About J.J.S. Boyce

I'm a freelance writer, critical thinker, science fiction fan, addicted traveller, and educator, with continuing interests in all of the above. Comments can be left on site or via e-mail, at jjsboyce (at) hotmail (dot) com. For a more detailed bio, see About.

Tuesday Links (03/19/23)

Canada Vs. USSR in Nintendo’s Ice Hockey: Damn it, Canada, I mean, what the hell!?

Interview Tips for When Someone Asks, “What Questions Do You Have For Us?”: Really some deceptively good questions.

Douglas Adams is still the king of comic science fiction: “[I]t makes you wonder why, 12 years after his death, no one has been able to supplant him from that throne.”

Who Will Be the Next Douglas Adams? Hopefully, Nobody: “Nor am I particularly concerned about taking science fiction’s humor crown from Adams; that’s like trying to take the melodic pop crown from Lennon/McCartney. You can try, but they’re just going to call you ‘Beatlesque.'”

Gaming Review: Disgaea 2: Cursed Memories

Disgaea 2 was released in North America for the PlayStation 2 in 2006. Its predecessor was published by Atlus, three years prior, but since then, Nippon Ichi Software had established a forward camp stateside, and so it was NIS America that handled localization and publishing on the sophomore game of what’s become their flagship RPG series.

Previous to 2003, this developer would probably have been best known for Rhapsody, their critically well-received and very cute musical RPG (the only one of the series to be released outside of Japan). But with four titles in the main Disgaea series thus far, multiple re-releases of most of them (Disgaea 2 has itself been ported to the PSP in an enhanced version prior to this PlayStation Network port of the PS2 original), plus several spin-offs (the Prinny side-scrollers, for example), this wonderfully weird developer is gaining some real traction here.

As well they should. The gameplay in this title is unusual and deep, following the best tactical RPG tradition while putting some unique spins on it; the story is wacky, but not without an emotional core that allows for some real player engagement. The localization is top-notch. The voice actors are great, and I can’t find any fault with the translation.

The story involves a young man, Adell, who is the last human being in his world, the rest having been turned into demons by the Overlord’s curse. Set in one of many Netherworlds in interconnected dimensions, our hero’s goal is to defeat the all-powerful demon and turn everyone back to normal. To this end, he ends up kidnapping/escorting the Overlord’s daughter, who leads him grudgingly to her father while plotting to kill Adell, though her feelings towards him become more complex, over time.

The whole world has something of the feel of InuYasha, with a bit of Rama 1/2 thrown in for good measure. The characters are frequently morally ambiguous, though not irredeemable, and the whole thing is light-hearted and cartoony enough that what might otherwise be considered black humour is fairly innocent. Jokey things, like explicitly referring to an enemy’s in-game stats (I think Etna was at level 10, 000), push at the fourth-wall without puncturing it.

The gameplay is almost entirely comprised of battle tactics. There are a finite number of battles in the game, each a carefully orchestrated puzzle with multiple solutions. There is no world map and there are no dungeons, thus, no random battles. So this game is essentially chapter-based, and thus very linear (though the player can replay any previous battle at any time for bonus points, prizes, and cash).

At first I missed the world map. The inability to explore freely seemed both constraining, and to take away from the sense of a larger world that our story takes place in. Over time, though, it didn’t bother me much. The break from repetitive random battles, at least, is a plus to me.

In-between battles, the player’s party is (usually) in the main character’s hometown. This is the hub through which every other aspect of the game is accessed. There are a few NPCs wandering about who will simply chat with you, but almost everybody else has a specific function.

There’s the tutorial guy, there’s the item shop guy, the armor guy, the hospital (like an inn, you pay them money to heal your party), and there’s the travel guide, to whom you speak when you’re ready to go to the next level.

There are also two interesting side-quests that the player can dump, potentially, much more time into than the main game itself. The Item World allows one to literally jump into their own items, fighting their way through one randomly-created level after another, with the aim of powering up the item itself.

These levels are randomly generated each time you enter, and sometimes are not actually beatable (i.e., sheer cliffs or large gaps might prevent your party from either reaching the enemies they need to defeat, or the exit to the next level), which means you should never play the Item World without taking with you an emergency exit pass.

