Supple Think: I see what you did there

Balthier and Trembling

by Zen

Posted on Wednesday, March 16, 2016
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Disclaimer: I know this reads like some college freshman shit.  It's purple enough to be Prince homage.  Suffice to say that if you have not both played Final Fantasy XII and read at least the prelude to Fear and Trembling you do not get the joke and please don't judge me.


Once upon a time there was a man who as a child had heard the beautiful story about the gods' chosen hero, who was reborn in the power of his destiny to write his chapter of an eternal history.  When the child became older he regarded the same story with a newfound wariness, for life had informed and keenly honed the pious simplicity of the child.  In time such tales, told as they are again and again, were noteworthy more for their human omissions than their divine testaments.  In time he would deliver his answer.
I
Ashe
Two great nations go to war.  The battleground, a small kingdom in between, is obliterated in a single explosion that asserts Arcadia's dominance over the entire globe.  This death and destruction set the tone for an era of bloodshed and fear.
The new Ivalice holds no place for the name Dalmasca; her new Dynast-King's time is nigh.  Happy the world whose hero arrives at all, to prevent these terrors.
II
BalthierFran
Her gaze fixed on duty, her thirst for power and vengeance left unchecked, the deposed queen sees only the path to glory.  Filled with holy purpose, stones of power in hand and treaty signed in enemies' blood, the gods' will is fulfilled and a dynasty of sacred order and Roman peace is secured.  What hours of darkest night will these new shards bring?
Sword in hand, Dalmasca's enemies are laid to rest.  Sword in hand, she makes an enemy of all.  Happy the world whose hero gives not her heart to a stone.
III
Vossler
When is a quest worth abandoning?  At what point do virtue and justice yield to some hope for dignity, for the peace that history denied a ruined homeland?  What price will the children of Dalmasca pay to see the machinations of empires repaid?
Revolution, resistance, insurgence--these words all splinter, shattered and bloody, at the breast of the uncompromising folly of conviction.  Happy the world whose hero must face the exhaustion her cause has brought the devoted.
IV
BaschGabranth

The knight's path is arduous but firm, watching over his charge with no concern for his self.  Even a brother's hate and a kingdom's disgrace can be no burden to him as he shields his queen from any harm or interference.  Vulnerable and weak, a desperate regent is not, alone, enough to stand against the tide of history, and a pawn for others' designs she shall ever be.
In the end, the knight's duty is to both sides of a conflict, that it may not be won but rather dissolved.  Happy the world whose hero receives such protection and whose counterpart receives it double.
V
PeneloVaan
Memoirs are filled with the posturing of nations.  History's needs are those of borders and titles, of opposing nation-states and conflicting ideals.  This dialectic holds no meaning for the meager, for those desperate lives clinging to its lowtowns, its alleys of muted sighs.
History's orphans seldom offer counsel to its masters, and thus do their numbers swell.  Happy the world whose hero knows the lot of its weakest.
VI
Larsa
The ground beneath thrones has had its fill of tyrants' blood; their seats are too easily filled by their like for true peace to last.  The trick is to find that rare, solicitous leader who is both poised and willing to replace power with care.
Once again the survivors of war are claimed by the last remaining aggressors.  Once again force begets force, and all the virtues of youth meet their end at the peace table.  Happy the world whose hero has such enemies as these.
Thus and in many like ways we see how the thread of history must be informed by the pain of individuals.
*
Final Fantasy XII is a story of overcoming empire, overcoming gods, but most of all overcoming pain and loss.  Each of its characters, even those we see as frivolous and offensive, is essential to its precarious outcome.  For it is one thing to cheer on righteous violence and another to burn one's ambitious resolve at the altar of compassion.  Duty to country, to friends, to allies, to history, each is insufficient on its own.  The true leader feels pulled by all of these, but finds a way to be consumed by none and thereby satisfy all.

On the surface it is a story we have seen too much of: the hero's journey, the chosen one leading a righteous rebellion against an evil and powerful empire.  These tales mostly play out the same, but this time the tired resolution is overcome.  This time, the whole picture is considered and a world of individuals cries out against it.  FFXII simultaneously honors and undermines a legacy of storytelling and thematic expression that is said to encompass human history.  It is an unprecedented and brave step forward for fantasy of all kinds, a therapeutic salve for the trauma of the hero's journey.

