo chick, Vanille is upbeat and, the seemingly requisite, slightly annoying character, Hope is seeking revenge for the death of his mother, and Fang is mysterious and is not exactly always unassuming with her words.



in the first, game review, half of the game, there are large chunks dedicated to particular characters, which works effectively at allowing you to better become acquainted with their colourful personalities: At least on those occasions, they're a well developed cast of characters, but later on they become a less interesting bunch in favour of a story that, whilst not without its memorable moments, is quite frankly nonsense and not always in a likeable way, as was, game review, the case with many of the previous entries, game review, in the series.



A glossary that documents narrative events that you have witnessed is welcome, though less so if you find yourself having to refer to it with increasing frequency as progression is made.With menu based combat returning, the battle mechanics are reminiscent of the pre FFXII games. The active time battle system has too been reinstated in yet another form and the results are excellent. The lightning, game review, fast pace brings to mind another love it or hate it game in FFX-2. Characters this time around can queue up and unleash multiple attacks within a single turn, each of which, game review, are divided into individual time bar segments.



But if you so desire, attacks can be triggered strategically, allowing you to forgo longer string of attacks, in favour of quicker but less powerful commands.Another important strategy of combat is staggering your enemy, game review, by filling their chain gauge. This is achieved through repeated attacks and creeping up on unaware enemies. Staggered enemies will be more susceptible to damage and, in some cases, will even be left unable to attack. There are some enemies that are near invulnerable to your attacks until you stagger, game review, them, only then can the satisfying obliterating commence.



Summons fight alongside the summoner and can shift to the flashy Gestalt mode of which has them transforming, with the summoner riding on the back of them and at the same time ditching the time bars and changing the control scheme, instead giving you points of which you spend on manoveoures triggered by pushing the left stick in certain directions along with any of the four face buttons.During combat, you, game review, only ever are in direct control of a single character at, game review, a time and once that character dies, it's game over for you, game review, - harsh, but checkpoints are mercifully generous.



The accompanying two characters are AI controlled, though you still have a lot of say of the roles they play in a fight. This brings me to the Paradigm system. It's somewhat, game review, like a less complex version of the Gambits featured in FFXII. There are multiple character classes and having certain combinations of these will create Paradigms, for example a commando and two, game review, ravagers (magic users) will create the Relentless Assault Paradigm, whilst a synergist (has the important role of buffing up the party), a saboteur (equally important, inflicts enemies with negative statuses) and a commando will result in the Bully Paradigm.



Outside of battle you can create up to 6 - out of, game review, many possible combinations - of, game review, these, of which can be switched between at will whenever the situation demands it during a fight.Victory in combat doesn't earn you traditional exp and old fashioned levelling up is out, though thankfully much of the similar geeky compulsion of ascending through levels has been retained with the Crystogen Points, which similarly to exp is gained through victory, game review, in a fight, but it's then left entirely, game review, up to you of what you want to spend these points on.



Crystogen Points are spent in the Crystarium, which is essentially a less complex variation of FFX's sphere grid and consequently slightly less satisfying, where stat increases and new abilities can be purchased. Each of the six classes has their own, game review, board and whilst bought abilities remain exclusive to the classes, stat increases, however, are available to all classes regardless of what board you buy them from.Additional party enhancement comes with an equipment upgrade system, which, game review, allows you to strengthen weapons and accessories with loot, which is obtained, game review, regularly from defeating enemies and found lying about, as well as simply purchased.



Each item has an experience value, which will grant the chosen equipment exp and whilst some don't offer much exp, they do however have another benefit, granting an exp, game review, bonus to equipment that can potentially double or triple the amount that future items will grant to them. Once a weapon or accessory amasses so much exp, the gear will level up and as a result become more effective. Another thing to consider is that once you max out its level, you have the option of transforming it into a new item, of which is sometimes worse than the old, but through enough upgrading will ultimately become more proficient than it.



All this upgrading is carried out at save points, as is your shopping. Traditional shops are not a part of the game and towns are a rarity. Exploring towns and chatting to the locals, gathering information, both essential and inane, will be missed, game review, by many genre fans and leaves the world feeling a little less rich than it otherwise would have. It doesn't, game review, help matters that a fair chunk of the game has you traipsing through areas that are about as complex as your average garden path.



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