The other potential time-sucker is the Dark Assembly. All kinds of character upgrades can be done there. Mana earned in battles (which is tied to each individual character and is non-transferable) can be spent on reincarnation, allowing the same character to be reborn at level 1, but with a higher base potential, or even as a better character class (of which several can be unlocked). Mana can also be used to create new characters.

Depending on what you want to do at the Dark Assembly, you may need to win a vote from the senators there (all monsters), by bribery or brute force. It’s all very complicated and, for the purposes of the main game, not necessary, but there’s plenty of opportunity for party customization if you want to sink in the time.

In fact, you can generally get by without supplementary characters at all. Over the course of the game, enough actual story characters will join your party, that the addition of additional character classes isn’t strictly necessary, though it might be helpful.

The core of this game is still the battles themselves. You can take out up to ten characters per fight, and they don’t need to be decided in advance. The battlefield is grid-based, but includes a height dimension. Depending on weapons and attacks, your characters can damage one or more enemies at various distances. Enemies can also be reached via a lift and throw option that the stronger characters can manage.

It’s possible to stack up all ten characters on top of each other, like a totem pole, and to rapidly move characters across the field of battle in a single turn, via repeated lifts and throws. This can be critical when beating an enemy to the punch, or taking a key position early, can wildly change the tide of battle.

Enemies, too, can be lifted and thrown, perhaps directly into the path of another character’s area attack. And piggy-backing characters can also combo attack a single enemy, reaching further and hitting harder, while combination attacks also occur in other formations, with flanking characters jumping in to help a main attacker, offering free hits that don’t actually count as their own turn.

I haven’t even talked about geo effects, about which there is too much to say here.

Everything in the game, from weapons to special attacks to character types, is so customizable, no two people will set up their party or fight a battle in quite the same way. Perhaps it’s a little too customizable: since characters level up by defeating enemies and successfully performing actions, it’s possible to power up your party unevenly and hurt your long-term fighting power as a result.

But on the whole, this game is well-realized, polished, and simply fun to play. Though the depth is there, if you just want to complete the main game, Disgaea 2 can be tackled in a (relatively) casual fashion, which means I can recommend it for hardcore and more casual RPGers alike.

Article first published as PlayStation 3 Review: Disgaea 2: Cursed Memories on Blogcritics.

When You Know Things Are Going Well

I was going to entitle this post, “When You Know Things Are Going Good”, but the grammarian in me just couldn’t do it.

The last few months I’ve managed to fit in significantly more writing than I was managing amidst all the new job, new house, new marriage hubbub of autumn. And I’ve been largely pleased with how things have been going. 2012 was a year where, picking up some traction after a fair bit of spinning my wheels during the last few months of 2011, I just started getting meetings with editors, seeing my stuff in print at a variety of places, and started building some good working relationships with people.

Now, in 2013, the lion’s share of my writing is the direct result of connections I made in 2012, and I get to do some cool stuff that I wasn’t doing before, including reaching different audiences, writing in different formats and on different topics, and being in print more frequently as opposed to being almost exclusively online. I know doomsayers have said for years that print is dead, but the fact is, it’s not, and words on paper still mean something to me.

A few years ago, I would have found it hard to believe that I would be able to write about topics I care about — science, the environment, literature — anywhere outside of a personal blog or social network, let alone reach a wide audience, and get paid for it, to boot. But you never know until you try, obviously.

What’s really gratifying, however, is that I’ve been told four separate times from four different editors, independently of each other, that they like my writing and would like to see more of it. A big part of me writing more comes down to simply that.

I think there’s probably a lesson in there about good management. Make your employees feel appreciated and they’ll work harder to justify your high opinion of them. If it works for freelancers, it probably also works for shift supervisors, construction foremen, and school principals. Everyone likes a pat on the back.

(To be fair, my boss at my day job, has also made me feel appreciated. But I think I’ve spent enough years in that profession that I’m less susceptible to ego-stroking on my teaching abilities.)