Ten years ago today this game blasted all expectations, misgivings, and cynicism out of the water.  Ten years ago today Yasumi Matsuno not only revolutionized the Final Fantasy series, but upended a legacy of lazy storytelling and miserable ideology whose origins are ancient beyond belief.

Go play Final Fantasy XII, and if you have the means to play the International Zodiac Job System version then definitely do that.  It is my favorite game, by my favorite writer of games, and its quality will surprise the doubtful and the faithful alike.
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You heard it here first.

by Zen

Posted on Saturday, May 31, 2008
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We've only seen Snake tooling around the Middle East because that's the game's prologue. The rest of the game you play as Johnny Sasaki while Otacon tries to make love bloom with Big Mama.
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Keep fighting, make the future brighter.

by alzabo

Posted on Monday, May 5, 2008
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Street Fighter IV is going to land in our sticky little hands eventually and Capcom hopes that people who don't worshop at the alter of Street Fighter will buy it. Capcom's promotion of the title with slick screen caps and exclusive previews in the likes of EGM appease the core audience and make the game seem quite attractive to non-expert players.

I recently read that the game was not being developed internally at Capcom as I'd been lead to believe and that it had been farmed out to Dimps, the shovelware and anime game company made up of ex-SNK employees who've brought us such memorable titles as Inuyasha: A feudal Fairy Tale, Digimon Battle Spirit 2 and the failed Atomiswave/PS2 vs. Fighter The Rumble Fish.

Great.

While I will reserve judgment until I've had some hands-on time I must admit that I am no longer anticipating Street Fighter IV. The game still has potential to be great, but I am curious as to why Capcom would farm out such an important nostalgic title to Dimps. Maybe it doesn't make financial sense to put your good staff on a niche genre title like Street Fighter.

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Oh Nintendo,

by K1

Posted on Thursday, April 17, 2008
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Dudes Who I Want To Pay But Can't

by Tupperwarez

Posted on Tuesday, March 11, 2008
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All right, so K1 has convinced me to plunk down a list of my own. Apparently it is a compilation of game-making dudes I want to pay, but cannot, for one reason or the other. Both he and Durfy have already mentioned some of the guys I was going to mention, so this list is regrettably short, like three entries worth.

What, you'd rather read ten fucking paragraphs of "Yeah, what he said."? Here's your list.

Neil Manke
Some of you might have heard of They Hunger, a zombie outbreak themed single player mod for Half-Life 1. They Hunger was essentially a series of episodes, before the industry latched onto the term. It was very polished work that rightfully earned Neil and his collaborators positive press. Well, it turns out Neil has a game studio, Black Widow Games. And they are perilously close to releasing They Hunger: Lost Souls, which will be a purchasable, stand alone game based on the Source engine. The trouble is, they've been 'almost done' since last year. I hope this thing isn't stuck in QA limbo, because I'm really interested in checking out the final result.

Konjak
This guy isn't just a great artist. He also makes games that are both fun to play and look at, like Chalk and Noitu Love. Also, Noitu Love 2 is coming out soon, and it's looking really rad. He has worked on commercial games before I believe, doing sprite work for Contra 4 and such. But the fact remains that his work is definitely worth your time and money.

Nifflas
This is the guy that gave us mellow, exploration-themed platformers like Knytt and Within a Deep Forest. I find these games relaxing and laid back, and Knytt has the added bonus of odd looking critters and people(?) going about their business in the foreground and background. I'm a sucker for that kind of thing. It's like having an aquarium, but without the mysterious green scum that kills all your fish and makes you cry. Oh, that's right, he has a Donate link on his homepage. Does this still count? Oh who cares, I still think I should give him money in an official capacity, like a retail/online purchase of some kind.

Cactus
This guy. This guy is a machine. He cranks out all these bizarre little games with alarming frequency. Please, go poke around his site and give one of the many little doodads he has made a try. Cactus himself admits that they are more like experiments dressed up as games. And like most experiments, not all of them are successful. Still, his enthusiasm for trying new and strange things is certainly noteworthy. I would be really interested to see what he would turn out were he paid for his time. Article Permalink

Revenge of "Developers I want to give money to"

by alzabo

Posted on Saturday, March 8, 2008
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Since K1’s list included two individuals that I would have included in my top five (Shigesato Itoi & Daisuke Amaya) my list is a shorter. My criteria for selecting these are a little different from K1’s, but this is all about personal taste anyway.

