My fingers twitch with eager anticipation as I've finally got my claws on an Xbox 360! I finally get the opportunity to relish in gaming previously unavailable!
I could say I've stepped up from the 'kiddie' console that is the Wii but only elitists do that type of thing.
Monday, August 30, 2010
Friday, August 27, 2010
Lets talk about all the good things and the bad things that made me
Today I want to follow on from a post I made earlier in the week about Bioware's legendary romance subquests that proliferate in their RPGs.
One thing I've noticed about romances in fantasy/science fiction is that we always have a human protagonist getting hitched with a non-human romantic interest. By way of exampl, we have Aragorn and Arwen (Lord of the Rings), Keiichii and Belldandy (Oh My Goddess) Parn and Deedlit (Record of Lodoss War), Sheridan and Delenn (Babylon 5) and Bella Swan having to contend with the attentions of a vampire and a werewolf (not to mention hundreds of jealous fangirls).
And with Bioware it's no different: In Baldur's Gate 2, the male player character has a choice of three elvish ladies whilst Gauss reigns supreme as the most popular option for female player characters in Mass Effect.
I have often found this act of having a human character love a non-human character quite unappealing. Sure it has been done so often that the idea becomes tiresome (and for some reason the Twilight novels spring to mind) but there is always the notion of: What is wrong with your own species?
I guess it's example of escapism at work but it doesn't really say a lot about the race you're born into when the best option is someone outside of it. Or maybe escapism wouldn't be escapism if the humans weren't all complete jerks.
You see, I know some humans and they're not all that bad. Really!
One thing I've noticed about romances in fantasy/science fiction is that we always have a human protagonist getting hitched with a non-human romantic interest. By way of exampl, we have Aragorn and Arwen (Lord of the Rings), Keiichii and Belldandy (Oh My Goddess) Parn and Deedlit (Record of Lodoss War), Sheridan and Delenn (Babylon 5) and Bella Swan having to contend with the attentions of a vampire and a werewolf (not to mention hundreds of jealous fangirls).
And with Bioware it's no different: In Baldur's Gate 2, the male player character has a choice of three elvish ladies whilst Gauss reigns supreme as the most popular option for female player characters in Mass Effect.
I have often found this act of having a human character love a non-human character quite unappealing. Sure it has been done so often that the idea becomes tiresome (and for some reason the Twilight novels spring to mind) but there is always the notion of: What is wrong with your own species?
I guess it's example of escapism at work but it doesn't really say a lot about the race you're born into when the best option is someone outside of it. Or maybe escapism wouldn't be escapism if the humans weren't all complete jerks.
You see, I know some humans and they're not all that bad. Really!
Wednesday, August 25, 2010
Ogre Zombie
I'm still enjoying Ogre Battle 64 on the Virtual Console. However, I am having a tough time trying to raise enough characters from basic soldiers to (eventually) be assigned new classes.
Case in point: I had a unit led by a sorceress with soldiers, with the intent of building up a female character. During the course of one mission, I succeeded in this. HOWEVER! At the end of the mission, this new charatcer was killed in action - and without a chance to be given a role to fill. And what was even more infuriating, was this new character granted a new role....as a zombie.
The irony is just sickening.....
Case in point: I had a unit led by a sorceress with soldiers, with the intent of building up a female character. During the course of one mission, I succeeded in this. HOWEVER! At the end of the mission, this new charatcer was killed in action - and without a chance to be given a role to fill. And what was even more infuriating, was this new character granted a new role....as a zombie.
The irony is just sickening.....
Monday, August 23, 2010
Lets talk about you and me
Just came back from a week away in Melbourne, attending the prestigious anime convention Manifest! Had a great time and the events I ran proved to be quite popular.
Also, I was staying at a friend's place where myself and my partner bore witness to her playing Mass Effect 2. Being familiar with Bioware's other RPGs, namely Baldur's Gate and Star Wars KOTOR, I was intrigued. My partner, who'd played Dragon Age Origins, was also keen. Indeed, now I have even more motivation to go out and get a 360.
Interestingly, the Bioware RPG tradition of having romantic sub-plot continues. However this, time something seems a tad different: Now the male characters face themselves with slim pickings.
Allow me to explain: In Baldur's Gate 2, the male player characters had a choice of three candidates for a romance sub-quest: Aerie, a waifish elf of good alignment and gentle characteristic; Jahiera, a half....elf being of a neutral nature and a crabby disposition; and Viconia, a drow....elf who was evil and favoured strength. Conversely, the female player characters had to settle for Anomen, an whingeing, whining, arrogant sod who doesn't have issues - no, he has lifetime subscriptions. It makes you wonder what the female player characters did to have such little choice.
Then came Star Wars KOTOR. There the party was smaller but there was till room for romantic sub-quests even if the choices were slim: the male player characters had the courageous Jedi Bastilla Shan whilst female player characters had to settle for the insufferable Carth! It makes you wonder, if Bioware were heeding the female gamer demograph at all.
But they must've becuase in Dragon Age Origins, female player characters finally had decent character to latch onto for a romantic sub-quest in the form of Alistair (and in some cases Zevran and Leliana). And Alistair is a very a good choice - or at least my partner thinks so. It makes for an interesting counter-balance as the male player characters may find themselves hitting on Morrigan - and with a sexy voice like that, how can one refuse? (even if she does put a bra on to have sex)
But noticing Mass Effect 2, there doesn't seem to much choice for a romantic partner for male player characters. Miranda? Didn't work for me with her disagreeable personality and for sounding like someone from Home and Away (or at least that's what my friend thinks). Tali? She has a weird voice from an equally weird headgear. Jack? Mmmmmmm.............Naaaaaahhhhh.
But interestingly enough, the characters I like in the Mass Effect party are those available for a romantic sub-quest for the female player characters. Namely Thane, Jacob and, of course, Garrus.
So it strikes me that the tables have been turned: Now the female player characters are spoiled for choice whilst the male player characters find themselves caught short.
Still, this assessment is based on impressions built from watching someone play Mass Effect. Thus, this is subject to change - I mean who knows? Maybe over the course of playing the game, my mind could change.
Also, I was staying at a friend's place where myself and my partner bore witness to her playing Mass Effect 2. Being familiar with Bioware's other RPGs, namely Baldur's Gate and Star Wars KOTOR, I was intrigued. My partner, who'd played Dragon Age Origins, was also keen. Indeed, now I have even more motivation to go out and get a 360.
Interestingly, the Bioware RPG tradition of having romantic sub-plot continues. However this, time something seems a tad different: Now the male characters face themselves with slim pickings.
Allow me to explain: In Baldur's Gate 2, the male player characters had a choice of three candidates for a romance sub-quest: Aerie, a waifish elf of good alignment and gentle characteristic; Jahiera, a half....elf being of a neutral nature and a crabby disposition; and Viconia, a drow....elf who was evil and favoured strength. Conversely, the female player characters had to settle for Anomen, an whingeing, whining, arrogant sod who doesn't have issues - no, he has lifetime subscriptions. It makes you wonder what the female player characters did to have such little choice.
Then came Star Wars KOTOR. There the party was smaller but there was till room for romantic sub-quests even if the choices were slim: the male player characters had the courageous Jedi Bastilla Shan whilst female player characters had to settle for the insufferable Carth! It makes you wonder, if Bioware were heeding the female gamer demograph at all.
But they must've becuase in Dragon Age Origins, female player characters finally had decent character to latch onto for a romantic sub-quest in the form of Alistair (and in some cases Zevran and Leliana). And Alistair is a very a good choice - or at least my partner thinks so. It makes for an interesting counter-balance as the male player characters may find themselves hitting on Morrigan - and with a sexy voice like that, how can one refuse? (even if she does put a bra on to have sex)
But noticing Mass Effect 2, there doesn't seem to much choice for a romantic partner for male player characters. Miranda? Didn't work for me with her disagreeable personality and for sounding like someone from Home and Away (or at least that's what my friend thinks). Tali? She has a weird voice from an equally weird headgear. Jack? Mmmmmmm.............Naaaaaahhhhh.
But interestingly enough, the characters I like in the Mass Effect party are those available for a romantic sub-quest for the female player characters. Namely Thane, Jacob and, of course, Garrus.
So it strikes me that the tables have been turned: Now the female player characters are spoiled for choice whilst the male player characters find themselves caught short.
Still, this assessment is based on impressions built from watching someone play Mass Effect. Thus, this is subject to change - I mean who knows? Maybe over the course of playing the game, my mind could change.
Wednesday, August 18, 2010
Best Game Endings
Endings sure are a crucial point for gamers aren’t they? Seeing as people are willing to invest so many hours of their life in a game, it thus becomes a cardinal sin for games to have endings that are inconclusive or end on a cliff-hanger. Does anyone want to spend so many hours of their life only to arrive at a sloppy ending? Or a blank screen with ‘Game Over’ or, worse yet, ‘To be Continued’? Of course not! Thus it becomes apparent that to have a crummy ending is seen as a betrayal – betrayal to the player from investing so much time and reaping so much enjoyment.
And in some cases, a betrayal beyond forgivable.
We’ve all heard the story before: Someone plays a game and enjoys it a lot. They get to the ending, which turns out to be one big anticlimax, and the gamer gets mad. Within seconds, so many hours of fun and enjoyment are erased instantly and the gamer starts venting their disgust to some internet blog or message board.
To me, an ending needs to provide a proper resolution to the hard effort put into the game. It needs to convey a sense of achievement - or even something that sticks in the player’s mind – to really make all the hours worth it. So today, I’m going to talk about some of my favourite endings to a game and how they made an impression on me.