Anyway, I’m happy on that front. Life in general, well, there have been some sources of stress. But as far as what this blog is about — my writing — I really can’t complain much.

Tuesday Links (02/26/13)

Dinosaur Comics: “Alex Trebek announces his retirement from Jeopardy. . . Of COURSE the show ends with Trebek. It was always to end with Trebek.”

This Plastic Printing Pen Lets You Draw in 3D: How is it that we had 3D printers without first creating 3D pens? At least somebody’s filled in the gap.

More, More, More — How Do You Like It?: “The industry’s arms race with itself simply is not sustainable. Yet here’s Sony, blithely promising to build a bigger gun. They’d better watch out—the recoil’s a bitch.”

Gaming Review: The Cave

The game opens with a brief monologue, delivered by none other than the living spirit of a magical cave. Yes, a talking cave. It makes dating hell.

The Cave doesn’t take itself too seriously, and neither should you. Booming proclamations and self-aware melodrama are used to good effect in this entertaining adventure/puzzler. There’s also more than a little bit of black humour.

Choose three of the seven characters hanging around at the title screen to begin the game. I don’t know if archetype is the correct word for this motley crew. We have “the time traveller”, “the hillbilly”, and “the monk”, for a start. But though each has their own quest to fulfill — true love, enlightenment, that sort of thing — what they all have in common is a willingness to lie, cheat, steal, and worse things, in order to get what they want.

The control scheme isn’t terribly important. This isn’t a game of reflexes, by and large, but of finding the right item and taking the correct actions at the appropriate time. The game’s available on every system and it should make no particular difference what console you decide to download it to.

The game is ultimately in the tradition of the old text adventure games of the ’80s, though updated with a graphical interface, much like Windows updated the user experience for PC operating systems. Actually, creator Ron Gilbert previously brought this type of gaming to consoles with the NES-era title, Maniac Mansion, and guess what? It still works.

It’s also pretty cool to see Sega, which has been exclusively a software publisher since getting out of the hardware game in 2001, getting some buzz on an IP that didn’t originate in the ’90s. Sonic the Hedgehog is great and all, but I like seeing something fresh from some of the old guard.

Each character has a special ability, required for their own quests but otherwise mostly irrelevant. Some of them allow you to cheat at the non-character specific quests, shortening aspects of certain puzzles depending on who you have. But for the most part, the game is one of switching between characters, collecting special items, and using them appropriately.

The puzzles are fun, challenging without being maddening, with the solutions making sense in retrospect, although they may not be obvious at first. There’s no dying, although the cave is full of dangers. Characters immediately respawn if eaten, blown up, or squashed, with no major time penalty to the player.

The Cave’s biggest flaw is that they designed the game for replay but hampered their own replay value. Having finished the game with three characters, you’ll want to select another three, so you can see their special levels. But now you have to redo all those generic levels again along the way.

Doing a second or third run-through is fine for sidescrollers, platformers, action adventure titles and the like. But not the tedious steps of “solving” a puzzle you’ve previously completed. That’s boring.

The developers would have been better off having all seven characters available (though only three per section), and making the game longer so that each level could be completed without repetition. Alternately, replays with new characters should allow the opportunity of skipping previously completed sections.

Another possibility suggests itself. If the characters’ special abilities played a greater role in level completion beyond collectibles and achievements, a replay might take on new meaning. The same level might have had to be played in an entirely different way based on the characters available, essentially meaning entirely different puzzles would be solved depending on who you play with.

Alas, it is not so. The choice of characters has little effect on how you play the game, which strikes me as a missed opportunity. That’s a shame, since going through the game the first time was such great fun, I wish I could enjoy playing it again.

Make no mistake, though. That first playthrough is just enchanting. I think everyone should check this one out just once.

 Article first published as PlayStation 3 Review: The Cave on Blogcritics.

Care2 Blog Weekly Roundup (02/16/13)

A number of posts so far this month, with perhaps a handful more upcoming.

It’s Darwin Day: Discover a New (to You) Species

Too Hard to Regulate Dog Breeders? Just Forget It, Then!

The Westminster Dog Show is Hurting Dogs