What I’m trying to say is, “up yours kid.”

#4 - Fasa (Shadowrun for SNES, Genesis, SegaCD & Xbox360/PC):

Before the Xbox 360 launched, one of the titles that was announced but not shown was Shadowrun. I am absolutely in love with the previous three games for three separate reasons. The promise of a new Shadowrun was quite exciting, the after the three previous games had all taken very different approaches to creating their games and I believed that Microsoft Game Studios would do this as well. Their different approach was to throw away all the interesting story elements of the Shadowrun universe and create a FPS. A FPS with magical trees, teleportation and gameplay that was absolutely forgettable. I’d like to give a developer money for a new Shadowrun RPG, but after the horrible sales of the FPS, I think developers believe the Shadowrun License has AIDS.

#3 – Vivarium (Seaman, Odama):

“Yoot” Saito was both the key designer and "face" of Seaman, most people who owned a Dreamcast or at least have a passing interest in games recognize his face and maybe even attempted to have a “conversation” with him. His unforgettable Dreamcast title Seaman is one of the creepiest and most interesting video game I’ve ever witnessed. He also was the creative force behind the innovative Gamecube pinball title, Odama. Both games share the innovative idea of changing the way players interact with games; forcing the player to speak into a microphone to control the game just as often as they use a controller. I’d love to play more games by Yoot Saito that have innovative strange controls like this, but Seaman 2 was not released in the US and the DS’s microphone is almost never used for the sort of detailed open ended interactions that players can experience in a Yoot Saito game.

#2 - The Behemoth (Alien Hominid, Castle Crashers):

Alien Hominid was an excellent first title that started out as a flash game and made the jump to consoles, the game play is very similar to SNK’s Metal Slug series and is not only fun to play but quite difficult. Their second title is the 4 player action platformer / RPG Castle Crashers has been endlessly delayed. I’m practically salivating at the idea of playing a “new” guardian heroes style game with my friends. I’d be willing to pay way more than 800 Rape Bucks (a.k.a. Microsoft points) for this title. Too bad it seems to be stuck in development hell.

Cave has been providing 2 new SHUMPs a year for several years. Their games are simultaneously frustrating and beautiful, the intricate bullet patterns and artwork of the game impress players as much as they distract them to their doom. I’d love to give Cave my money, but I don’t want to spend $500~$1200 USD on a JAMMA board or import a PS2 port that can be generously described as less than arcade perfect.
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Attention, all Supple Think Contributing Authors!

by K1

Posted on Monday, October 8, 2007
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i.e. all you people on the right sidebar.

This is an open declaration of warning to all authors (including me): Post content to Supple Think within the next week or be subject to the Super-Mega-Supple-Quote-A-Thon, which incidentally, starts next week.

And don't worry, I've got dirt on all of you :V

Get postin'. Article Permalink

Nintendo’s New Holiday

by alzabo

Posted on Saturday, September 15, 2007
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Until now I had no real reason to talk about the Nintendo’s Virtual Console service for the Wii, but their recent announcements for the European and Australian VC have forced my hand. This month is the “Hanabi Festival.”

The Hanabi Festival is a chance for Nintendo to release a smattering of games that previously had not been available to EU and AU customers through normal channels. The games offered initally are Super Mario Bros. 2 (Famicom), Mario’s Super Picross (Super Famicom), with other unreleased games like the incredible N64 title Sin & Punishment becoming available for download at later this month.

While I applaud Nintendo’s decision to release some Japan only titles in the west, I must admit that I’m kind of upset with the way in which they’re releasing them. Nintendo is brazen enough to ask for an extra $1 for the games offered during the “Hanabi Festival.” Oh, and games like Mario 2 will only be offered during the festival. Yeah, not only do you have to pony up more for the game, you have to buy it before the end of September (I guess that’s one way to insure strong VC sales).

In addition to the insult of having to pay more for these games, Nintendo is even cutting back on localization for these special limited time VC releases. Mario’s Super Picross doesn’t even have a English title screen. I guess that’s what Nintendo meant when they called it a “Hanabi Festival,” Hanabi must be some 27+ stroke kanji that roughly translates to: “pay extra for a game that isn’t localized.” I guess this is all just a test by Nintendo to see just how deeply they can stick their thumb in our eye before we collectively close our wallets.

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