So here we go:
11. Ninja Warriors
And we start with an ending (badumtish) that certainly leaves a substantial impression. For those not in the know, Ninja Warriors was an arcade game from the late eighties (although the above video is from the SNES conversion), where the player controls a robot ninja assassin dispatched by revolutionaries to kill a corrupt politician. At the end of the game, the ninjas confront their target when suddenly they explode taking the politician’s mansion with them. It turns out the mission was a suicide one – thus enabling the revolutionaries to seize control and end up doing an even worse job than their predecessor.
This ending works on two levels: Firstly, it is thought-provoking in its handling of it’s themes of terrorism (perhaps more so in this modern, post-9/11 age we live in). Secondly, it is the notion that not all endings are happy ones. Sure it means all the player’s efforts were ultimately for naught but that doesn’t mean the player won’t walk away with something to ponder. I like games that challenge the relationship between game and the person playing it – and whilst this move has become popular in recent years, Ninja Warriors may just well have been a pioneer.
Audacious maybe but Ninja Warriors is still a worthy way to start off this list.
10. Prince of Persia: Sands of Time
One of the most well-realised stories ever in the history of video gaming yields the cleverest of endings. Allegedly, Jordan Mechner was inspired by Tales of Arabian Nights in development of the original Prince of Persia – so it’s interesting to see the ideology of stories being carried over into Sands of Time.
The narrative of SoT is guided by the voice of the Prince himself, explaining things as they happen to an unseen audience. As the story progresses, the gamer is constantly wondering just who this audience is – and the urgency that the prince narrates with adds to this mystique. Indeed, it is an interesting motivator to keep playing just to find out who the Prince is telling this story to.
And when this audience is finally revealed, not to mention HOW the prince got there himself, is truly a moment even I did not see coming. And that for me represents a mark of exceptional storytelling: keeping the audience in suspense without breaking step once. Indeed, SoT makes it look so effortless you can’t help but wonder if other game developers were looking and taking notes.
Granted I haven’t included this revelation in the video above (actually I couldn’t find it but really maybe it’s something one has to see for themselves) but, as the ending indicates, I do like the ideology of stories that SoT has. A story is a narrative device, being told by the Prince, to someone who, as the above video indicates, is left in a state of disbelief. It’s a clever idea and the fact that it’s conveyed successfully throughout the whole game is an achievement in itself.
9. Skies of Arcadia
And here we have the very first JRPG in this list – and there’s more to come.
RPGs have got to be the most time-demanding game genre ever: After accomplishing so many quests, levelling up and building up characters in wealth and combat prowess, an RPG really needs to have a killer ending. So many RPG’s have been condemned for a lame ending, so it is interesting to see how that the developers handle the task of providing a decent pay-off. Some do a half-arsed job whilst others really put in an effort not shown by any other genre.
So what does Skies of Arcadia offer up? Well, after so many hours gone into the game, the gamer is treated to a cinematic displaying a sense of victory: The adversary is defeated, the heroes have won and the player is treated to a sense of accomplishment. Okay so the outcome of the efforts of Vyse, Fina and Aika was probably never in doubt but dammit, if any game ending did convey a sense of accomplishment then Skies of Arcadia does so in spades!
The real treat however is the end credits sequence which presents a montage revealing what everyone got up to following the events of the game. Granted this may not have been the first JRPG to do this but for me, it’s the one that does it best.
8. Super Mario Bros 3
I remember seeing this one when I was a kid: Mario defeats Bowser and runs to the rescue of Princess Peach – only to be informed that the Princess is in ANOTHER castle….. before Peach reveals she was only kidding.
Why does this ending work for me? Two reasons: The first is the idea that Mario is an everyman. He doesn’t look in any way the heroic type – he’s just a regular guy. And yet he still goes on fantastic adventures and manages to save the day (and a princess!). Indeed, it is that everyman quality that may attribute to his continuing popularity. And for me, the Super Mario bros. 3 ending exemplifies that quality more than it’s SMB1 and, quite possibly, even more that it’s successors.
The other reason is the joke Peach plays. While it’s a nice surprise to see Nintendo poking fun at their own franchise, one can only wonder how the player, after so many hours spent playing the game, reacted. What may have started as screams of disbelief and frustration eventually gave way to either a huge sigh of relief or shouts of “FUCK YOU BITCH!!”
Seriously though, this is an ending that, again, exemplifies the connection between the player and the game. And this is one ending which may have inspired a reaction – it may not have been the best one but it’s still one nonetheless. And not many games can lay claim to such a feat.
7. Terranigma
Whilst Australia may have missed out on Chrono Trigger, we instead had to settle for Terranigma. Okay so it may not compare on a level of complexity to Chrono Trigger but Terranigma can boast some great ideas being put to work.
The player controls a guy named Arc who lives in a village that seems to know largely little of the outside world. But through a series of misadventures, Arc eventually discovers an empty world and is thus charged with the task of resurrecting it. He does this through bringing life back to it and furthering scientific progress for it’s human inhabitants. However as the game goes on, the game puts forth some ideas on existence that’s kind of unexpected in a game of the 16-bit era.
As stated before, any game that can make a player think is a winner in my book. And no way is this exemplified with the ending: His task done, Arc is then left with one last day to spend on the mortal plane. This is indeed a challenging prospect that one wouldn’t find in a video game: What would you do if you had one last day upon this earth? How would you spend it? How would the thought of having made a difference weigh upon you’re mind? These are challenging ideas and for a game to convey them is indeed an achievement in itself.
In particular, I love that concluding dream sequence – I can’t really explain it as it's something that really needs to be seen to be comprehended. but, for me, it’s one of those moments of perfection that few games can match.
6. Chrono Cross
Okay so I’m cheating here seeing as I’ve never played this game (as it was never released here in Australia) and I’m relying on someone else’s assessment of it but this ending video is a gem indeed.
As the above link suggests, Chrono Cross is game aimed at breaking down the borderline between player and game. Throughout the game itself, there are key moments which suggest the player is having a more interactive role in the proceedings than what is usually associated in a video game. This eventually reaches its pinnacle at the end when the character of Schala speaks through a passage of text directly at the player. This is then followed by the ending cinematic which includes live action footage of an actress, representing Schala, searching for the player (ie YOU).
Quite disturbing yes but I take my hat off to the makers who seem to be keen on trying something different, intent on challenging the gamer’s perceptions and say something unexpected and unique – particularly in a medium which is usually associated with killing lot’s of dudes, buxom chicks and young men who look more girly than the females who control them.
Fortune, it would appear, truly does favour the brave.
5. Shadow of the Colossus
One of the big ones (pun most certainly intended). No other game has left me with a mixed reaction to this ending. With this ending, the rug is pulled under the player’s feet: Suspicions are confirmed and suddenly Wander’s quest is nowhere near as noble as one was originally led to believe.
Of course, at first I was annoyed that the hard effort I put into playing the game had, ultimately, all come to naught. But when I look back at it now, my view has softened - somewhat. You see, I can now appreciate the game for being able to challenge my perceptions and direct me into a quest that, upon closer examination, has me asking questions of a morale nature far more effectively than the Mass Effect series. In addition, the fact that not all endings are happy ones hits really hard in this cinematic.
Really though, I have no idea whether I should praise or condemn this ending but there is no need: If a game has inspired such a divisive opinion then it must have made quite an impression – indeed the type that some games can dream about. If game triggered a debate and a closer look, then it must’ve been a pretty damn good one.
4. Final Fantasy X
A mark of a great game is one that elicits an emotional reaction – and in that field, you can’t go wrong with this. Final Fantasy X may have had it’s fair share of emotional moments but the apex of it all comes in the form of the ending.
One thing I’ve enjoyed with the Final Fantasy games is that, unlike a lot of RPGs, their approach to story-telling is that not all endings are happy ones. Sure some good may have been done come at the end, but the protagonists can’t really save everyone. Which now brings me to Final Fantasy X and, in particular, the doomed romance between Tidus and Yuna. At the end, Spira may be saved but one of the main protagonists has fallen: One who didn’t really belong in Spira’s world and who made a lasting impression on the one who was supposed to die. Some say, the romance was kinda uninspiring but I give credit to Square to take a chance with this ending: It wasn’t a happy ending and it’s indeed interesting to see a romance that doesn’t work out. Sure Mario may keep saving Princess Peach from Bowser's constant clutches but no such thing seems to happen on Spira’s world.
Plus I have to admit, there is always the emotional punch of seeing Yuna running to Tidus and subsequently through him. This is then followed by those three words uttered by Yuna showing more emotion (or at least her voice actress) than she ever did in the entire game. It is a moment like this that still hits hard on my cold jaded heart.
Of course, this is all ruined with the advent of FFX2 but still, for a game to break the rules and convey such emotion, this is a shining example.
3. Ico
On second thought, forget what I said about Final Fantasy X: When it comes to eliciting an emotional response from the gamer, nothing can hope to match the ending that is Ico. Much like Team Ico’s other game, the afore-mentioned Shadow of the Colossus, there is no sense of a happy ending as it becomes clear that the player’s efforts have ultimately come to naught – except for leaving an emotional resonance that most games can only dream about.
There are so many magic moments in this ending that I don’t know where to start: The symbolism of Ico’s horns coming off, the Queen/Witch’s dying taunt, the realisation that Yorda can’t escape the castle even when the way out is finally open, the collapse of a seemingly ancient castle, the indication that Yorda and Ico belong in separate worlds and, of course, the slow creeping in of ‘You Were There’.
Funny thing is all of these aren’t really spelled out for the viewer: they are just presented for the viewer to draw their own conclusions. As a result, the mind works in the fashion that the designer intended and an emotion connection is built up. It is an effective method and one that works a treat.
Like FFX, the ending of Ico did indeed leave an impression on my cold jaded heart. And for a video game to do this is a feat indeed – enough to secure it in the third position in this list. What could top it? Funny you should say that…..
2. Metal Gear Solid
For me, Metal Gear Solid is a character driven game done right: Among the many achievements this game accomplished, paramount among them was the idea of taking a character and building a world around him for which to inhabit.
That being said, Metal Gear Solid is a game that deceived me: At the start, it is established that Snake is sneaking into Shadow Moses Island to thwart some terrorists who pose a considerable threat through being in the possession of nuclear warheads.
However, like many games on this list, by the end, the game has switched gears and revealed its true intentions: Metal Gear Solid isn’t about sneaking into a base, beating up some bad guys and eventually destroying a giant mech – no it represents a personal odyssey for Snake. It’s about him starting out with emptiness in his life only to come out the other side with a sense of meaning. It is indeed a relief to see Snake, through all his trials and tribulations come out the other side with a much better outlook on life. Of course, a feel-good/life affirming ending may have done many times before but here it works well – perhaps because, unlike a book or a movie, a video game demands participation from the player. Thus, there is the sense that Snake got to where he ended up with the player’s assistance. It is impressive, in the terms of story telling, to see Snake decide to make every day of his remaining time on earth count. What's even more impressive is this revelation is conveyed through to make an impression onto the player.
Of course, this ending is made redundant with the puzzling presence of the Metal Gear Solid’s 2 and 4 (why would Snake go back into combat after deciding to make every remaining day of his life count?!) but still it’s not everyday you see a life-affirming ending in video game.
And that’s why it works so well.
And my number 1 ending to a video game is…..
1. Final Fantasy IX
In this list, I’ve described various reasons to why certain endings work: Some challenge my perceptions as a gamer. Some give me something to think about. Some present situations designed to inspire an emotional response. Some present me with character and make me wanting to go with them on their adventures every step of the way.
But in the end, what I ultimately want is the sense that I achieved something: The sense that the many hours I put into the game have amounted to something grandiose. I want a payoff that was worth the effort. Step forward: Final Fantasy IX.
So why this one? Firstly length: The RPG demands the greatest investment of time than any other game – having an ending that stretches out for over half an hour is a perfect counter-weight to the many hours spent playing the game.
Secondly, throughout the ending, we get to see the character’s lives afterwards. Each of the key characters have their own cinematic which shows what they had gotten up to since the adventure ended. Whilst not all of them may be happy (Freya’s comes to mind), it is a credit to the designers for showing us that life does indeed go on (something that, I wish, would happen more often).
The real treat however is in the video shown above where Garnet and Zidane are finally reunited. Of course, it is a bit annoying that it isn’t really explained HOW Zidane managed to get back to Alexandria but it is interesting to see what Garnet’s character eventually developed into (note the moment when she loses the Alexander pendant). Indeed, I particularly love the moment when she throws away her tiara before charging into Zidane’s arms: Sometimes little things can mean so much.
Also pleasing is seeing the crowd, with Zidane and Garnet’s former comrades, bursting into applause. It is as if that after the grim undertones of 6, 7 and 8, Square just decided “Bugger this, let’s just do a happy ending’. It may not have been their intent but even if it was, it works a treat. A sweet relief maybe but there is the thought that, after so many dark themes lurking within the Final Fantasy games, if Square can put their mind to it a happy ending can work out well.
Some may dismiss the tried and tested notion of ‘And they all lived happily ever after’ but what would they know?
More to the point why would I care?
So that’s my thoughts on what makes a good ending. A diverse list but all work in different ways: I like having my perceptions as a gamer challenged. I tip my hat to a game designer for presenting something to think about. I love a sense of accomplishment whilst other times I just love a happy ending.
Really games should be self-contained stories with a properly defined beginning, middle and an end. And whilst many games can start of great they can fumble with the other two. But whereas people don't remember the middle of a game, it's the ending that can prove most critical. Having said that, I've just written out eleven different endings that work in different ways so really there is no excuse.
Until next time....
And in some cases, a betrayal beyond forgivable.
We’ve all heard the story before: Someone plays a game and enjoys it a lot. They get to the ending, which turns out to be one big anticlimax, and the gamer gets mad. Within seconds, so many hours of fun and enjoyment are erased instantly and the gamer starts venting their disgust to some internet blog or message board.
To me, an ending needs to provide a proper resolution to the hard effort put into the game. It needs to convey a sense of achievement - or even something that sticks in the player’s mind – to really make all the hours worth it. So today, I’m going to talk about some of my favourite endings to a game and how they made an impression on me.
So here we go:
11. Ninja Warriors
And we start with an ending (badumtish) that certainly leaves a substantial impression. For those not in the know, Ninja Warriors was an arcade game from the late eighties (although the above video is from the SNES conversion), where the player controls a robot ninja assassin dispatched by revolutionaries to kill a corrupt politician. At the end of the game, the ninjas confront their target when suddenly they explode taking the politician’s mansion with them. It turns out the mission was a suicide one – thus enabling the revolutionaries to seize control and end up doing an even worse job than their predecessor.
This ending works on two levels: Firstly, it is thought-provoking in its handling of it’s themes of terrorism (perhaps more so in this modern, post-9/11 age we live in). Secondly, it is the notion that not all endings are happy ones. Sure it means all the player’s efforts were ultimately for naught but that doesn’t mean the player won’t walk away with something to ponder. I like games that challenge the relationship between game and the person playing it – and whilst this move has become popular in recent years, Ninja Warriors may just well have been a pioneer.
Audacious maybe but Ninja Warriors is still a worthy way to start off this list.
10. Prince of Persia: Sands of Time
One of the most well-realised stories ever in the history of video gaming yields the cleverest of endings. Allegedly, Jordan Mechner was inspired by Tales of Arabian Nights in development of the original Prince of Persia – so it’s interesting to see the ideology of stories being carried over into Sands of Time.
The narrative of SoT is guided by the voice of the Prince himself, explaining things as they happen to an unseen audience. As the story progresses, the gamer is constantly wondering just who this audience is – and the urgency that the prince narrates with adds to this mystique. Indeed, it is an interesting motivator to keep playing just to find out who the Prince is telling this story to.
And when this audience is finally revealed, not to mention HOW the prince got there himself, is truly a moment even I did not see coming. And that for me represents a mark of exceptional storytelling: keeping the audience in suspense without breaking step once. Indeed, SoT makes it look so effortless you can’t help but wonder if other game developers were looking and taking notes.
Granted I haven’t included this revelation in the video above (actually I couldn’t find it but really maybe it’s something one has to see for themselves) but, as the ending indicates, I do like the ideology of stories that SoT has. A story is a narrative device, being told by the Prince, to someone who, as the above video indicates, is left in a state of disbelief. It’s a clever idea and the fact that it’s conveyed successfully throughout the whole game is an achievement in itself.
9. Skies of Arcadia
And here we have the very first JRPG in this list – and there’s more to come.
RPGs have got to be the most time-demanding game genre ever: After accomplishing so many quests, levelling up and building up characters in wealth and combat prowess, an RPG really needs to have a killer ending. So many RPG’s have been condemned for a lame ending, so it is interesting to see how that the developers handle the task of providing a decent pay-off. Some do a half-arsed job whilst others really put in an effort not shown by any other genre.
So what does Skies of Arcadia offer up? Well, after so many hours gone into the game, the gamer is treated to a cinematic displaying a sense of victory: The adversary is defeated, the heroes have won and the player is treated to a sense of accomplishment. Okay so the outcome of the efforts of Vyse, Fina and Aika was probably never in doubt but dammit, if any game ending did convey a sense of accomplishment then Skies of Arcadia does so in spades!
The real treat however is the end credits sequence which presents a montage revealing what everyone got up to following the events of the game. Granted this may not have been the first JRPG to do this but for me, it’s the one that does it best.
8. Super Mario Bros 3
I remember seeing this one when I was a kid: Mario defeats Bowser and runs to the rescue of Princess Peach – only to be informed that the Princess is in ANOTHER castle….. before Peach reveals she was only kidding.
Why does this ending work for me? Two reasons: The first is the idea that Mario is an everyman. He doesn’t look in any way the heroic type – he’s just a regular guy. And yet he still goes on fantastic adventures and manages to save the day (and a princess!). Indeed, it is that everyman quality that may attribute to his continuing popularity. And for me, the Super Mario bros. 3 ending exemplifies that quality more than it’s SMB1 and, quite possibly, even more that it’s successors.
The other reason is the joke Peach plays. While it’s a nice surprise to see Nintendo poking fun at their own franchise, one can only wonder how the player, after so many hours spent playing the game, reacted. What may have started as screams of disbelief and frustration eventually gave way to either a huge sigh of relief or shouts of “FUCK YOU BITCH!!”
Seriously though, this is an ending that, again, exemplifies the connection between the player and the game. And this is one ending which may have inspired a reaction – it may not have been the best one but it’s still one nonetheless. And not many games can lay claim to such a feat.
7. Terranigma
Whilst Australia may have missed out on Chrono Trigger, we instead had to settle for Terranigma. Okay so it may not compare on a level of complexity to Chrono Trigger but Terranigma can boast some great ideas being put to work.
The player controls a guy named Arc who lives in a village that seems to know largely little of the outside world. But through a series of misadventures, Arc eventually discovers an empty world and is thus charged with the task of resurrecting it. He does this through bringing life back to it and furthering scientific progress for it’s human inhabitants. However as the game goes on, the game puts forth some ideas on existence that’s kind of unexpected in a game of the 16-bit era.
As stated before, any game that can make a player think is a winner in my book. And no way is this exemplified with the ending: His task done, Arc is then left with one last day to spend on the mortal plane. This is indeed a challenging prospect that one wouldn’t find in a video game: What would you do if you had one last day upon this earth? How would you spend it? How would the thought of having made a difference weigh upon you’re mind? These are challenging ideas and for a game to convey them is indeed an achievement in itself.
In particular, I love that concluding dream sequence – I can’t really explain it as it's something that really needs to be seen to be comprehended. but, for me, it’s one of those moments of perfection that few games can match.
6. Chrono Cross
Okay so I’m cheating here seeing as I’ve never played this game (as it was never released here in Australia) and I’m relying on someone else’s assessment of it but this ending video is a gem indeed.
As the above link suggests, Chrono Cross is game aimed at breaking down the borderline between player and game. Throughout the game itself, there are key moments which suggest the player is having a more interactive role in the proceedings than what is usually associated in a video game. This eventually reaches its pinnacle at the end when the character of Schala speaks through a passage of text directly at the player. This is then followed by the ending cinematic which includes live action footage of an actress, representing Schala, searching for the player (ie YOU).
Quite disturbing yes but I take my hat off to the makers who seem to be keen on trying something different, intent on challenging the gamer’s perceptions and say something unexpected and unique – particularly in a medium which is usually associated with killing lot’s of dudes, buxom chicks and young men who look more girly than the females who control them.
Fortune, it would appear, truly does favour the brave.
5. Shadow of the Colossus
One of the big ones (pun most certainly intended). No other game has left me with a mixed reaction to this ending. With this ending, the rug is pulled under the player’s feet: Suspicions are confirmed and suddenly Wander’s quest is nowhere near as noble as one was originally led to believe.
Of course, at first I was annoyed that the hard effort I put into playing the game had, ultimately, all come to naught. But when I look back at it now, my view has softened - somewhat. You see, I can now appreciate the game for being able to challenge my perceptions and direct me into a quest that, upon closer examination, has me asking questions of a morale nature far more effectively than the Mass Effect series. In addition, the fact that not all endings are happy ones hits really hard in this cinematic.
Really though, I have no idea whether I should praise or condemn this ending but there is no need: If a game has inspired such a divisive opinion then it must have made quite an impression – indeed the type that some games can dream about. If game triggered a debate and a closer look, then it must’ve been a pretty damn good one.
4. Final Fantasy X
A mark of a great game is one that elicits an emotional reaction – and in that field, you can’t go wrong with this. Final Fantasy X may have had it’s fair share of emotional moments but the apex of it all comes in the form of the ending.
One thing I’ve enjoyed with the Final Fantasy games is that, unlike a lot of RPGs, their approach to story-telling is that not all endings are happy ones. Sure some good may have been done come at the end, but the protagonists can’t really save everyone. Which now brings me to Final Fantasy X and, in particular, the doomed romance between Tidus and Yuna. At the end, Spira may be saved but one of the main protagonists has fallen: One who didn’t really belong in Spira’s world and who made a lasting impression on the one who was supposed to die. Some say, the romance was kinda uninspiring but I give credit to Square to take a chance with this ending: It wasn’t a happy ending and it’s indeed interesting to see a romance that doesn’t work out. Sure Mario may keep saving Princess Peach from Bowser's constant clutches but no such thing seems to happen on Spira’s world.
Plus I have to admit, there is always the emotional punch of seeing Yuna running to Tidus and subsequently through him. This is then followed by those three words uttered by Yuna showing more emotion (or at least her voice actress) than she ever did in the entire game. It is a moment like this that still hits hard on my cold jaded heart.
Of course, this is all ruined with the advent of FFX2 but still, for a game to break the rules and convey such emotion, this is a shining example.
3. Ico
On second thought, forget what I said about Final Fantasy X: When it comes to eliciting an emotional response from the gamer, nothing can hope to match the ending that is Ico. Much like Team Ico’s other game, the afore-mentioned Shadow of the Colossus, there is no sense of a happy ending as it becomes clear that the player’s efforts have ultimately come to naught – except for leaving an emotional resonance that most games can only dream about.
There are so many magic moments in this ending that I don’t know where to start: The symbolism of Ico’s horns coming off, the Queen/Witch’s dying taunt, the realisation that Yorda can’t escape the castle even when the way out is finally open, the collapse of a seemingly ancient castle, the indication that Yorda and Ico belong in separate worlds and, of course, the slow creeping in of ‘You Were There’.
Funny thing is all of these aren’t really spelled out for the viewer: they are just presented for the viewer to draw their own conclusions. As a result, the mind works in the fashion that the designer intended and an emotion connection is built up. It is an effective method and one that works a treat.
Like FFX, the ending of Ico did indeed leave an impression on my cold jaded heart. And for a video game to do this is a feat indeed – enough to secure it in the third position in this list. What could top it? Funny you should say that…..
2. Metal Gear Solid
For me, Metal Gear Solid is a character driven game done right: Among the many achievements this game accomplished, paramount among them was the idea of taking a character and building a world around him for which to inhabit.
That being said, Metal Gear Solid is a game that deceived me: At the start, it is established that Snake is sneaking into Shadow Moses Island to thwart some terrorists who pose a considerable threat through being in the possession of nuclear warheads.
However, like many games on this list, by the end, the game has switched gears and revealed its true intentions: Metal Gear Solid isn’t about sneaking into a base, beating up some bad guys and eventually destroying a giant mech – no it represents a personal odyssey for Snake. It’s about him starting out with emptiness in his life only to come out the other side with a sense of meaning. It is indeed a relief to see Snake, through all his trials and tribulations come out the other side with a much better outlook on life. Of course, a feel-good/life affirming ending may have done many times before but here it works well – perhaps because, unlike a book or a movie, a video game demands participation from the player. Thus, there is the sense that Snake got to where he ended up with the player’s assistance. It is impressive, in the terms of story telling, to see Snake decide to make every day of his remaining time on earth count. What's even more impressive is this revelation is conveyed through to make an impression onto the player.
Of course, this ending is made redundant with the puzzling presence of the Metal Gear Solid’s 2 and 4 (why would Snake go back into combat after deciding to make every remaining day of his life count?!) but still it’s not everyday you see a life-affirming ending in video game.
And that’s why it works so well.
And my number 1 ending to a video game is…..
1. Final Fantasy IX
In this list, I’ve described various reasons to why certain endings work: Some challenge my perceptions as a gamer. Some give me something to think about. Some present situations designed to inspire an emotional response. Some present me with character and make me wanting to go with them on their adventures every step of the way.
But in the end, what I ultimately want is the sense that I achieved something: The sense that the many hours I put into the game have amounted to something grandiose. I want a payoff that was worth the effort. Step forward: Final Fantasy IX.
So why this one? Firstly length: The RPG demands the greatest investment of time than any other game – having an ending that stretches out for over half an hour is a perfect counter-weight to the many hours spent playing the game.
Secondly, throughout the ending, we get to see the character’s lives afterwards. Each of the key characters have their own cinematic which shows what they had gotten up to since the adventure ended. Whilst not all of them may be happy (Freya’s comes to mind), it is a credit to the designers for showing us that life does indeed go on (something that, I wish, would happen more often).
The real treat however is in the video shown above where Garnet and Zidane are finally reunited. Of course, it is a bit annoying that it isn’t really explained HOW Zidane managed to get back to Alexandria but it is interesting to see what Garnet’s character eventually developed into (note the moment when she loses the Alexander pendant). Indeed, I particularly love the moment when she throws away her tiara before charging into Zidane’s arms: Sometimes little things can mean so much.
Also pleasing is seeing the crowd, with Zidane and Garnet’s former comrades, bursting into applause. It is as if that after the grim undertones of 6, 7 and 8, Square just decided “Bugger this, let’s just do a happy ending’. It may not have been their intent but even if it was, it works a treat. A sweet relief maybe but there is the thought that, after so many dark themes lurking within the Final Fantasy games, if Square can put their mind to it a happy ending can work out well.
Some may dismiss the tried and tested notion of ‘And they all lived happily ever after’ but what would they know?
More to the point why would I care?
So that’s my thoughts on what makes a good ending. A diverse list but all work in different ways: I like having my perceptions as a gamer challenged. I tip my hat to a game designer for presenting something to think about. I love a sense of accomplishment whilst other times I just love a happy ending.
Really games should be self-contained stories with a properly defined beginning, middle and an end. And whilst many games can start of great they can fumble with the other two. But whereas people don't remember the middle of a game, it's the ending that can prove most critical. Having said that, I've just written out eleven different endings that work in different ways so really there is no excuse.
Until next time....
Labels:
Arcade,
Chrono Cross,
Final Fantasy,
games,
Ico,
Metal Gear Solid,
Ninja Warriors,
Playstation,
Prince of Persia,
Shadow of the Colossus,
Skies of Arcadia,
Super Mario bros,
Terranigma,
videos
Monday, August 16, 2010
Smash it up
Recently I have been using my Wii for a Wii game (shock! horror!) - the game in question being Super Smash Bros Brawl. Good lord, has there ever been a game that has split opinion? Everyone was excited by it's arrival but, since then, the hype has died down and now many Nintendo fanboys are quick to dismiss it as the bastard offspring of a distinguished lineage. Still, there's no denying that it certainly is a crowd pleaser when you have a group of people around.
Anywho, I've returned to Super Smash Bros Brawl after a long absence. Reason being, I have discovered there is a lot of things I have left unlocked and should be worth making an effort into rectifying this.
But this is Super Smash Bros we're talking about.
Where such an undertaking is easier said than done.
To be honest I have played numerous fighting games but the Super Smash Bros series didn't really do much for me. Why? Becuase I have absolutely no idea what I'm doing! True I may be button mashing but for a reason: it works. Thus, when it comes to the challenges, I am staggered in disbelief as whether such a thing is possible. So to unlock Captain Falcon in the original Super Smash Bros, you need to beat it in under 20 minutes?! Are you SERIOUS?!?!? Can such a thing be possible?!
And it continues in Super Smash Bros Brawl, where even more achievements are on offer but it takes an effort that seems superhuman. I mean I COULD take the time to master the game but to me it undermines the 'Casual' appeal that makes Super Smash Bros Brawl worthwhile.
But then again, a Nintendo game wouldn't a Nintendo game if it didn't keep you on your feet and make you challenge the way you play.
Anywho, I've returned to Super Smash Bros Brawl after a long absence. Reason being, I have discovered there is a lot of things I have left unlocked and should be worth making an effort into rectifying this.
But this is Super Smash Bros we're talking about.
Where such an undertaking is easier said than done.
To be honest I have played numerous fighting games but the Super Smash Bros series didn't really do much for me. Why? Becuase I have absolutely no idea what I'm doing! True I may be button mashing but for a reason: it works. Thus, when it comes to the challenges, I am staggered in disbelief as whether such a thing is possible. So to unlock Captain Falcon in the original Super Smash Bros, you need to beat it in under 20 minutes?! Are you SERIOUS?!?!? Can such a thing be possible?!
And it continues in Super Smash Bros Brawl, where even more achievements are on offer but it takes an effort that seems superhuman. I mean I COULD take the time to master the game but to me it undermines the 'Casual' appeal that makes Super Smash Bros Brawl worthwhile.
But then again, a Nintendo game wouldn't a Nintendo game if it didn't keep you on your feet and make you challenge the way you play.
Friday, August 13, 2010
Shadow of the Yahtzee
Today on Zero Punctuation, I saw Yahtzee give a glowing review to Shadow of the Colossus. He may not do many positive reviews but when he takes a break from dishing out the bile to praise something, that's certainly reason enough to take notice. It's particularly satisfying when the game in question is something you love.
Funny thing is, I once sent Yahtzee an e-mail asking if he would consider reviewing Ico. I never got a reply but I wasn't really expecting one anyway: my understanding is that he's been swamped by so many requests he's gotten tired and irritated by them. So in a way, I'd like to think Yahtzee's comments on Ico was an indication that maybe my e-mail managed to slip through the net.
But, as they say, each to their own XD
Funny thing is, I once sent Yahtzee an e-mail asking if he would consider reviewing Ico. I never got a reply but I wasn't really expecting one anyway: my understanding is that he's been swamped by so many requests he's gotten tired and irritated by them. So in a way, I'd like to think Yahtzee's comments on Ico was an indication that maybe my e-mail managed to slip through the net.
But, as they say, each to their own XD
Wednesday, August 11, 2010
Hey Ladies
Last week I posted a list of my favourite heroines in gaming. Some o them made the list for different reasons, whether it was strength in personality or having the looks to kill for. But, in coming up with that list, there were some names that didn't make the cut. So, for today, a list of honorable mentions:
Lt. Eva (Command and Conquer: Red Alert 2)
Sonya Blade (Mortal Kombat series)
Lucrecia Crescent (Final Fantasy 7)
Princess Garnet Til Alexandros XVII (Final Fantasy 9)
Oerba Yun Fang (Final Fantasy 13)
Meryl Silverburgh (Metal Gear Solid)
Anyway, now that i think about it, constructing a list of my favourite gaming heroines ultimately makes it one among many here in cyberspace - all of which say the same damn thing. So yes, I certainly have a sense of satisfaction in that I put the effort in and said something different (and it would appear it is possible to make list without mentioning Lara Croft).
The thing is, I am a man (Shut up I am!) and it seems that many of these lists are constructed by men - in an essentially male dominated market. But seeing as female gamers are growing in number and prominence, it makes me wonder - has any of them ever sat down and thought up a similar list?
I for one would like to see a woman gamer do what I did: Sit down and work out a list of their 10 favourite heroines (and/or heroes) and explain why, using personal experiences, analysis to character design, strength of character and potential role-model material. Indeed, it would be interesting to see what the other side of the gender fence think.
The gauntlet has been dropped - any takers?
Lt. Eva (Command and Conquer: Red Alert 2)
Sonya Blade (Mortal Kombat series)
Lucrecia Crescent (Final Fantasy 7)
Princess Garnet Til Alexandros XVII (Final Fantasy 9)
Oerba Yun Fang (Final Fantasy 13)
Meryl Silverburgh (Metal Gear Solid)
Anyway, now that i think about it, constructing a list of my favourite gaming heroines ultimately makes it one among many here in cyberspace - all of which say the same damn thing. So yes, I certainly have a sense of satisfaction in that I put the effort in and said something different (and it would appear it is possible to make list without mentioning Lara Croft).
The thing is, I am a man (Shut up I am!) and it seems that many of these lists are constructed by men - in an essentially male dominated market. But seeing as female gamers are growing in number and prominence, it makes me wonder - has any of them ever sat down and thought up a similar list?
I for one would like to see a woman gamer do what I did: Sit down and work out a list of their 10 favourite heroines (and/or heroes) and explain why, using personal experiences, analysis to character design, strength of character and potential role-model material. Indeed, it would be interesting to see what the other side of the gender fence think.
The gauntlet has been dropped - any takers?
Monday, August 9, 2010
Ogre Kingdom
I live in Australia - a country that apparently doesn't matter. Thus, when the US gets Chrono Trigger, we instead get Terranigma. And when Final Fantasy Tactics comes the the PS1 and the PS3, we get snubbed. Thus in order to fill a hole, one has to look elsewhere.
Thus I've been playing Ogre Battle 64 recently. It may not be the first SRPG I've played (Shining Force 2 instead has that distinction) but it certainly is a lot of fun. I have a liking for RPGs and Strategic games so a hybrid is a welcome one to say the least. I mean what have you got? Sure there's Shining Force 2 and even Chronicle of the Sword (Urghh!) from Soul Calibur 3. Still at least what little there is, is of very high quality.
Initial impressions were crummy with the controls and menu systems taking some getting used to (I've played RPGs that are easier to get into than this!) but once you get the hang of it, it is actually heaps of fun. Indeed, it is interesting to see the fingerprints of Ogre Battle 64 on the afore-mentioned Chronicles of the Sword.
All in all, Ogre Battle 64 is lot's of fun and I look forward to playing more of it.
Thus I've been playing Ogre Battle 64 recently. It may not be the first SRPG I've played (Shining Force 2 instead has that distinction) but it certainly is a lot of fun. I have a liking for RPGs and Strategic games so a hybrid is a welcome one to say the least. I mean what have you got? Sure there's Shining Force 2 and even Chronicle of the Sword (Urghh!) from Soul Calibur 3. Still at least what little there is, is of very high quality.
Initial impressions were crummy with the controls and menu systems taking some getting used to (I've played RPGs that are easier to get into than this!) but once you get the hang of it, it is actually heaps of fun. Indeed, it is interesting to see the fingerprints of Ogre Battle 64 on the afore-mentioned Chronicles of the Sword.
All in all, Ogre Battle 64 is lot's of fun and I look forward to playing more of it.
Friday, August 6, 2010
Limbo Rock
Last week, I was at my friend's place. It's a weekly thing, where a group of friends get together and watch Xena:Warrior Princess and play console games. This particular evening, we were all playing the recent XBLA darling, Limbo.
I say all of us, becuase we took it in turns to solve problems and provided solutions - and one some occasion share shouts of surprise/horror.
So what do I think of Limbo? Well, I'm quite impressed: Comparisons to Ico are somewhat inevitable but I can see similarities in the creation of atmosphere, the usage of subtly, the strength in simplicity and a different spin being but on the tried-and-tested 'rescue the princess' gaming formula. I like the use of black and white graphics - Indeed, it works in such an effective way, it makes you wonder why a B/W template isn't done more often. The atmosphere makes way for a tension that is paper-thin. Indeed, there were some genuinely frightening moments that made me jump out of my seat - particularly with those moments involving the spiders. And as strange as it may sound, having the option of cutting out the death scenes in favor of an abrupt cut to black makes the game all the better for it. And when a game provokes such a reaction you know you're onto something good.
Funnily enough, it is kind of interesting to see how a horror game can really bring people together. Indeed, there is some fun value in making a joint effort to escape a haunted house or something: You know, one person is using the controller whilst other people are frantically shouting out instructions to prevent certain doom.
Just like any zombie apocalypse horror movie shows, there's nothing like a crisis situation to bond people together.
I say all of us, becuase we took it in turns to solve problems and provided solutions - and one some occasion share shouts of surprise/horror.
So what do I think of Limbo? Well, I'm quite impressed: Comparisons to Ico are somewhat inevitable but I can see similarities in the creation of atmosphere, the usage of subtly, the strength in simplicity and a different spin being but on the tried-and-tested 'rescue the princess' gaming formula. I like the use of black and white graphics - Indeed, it works in such an effective way, it makes you wonder why a B/W template isn't done more often. The atmosphere makes way for a tension that is paper-thin. Indeed, there were some genuinely frightening moments that made me jump out of my seat - particularly with those moments involving the spiders. And as strange as it may sound, having the option of cutting out the death scenes in favor of an abrupt cut to black makes the game all the better for it. And when a game provokes such a reaction you know you're onto something good.
Funnily enough, it is kind of interesting to see how a horror game can really bring people together. Indeed, there is some fun value in making a joint effort to escape a haunted house or something: You know, one person is using the controller whilst other people are frantically shouting out instructions to prevent certain doom.
Just like any zombie apocalypse horror movie shows, there's nothing like a crisis situation to bond people together.
Wednesday, August 4, 2010
Favourite Gaming Heroines
Heroines in gaming are a strange thing aren’t they? Through my own experience I have seen two types: a) a damsel in distress who can’t seem to do much apart form getting abducted by the game’s antagonist and b) some tough chick sexed up to the fact that they will shoot the balls off any bloke who as so much says hello.
But I don’t buy to any of that rubbish. I prefer to see things not in black and white but in shades of grey. So today, I present a list of gaming heroines who for some reason or another left an impression on me. All of these heroines I like but for different reasons: Some look gorgeous and some have strength of character whilst others, in my eyes, set benchmarks for other heroines to follow.
Furthermore, I want to set a personal challenge: Make a list of gaming heroines without mentioning the star of the Tomb Raider games (Geez, you think she was the only gaming heroine in town).
So let’s get going: This is my favourite gaming heroines.
11. Jill Valentine (Resident Evil series)
When you’re running from a zombie horde you’d most certainly want someone watching your back. Someone who’s hardened from experience and knows exactly what to do. And looking good whilst doing it doesn’t hurt either.
I have enjoyed Jill’s progression throughout the Resident Evil series, seeing her go from a rookie police officer and becoming more battle hardened with each encounter. She displays some noble virtues (as befit her profession) as well as confidence, intelligence, the usage of handguns and concern for the welfare of the people around her.
But I can’t pretend: As Resident Evil 3 pointed out, Jill has the looks to kill. Sure some people may hold up Tomb Raider as being an inspiration for this but Jill has a degree of drop-dead gorgeousness all her own. How she manages to survive such a nasty situation whilst in a tube top, mini skirt and knee high boots is beyond me. Maybe the clothes give her zombie resistant powers? I don't know.
But taste in clothes aside, if you ever wanted someone to watch your back in a zombie apocalypse, I will take Jill any day. And if many female gamers can find inspiration in this character then something must have worked.
10. Morrigan Aensland (Darkstalkers series)
I have a soft spot for Morrigan: If anything, she was the first crush I had on a fictional character. In a stunning example of sex selling, I played the arcade game and selected her character through that her presence in the attract sequence that lingers longer than what one would consider to be healthy (keep in mind I was thirteen at the time).
And how could one refuse? Morrigan is a triumph in character design, boasting a figure to die for, anime eyes and hair, and sexiness oozing from every pore. A succubus by nature, her intentions are made clear right from the start that you’d have to wonder why you’d want to resist.
However, once you reach adulthood, you realise that once upon a time you were young and dumb: You see, I realised that once you get past Morrigan’s figure there’s really not much to her. Her character is quite unremarkable coming across more as a bratty teenager, eschewing responsibility in favour of going out and having fun (I thought about inserting a Paris Hilton joke here but felt it too obvious). For this reason, Morrigan has been regulated to the bottom end of this list.
But there’s no denying it: In terms of sexy characters, Morrigan comes out on top – I mean why settle for natural beauty when unnatural/demonic beauty has so much to offer?
9. Mrs Pacman (Mrs Pacman)
This may seem an unusual choice in this list. Sure Mrs Pacman may not have much going on in the looks department but she more than makes up for it in the strength of her character – a flipside to Morrigan if you will. Indeed, there is a lot to admire in Mrs Pacman’s character with her being a devoted wife, a loving mother and being courageous enough to head into areas more dangerous than the one’s her husband visited. Such noble qualities certainly don’t appear often in female characters in more recent games – but maybe they don’t need to because Mrs. Pacman got it right the first time around. She was the first icon the female gamers could cheer for and a true inspiration – even to the point of using her status to promote breast cancer awareness.
8. Samus Aran (Metroid series)
The courageous bounty hunter herself. She may not be as sexualised as a lot of her contemporaries but in my eyes that makes her all the better for it.
Strong and independent with a sense of adventure and a degree of compassion strong enough to compel her to rescue yellow rodents that shoot out electrical bolts (if Super Smash Brothers Brawl is to be believed). Much like Jill, Samus is definitely someone who you’d want watching your back. But, unlike Jill, Samus has a more practical dress sense. And a gun for an arm - How can you see no to that?!
But the reason I like Samus is that she provides a connection: Playing Super Metroid, the sense of atmosphere provides a sense that you, the player, are all alone on a planet that is trying to stop this intruder called Samus. You really feel that you want to survive this hostile environment. You really feel you want to find the next upgrade that will open new places to explore. You really want Samus to find the Metroid and stop Ridley, and get off this freaky planet!
And all of this accomplished without showing an inch of bare skin! See? It can be done!
7. Ada Wong (Resident Evil series)
Much like Morrigan, Ada certainly has the sexiness down pat. And like Jill, she maintains the RE tradition of having a female character who can look great and kick some serious arse whilst doing so.
Aside from the whole temptress thing she has going, what endeared me to Ada was her rather compelling characterization: When introduced in RE2, she teams up with Leon Kennedy - only to be revealed to be a spy trying to claim the G4 virus. She gets shot but manages to survive to make a return in RE4. Therein she again crosses paths with Leon whilst pursuing her own agenda, and subsequently alternates between being an ally and a potential adversary. Indeed, it is unfortunate that RE4 ended the way it did becuase I for one would like see what happens to her in the future and whether or not she will cross paths with Leon again....
Ultimately, I really Ada becuase she is courageous, independent and not afraid to back down from danger - yet such strengths are balanced out with a questionable honesty, a sense of loyalty that tends to change like the weather and instances where she needs to be rescued by Leon. Yep, a well-realized character who has the looks to match. Good for her!
Plus, how she is able to run from the zombies in those high heels is an achievement in itself.
6. Commander Shepard (Mass Effect)
Okay so I’m cheating a bit seeing as Commander Shepard can be a male character as well but ultimately I prefer Femshep. So why does she get the nod? Three reasons:
1. The beauty of Commander Shepard is seeing the evolution of a character: Throughout the course of the game(s) Commander Shepard is faced with various choices: Some may alter the course of the narrative whilst others reveal Shepard’s preferred way of solving problems. Such choices help define the character and it’s indeed pleasing to see the pay-off later in the game – whether through altering the universe permanently or seeing how the other characters react to Shepard’s reputation.
2. Unlike her male counterpart, there is something refreshing about seeing a woman don the power armour and having a go at saving the universe. Seeing as space marines in gaming are usually defined by scowling meataxes, usually with more balls than brains, it is a welcome change to see a woman step into the field. And strangely enough, where as the males would their actions written off as macho, the woman, who is doing the same things, suddenly comes across as more heroic and courageous. For this reason Femshep is special.
3. And a sterling performance from voice actor Jennifer Hale doesn’t hurt either.
5. Freya Crescent (Final Fantasy 9)
And here we have the very first Final Fantasy heroine to this list (but not the last I can assure you). Yep, when it comes to finding out compelling female heroines, you can't go past the Final Fantasy series. Sure some of the heroines throughout the series may come across as being helpless and unable to do things until the protagonist shows his mug but when Final Fantasy decides to present a heroine who does things differently, you can't help but sit up and take notice.
Which brings me to Freya. She may be an unusual choice to this list - she is after all a six foot rat - but appearances aside, she has to be, perhaps, the most well-realised heroine in the entire series. When other FF heroines/love interests seemed to following the same template, Freya represented a watershed: She is independent in spirit but noble in heart. She is efficient in combat but holds an aura of tragedy. She never needs rescuing but is seeking her lost lover. She is in love but never shows such interest in Zidane. She eventually finds her man but things don't look that good for the future. So I tip my hat off to Square for putting such a lot of thought into the character - it is such attention to detail that places Freya as my favorite knight in the entire series.
And if that isn't enough when I played FF9, I used Freya a lot due to her annoying habit of saving the day in the battles - seriously, I lost count how many times she dealt the killing blow when things were at their bleakest! In any case, you can't do better than that.
4. Jahiera (Baldur's Gate series)
So far in this list I have mentioned some faces that may come across as familiar to lists like these. So the inclusion of Jahiera from Baldur’s Gate may come across as something of a surprise. So why Jahiera? Well, much like Freya, it is little do with appearances but instead the way her character was realised through the progression of the game.
I will admit that when I was first introduced to Jahiera in Baldur’s Gate 1, I was unimpressed. To me she came across as a crabby, anti-authority crank who was just fighting for the sake of it. Additionally, she had an unusual choice of husband with Khalid who seemed far too timid to be hanging around Jahiera, let alone married to! (Maybe it was her acid-tongue that made him so jumpy?)
All of that changes however with the sequel: She is one of the first companions you come across but even then, the change is immediately evident: Through her voice, Jahiera, whilst still retaining the sexy Russian accent, now comes across as being a lot more mellow. But it isn’t long afterward that it is revealed that Khalid is dead – and thus begins a long journey where Jahiera has to overcome the death of her husband and gradually move on. It is through the romantic sub-plot that we see an emotional vulnerability hiding behind the brash exterior – and seeing as Jahiera’s romantic sub-plot is the longest and most complex of the three potential sub-plots, it thus becomes the most satisfying of them all. Indeed, it is compelling to see a grouch, slowly but surely, open up to reveal an emotional side one never thought possible.
That and anyone who can heal my warrior and transform into a bear in combat is fine by me.
3. Yuna (Final Fantasy X)
The face of Final Fantasy X also happens to be one of my favorite heroines. First impressions reveal a character who shows a lot of thoughtfulness going into her design: Her clothes are simple (when compared to the other people of Spira) but the white and blue kimono thing she has going is nice – I particularly love the subtle details like the floral design on the dress, the bead structure/earring and the chain beads that hang from her waist – coloured in a way that mirror the crystals from Final Fantasy 1. Also, I liked her different coloured eyes and I thought her short hair made her stand out from other gaming heroines.
Whilst Yuna looks great, her real strength comes from, once again, a well-realised complexity to her character. Indeed, when I was playing through FFX, it was indeed interesting to see Yuna, the driving force of nearly all of the game, through the eyes of someone else (that someone else being Tidus). As such, it made for a great perspective to see the character of Yuna evolve in the manner akin to a character study and more is gradually revealed of her as the game continues to moves forward. Who is Yuna? Why is she going on this pilgrimage? Indeed, it is that sense of mystique and the need to find out more that urges the player onward.
As the game progresses Yuna grows through a lot of personal growth, displaying a wide range of emotions – all of which is conveyed whilst hiding a dark side of her eventual fate and the acceptance of its inevitability. Indeed, it is credit to the game designers to have a character go through so much over such a long period of time and subsequently build up a substantial connection with the player.
So yes, Yuna may have won me over with the looks, but it was her personal growth that endeared me to her. And let us not forget, she does have a really good singing voice.
Also, having a powerful magic stat and the ability to summon aeons doesn’t hurt either.
2. Princess Zelda (Legend of Zelda series)
Perhaps the most enigmatic candidate in this list: She was introduced in the first Legend of Zelda game as a MacGuffin: It was her name appearing in the title and she only appeared at the very end of the game, but everything else happening in the game resting on Link’s stalwart shoulders. So what is the appeal of Princess Zelda when it’s Link’s fate that’s being guided by the player?
Easy: It’s what we don’t know.
Right from the beginning, Princess Zelda is established as being important to the game: It is her name in the title and she is a princess who has been captured by the persistent baddie Ganon/Ganondorf. Strangely enough, that is all the player needs to know: Zelda is important and there’s good enough reason to go rescue her. Aside from that, not much else is established about the princess but there’s no need. Indeed, it is the aura of mystery that the Princess herself holds that certainly makes the challenge of rescuing her one worth rising up to. One could say they want to rescue just because they want to know more about her! And as the series has progressed, that sense of mystery has manifested in interesting ways with Zelda being the embodiment of Triforce of Wisdom and the introduction of her alter ego Shiek. Indeed, the mystique is such a strong idea that a Zelda game without Zelda just …well……wouldn’t be Zelda.
In addition, there is indeed a lot to like about Princess Zelda: She looks gorgeous (particularly in her Wii incarnations), she is of royalty, she is powerful in magic as well as capable in using the sword and bow, and she’s intelligent, courageous & shown to be a wise ruler who is deeply concerned for the welfare of her subjects.
So in the end, is this a face worth travelling across an ocean of time for? HELL YES!
And my number one favorite video game heroine is.....
1. Aerith Gainsborough (Final Fantasy 7)
Cue the necrophilia jokes.
But seriously, I rank Aerith Gainsborough as my favourite gaming heroine. I have mentioned above characters that have won me over through looks, personality or a sense of mystique – but with Aerith, all of these elements come together to produce a compelling whole.
I think the most compelling aspect of the flower girl is that she is built on the idea of gentleness. A gentleness that is evident with her personality and her character design. Sure it may make her eventual fate all the more emotionally despairing but I honestly find the idea of gentleness a welcome one. In video gaming, we see female characters who are either sexed up, packing big guns, militaristic feminist or just being unable to do anything until the player character shows up. So in my mind, having a female character of a gentle nature is in a way refreshing.
The gentleness is pretty much in her design and Aerith looks nothing short of beautiful. She may not look like much in the original FF7 PS1 graphics but what she has gets enhanced tremendously in Advent Children and she looks wonderful. The hair looks great, the pink dress looks great and special mention must go to the most memorable aspect of Aerith: Her eyes. As indicated in the image above, she has the finest eyes CGI has ever produced.
Her multi-faceted personality is also a delight: Aerith accomplishes a lot in her time, through being a lonely soul, a positive influence, a source of cheerfulness, a courageous fighter, a damsel in distress, before being the only one who can make Cloud smile. She exhibits various emotions from angry, happy, witty, flirty, encouraging and brave. It is also interesting to see how a flower girl in the slums eventually becomes the key to saving the world. The healing-based limit breaks were also helpful too!
Okay so yes she may have a big hole in her chest (and may also be a bit wet) but Aerith certainly has a lot going for her – enough to secure her the number position in my list of favourite video game heroines.
It’s just a shame that she’s dead.
As well as being a fictional character. XD
Anyho, I hope you enjoyed this list of gaming heroines I like and how they made an impression on me. We all have our tastes - you just now know mine.
And no, you can't have the time spent reading this post back *maniacal laughter*
But I don’t buy to any of that rubbish. I prefer to see things not in black and white but in shades of grey. So today, I present a list of gaming heroines who for some reason or another left an impression on me. All of these heroines I like but for different reasons: Some look gorgeous and some have strength of character whilst others, in my eyes, set benchmarks for other heroines to follow.
Furthermore, I want to set a personal challenge: Make a list of gaming heroines without mentioning the star of the Tomb Raider games (Geez, you think she was the only gaming heroine in town).
So let’s get going: This is my favourite gaming heroines.
11. Jill Valentine (Resident Evil series)
When you’re running from a zombie horde you’d most certainly want someone watching your back. Someone who’s hardened from experience and knows exactly what to do. And looking good whilst doing it doesn’t hurt either.
I have enjoyed Jill’s progression throughout the Resident Evil series, seeing her go from a rookie police officer and becoming more battle hardened with each encounter. She displays some noble virtues (as befit her profession) as well as confidence, intelligence, the usage of handguns and concern for the welfare of the people around her.
But I can’t pretend: As Resident Evil 3 pointed out, Jill has the looks to kill. Sure some people may hold up Tomb Raider as being an inspiration for this but Jill has a degree of drop-dead gorgeousness all her own. How she manages to survive such a nasty situation whilst in a tube top, mini skirt and knee high boots is beyond me. Maybe the clothes give her zombie resistant powers? I don't know.
But taste in clothes aside, if you ever wanted someone to watch your back in a zombie apocalypse, I will take Jill any day. And if many female gamers can find inspiration in this character then something must have worked.
10. Morrigan Aensland (Darkstalkers series)
I have a soft spot for Morrigan: If anything, she was the first crush I had on a fictional character. In a stunning example of sex selling, I played the arcade game and selected her character through that her presence in the attract sequence that lingers longer than what one would consider to be healthy (keep in mind I was thirteen at the time).
And how could one refuse? Morrigan is a triumph in character design, boasting a figure to die for, anime eyes and hair, and sexiness oozing from every pore. A succubus by nature, her intentions are made clear right from the start that you’d have to wonder why you’d want to resist.
However, once you reach adulthood, you realise that once upon a time you were young and dumb: You see, I realised that once you get past Morrigan’s figure there’s really not much to her. Her character is quite unremarkable coming across more as a bratty teenager, eschewing responsibility in favour of going out and having fun (I thought about inserting a Paris Hilton joke here but felt it too obvious). For this reason, Morrigan has been regulated to the bottom end of this list.
But there’s no denying it: In terms of sexy characters, Morrigan comes out on top – I mean why settle for natural beauty when unnatural/demonic beauty has so much to offer?
9. Mrs Pacman (Mrs Pacman)
This may seem an unusual choice in this list. Sure Mrs Pacman may not have much going on in the looks department but she more than makes up for it in the strength of her character – a flipside to Morrigan if you will. Indeed, there is a lot to admire in Mrs Pacman’s character with her being a devoted wife, a loving mother and being courageous enough to head into areas more dangerous than the one’s her husband visited. Such noble qualities certainly don’t appear often in female characters in more recent games – but maybe they don’t need to because Mrs. Pacman got it right the first time around. She was the first icon the female gamers could cheer for and a true inspiration – even to the point of using her status to promote breast cancer awareness.
8. Samus Aran (Metroid series)
The courageous bounty hunter herself. She may not be as sexualised as a lot of her contemporaries but in my eyes that makes her all the better for it.
Strong and independent with a sense of adventure and a degree of compassion strong enough to compel her to rescue yellow rodents that shoot out electrical bolts (if Super Smash Brothers Brawl is to be believed). Much like Jill, Samus is definitely someone who you’d want watching your back. But, unlike Jill, Samus has a more practical dress sense. And a gun for an arm - How can you see no to that?!
But the reason I like Samus is that she provides a connection: Playing Super Metroid, the sense of atmosphere provides a sense that you, the player, are all alone on a planet that is trying to stop this intruder called Samus. You really feel that you want to survive this hostile environment. You really feel you want to find the next upgrade that will open new places to explore. You really want Samus to find the Metroid and stop Ridley, and get off this freaky planet!
And all of this accomplished without showing an inch of bare skin! See? It can be done!
7. Ada Wong (Resident Evil series)
Much like Morrigan, Ada certainly has the sexiness down pat. And like Jill, she maintains the RE tradition of having a female character who can look great and kick some serious arse whilst doing so.
Aside from the whole temptress thing she has going, what endeared me to Ada was her rather compelling characterization: When introduced in RE2, she teams up with Leon Kennedy - only to be revealed to be a spy trying to claim the G4 virus. She gets shot but manages to survive to make a return in RE4. Therein she again crosses paths with Leon whilst pursuing her own agenda, and subsequently alternates between being an ally and a potential adversary. Indeed, it is unfortunate that RE4 ended the way it did becuase I for one would like see what happens to her in the future and whether or not she will cross paths with Leon again....
Ultimately, I really Ada becuase she is courageous, independent and not afraid to back down from danger - yet such strengths are balanced out with a questionable honesty, a sense of loyalty that tends to change like the weather and instances where she needs to be rescued by Leon. Yep, a well-realized character who has the looks to match. Good for her!
Plus, how she is able to run from the zombies in those high heels is an achievement in itself.
6. Commander Shepard (Mass Effect)
Okay so I’m cheating a bit seeing as Commander Shepard can be a male character as well but ultimately I prefer Femshep. So why does she get the nod? Three reasons:
1. The beauty of Commander Shepard is seeing the evolution of a character: Throughout the course of the game(s) Commander Shepard is faced with various choices: Some may alter the course of the narrative whilst others reveal Shepard’s preferred way of solving problems. Such choices help define the character and it’s indeed pleasing to see the pay-off later in the game – whether through altering the universe permanently or seeing how the other characters react to Shepard’s reputation.
2. Unlike her male counterpart, there is something refreshing about seeing a woman don the power armour and having a go at saving the universe. Seeing as space marines in gaming are usually defined by scowling meataxes, usually with more balls than brains, it is a welcome change to see a woman step into the field. And strangely enough, where as the males would their actions written off as macho, the woman, who is doing the same things, suddenly comes across as more heroic and courageous. For this reason Femshep is special.
3. And a sterling performance from voice actor Jennifer Hale doesn’t hurt either.
5. Freya Crescent (Final Fantasy 9)
And here we have the very first Final Fantasy heroine to this list (but not the last I can assure you). Yep, when it comes to finding out compelling female heroines, you can't go past the Final Fantasy series. Sure some of the heroines throughout the series may come across as being helpless and unable to do things until the protagonist shows his mug but when Final Fantasy decides to present a heroine who does things differently, you can't help but sit up and take notice.
Which brings me to Freya. She may be an unusual choice to this list - she is after all a six foot rat - but appearances aside, she has to be, perhaps, the most well-realised heroine in the entire series. When other FF heroines/love interests seemed to following the same template, Freya represented a watershed: She is independent in spirit but noble in heart. She is efficient in combat but holds an aura of tragedy. She never needs rescuing but is seeking her lost lover. She is in love but never shows such interest in Zidane. She eventually finds her man but things don't look that good for the future. So I tip my hat off to Square for putting such a lot of thought into the character - it is such attention to detail that places Freya as my favorite knight in the entire series.
And if that isn't enough when I played FF9, I used Freya a lot due to her annoying habit of saving the day in the battles - seriously, I lost count how many times she dealt the killing blow when things were at their bleakest! In any case, you can't do better than that.
4. Jahiera (Baldur's Gate series)
So far in this list I have mentioned some faces that may come across as familiar to lists like these. So the inclusion of Jahiera from Baldur’s Gate may come across as something of a surprise. So why Jahiera? Well, much like Freya, it is little do with appearances but instead the way her character was realised through the progression of the game.
I will admit that when I was first introduced to Jahiera in Baldur’s Gate 1, I was unimpressed. To me she came across as a crabby, anti-authority crank who was just fighting for the sake of it. Additionally, she had an unusual choice of husband with Khalid who seemed far too timid to be hanging around Jahiera, let alone married to! (Maybe it was her acid-tongue that made him so jumpy?)
All of that changes however with the sequel: She is one of the first companions you come across but even then, the change is immediately evident: Through her voice, Jahiera, whilst still retaining the sexy Russian accent, now comes across as being a lot more mellow. But it isn’t long afterward that it is revealed that Khalid is dead – and thus begins a long journey where Jahiera has to overcome the death of her husband and gradually move on. It is through the romantic sub-plot that we see an emotional vulnerability hiding behind the brash exterior – and seeing as Jahiera’s romantic sub-plot is the longest and most complex of the three potential sub-plots, it thus becomes the most satisfying of them all. Indeed, it is compelling to see a grouch, slowly but surely, open up to reveal an emotional side one never thought possible.
That and anyone who can heal my warrior and transform into a bear in combat is fine by me.
3. Yuna (Final Fantasy X)
The face of Final Fantasy X also happens to be one of my favorite heroines. First impressions reveal a character who shows a lot of thoughtfulness going into her design: Her clothes are simple (when compared to the other people of Spira) but the white and blue kimono thing she has going is nice – I particularly love the subtle details like the floral design on the dress, the bead structure/earring and the chain beads that hang from her waist – coloured in a way that mirror the crystals from Final Fantasy 1. Also, I liked her different coloured eyes and I thought her short hair made her stand out from other gaming heroines.
Whilst Yuna looks great, her real strength comes from, once again, a well-realised complexity to her character. Indeed, when I was playing through FFX, it was indeed interesting to see Yuna, the driving force of nearly all of the game, through the eyes of someone else (that someone else being Tidus). As such, it made for a great perspective to see the character of Yuna evolve in the manner akin to a character study and more is gradually revealed of her as the game continues to moves forward. Who is Yuna? Why is she going on this pilgrimage? Indeed, it is that sense of mystique and the need to find out more that urges the player onward.
As the game progresses Yuna grows through a lot of personal growth, displaying a wide range of emotions – all of which is conveyed whilst hiding a dark side of her eventual fate and the acceptance of its inevitability. Indeed, it is credit to the game designers to have a character go through so much over such a long period of time and subsequently build up a substantial connection with the player.
So yes, Yuna may have won me over with the looks, but it was her personal growth that endeared me to her. And let us not forget, she does have a really good singing voice.
Also, having a powerful magic stat and the ability to summon aeons doesn’t hurt either.
2. Princess Zelda (Legend of Zelda series)
Perhaps the most enigmatic candidate in this list: She was introduced in the first Legend of Zelda game as a MacGuffin: It was her name appearing in the title and she only appeared at the very end of the game, but everything else happening in the game resting on Link’s stalwart shoulders. So what is the appeal of Princess Zelda when it’s Link’s fate that’s being guided by the player?
Easy: It’s what we don’t know.
Right from the beginning, Princess Zelda is established as being important to the game: It is her name in the title and she is a princess who has been captured by the persistent baddie Ganon/Ganondorf. Strangely enough, that is all the player needs to know: Zelda is important and there’s good enough reason to go rescue her. Aside from that, not much else is established about the princess but there’s no need. Indeed, it is the aura of mystery that the Princess herself holds that certainly makes the challenge of rescuing her one worth rising up to. One could say they want to rescue just because they want to know more about her! And as the series has progressed, that sense of mystery has manifested in interesting ways with Zelda being the embodiment of Triforce of Wisdom and the introduction of her alter ego Shiek. Indeed, the mystique is such a strong idea that a Zelda game without Zelda just …well……wouldn’t be Zelda.
In addition, there is indeed a lot to like about Princess Zelda: She looks gorgeous (particularly in her Wii incarnations), she is of royalty, she is powerful in magic as well as capable in using the sword and bow, and she’s intelligent, courageous & shown to be a wise ruler who is deeply concerned for the welfare of her subjects.
So in the end, is this a face worth travelling across an ocean of time for? HELL YES!
And my number one favorite video game heroine is.....
1. Aerith Gainsborough (Final Fantasy 7)
Cue the necrophilia jokes.
But seriously, I rank Aerith Gainsborough as my favourite gaming heroine. I have mentioned above characters that have won me over through looks, personality or a sense of mystique – but with Aerith, all of these elements come together to produce a compelling whole.
I think the most compelling aspect of the flower girl is that she is built on the idea of gentleness. A gentleness that is evident with her personality and her character design. Sure it may make her eventual fate all the more emotionally despairing but I honestly find the idea of gentleness a welcome one. In video gaming, we see female characters who are either sexed up, packing big guns, militaristic feminist or just being unable to do anything until the player character shows up. So in my mind, having a female character of a gentle nature is in a way refreshing.
The gentleness is pretty much in her design and Aerith looks nothing short of beautiful. She may not look like much in the original FF7 PS1 graphics but what she has gets enhanced tremendously in Advent Children and she looks wonderful. The hair looks great, the pink dress looks great and special mention must go to the most memorable aspect of Aerith: Her eyes. As indicated in the image above, she has the finest eyes CGI has ever produced.
Her multi-faceted personality is also a delight: Aerith accomplishes a lot in her time, through being a lonely soul, a positive influence, a source of cheerfulness, a courageous fighter, a damsel in distress, before being the only one who can make Cloud smile. She exhibits various emotions from angry, happy, witty, flirty, encouraging and brave. It is also interesting to see how a flower girl in the slums eventually becomes the key to saving the world. The healing-based limit breaks were also helpful too!
Okay so yes she may have a big hole in her chest (and may also be a bit wet) but Aerith certainly has a lot going for her – enough to secure her the number position in my list of favourite video game heroines.
It’s just a shame that she’s dead.
As well as being a fictional character. XD
Anyho, I hope you enjoyed this list of gaming heroines I like and how they made an impression on me. We all have our tastes - you just now know mine.
And no, you can't have the time spent reading this post back *maniacal laughter*
Monday, August 2, 2010
Music to fight some dudes to
When I face some opponents - either in a LAN game or in Laser-Tag, I like to have the following playing the background: A playlist I dubbed, Live in Baghdad:
1. Preshrunk - ***Gamer
2. Alchemist - Eve of the War
3. Rammstein - Du Hast
4. Bubblegum Crisis 2040 OST - You're in the Battlefield
5. Command and Conquer Red Alert OST - Hell March
6. Rob Zombie - Dragula
7. Prodigy - Firestarter
8. Kenny Loggins - Highway to the Danger Zone
9. Foo Fighters - Down in the Park
10. Geneshaft OST - Shaft Drive
11. Pop Will Eat Itself - Get the Girl, Kill the Baddies
12. Filter and the Crystal Method - Can't You trip Like I do
13. Chemical Brothers - Life is Sweet
14. Ghost in the Shell Stand Alone Complex OST - Trip City
15. Dragonforce - Valley of the Damned
1. Preshrunk - ***Gamer
2. Alchemist - Eve of the War
3. Rammstein - Du Hast
4. Bubblegum Crisis 2040 OST - You're in the Battlefield
5. Command and Conquer Red Alert OST - Hell March
6. Rob Zombie - Dragula
7. Prodigy - Firestarter
8. Kenny Loggins - Highway to the Danger Zone
9. Foo Fighters - Down in the Park
10. Geneshaft OST - Shaft Drive
11. Pop Will Eat Itself - Get the Girl, Kill the Baddies
12. Filter and the Crystal Method - Can't You trip Like I do
13. Chemical Brothers - Life is Sweet
14. Ghost in the Shell Stand Alone Complex OST - Trip City
15. Dragonforce - Valley of the Damned
Subscribe to:
Posts (Atom)