Category Archives: Top X Lists

23 Things Secret of Mana and Tales of Symphonia Share In Common

As noticed by someone who’s played each at least half a dozen times! I’d rank Tales of Symphonia easily in my top ten games of all-time and a lot of that came from how familiar it felt. I truly wonder how much I would have enjoyed it if I hadn’t played Secret of Mana over a decade earlier.

Major spoilers for both games, obviously!

 

  1. They’re action RPGs.
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  3. They’re noted for great soundtracks.
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  5. At least three-player co-op! Now there’s an RPG rarity.
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  7. Both games have a way to break boss battles with stunlock by exploiting quirks of magic animations. In Secret of Mana you can begin casting a second attack spell before the first spell’s animation ends; in Tales of Symphonia you can cancel a casting animation to reset your combo, giving most magic users near-infinite combos. (Tip: It’s easier to get the timing down for Colette and Sheeena than for Kratos, Zelos, or Regal. Raine can technically pull it off too, but it’s much, much tougher.)
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    4 down, 19 to go. And most are infinitely more interesting than the first 4!

Xenoblade 4-Hour Impressions: Twelve Things I Already Love

My first four hours with Xenoblade: exceptional. It’s been a mashup manticore of Monster Hunter, Majora’s Mask, Dragon Quest I, VIII, and IX, Ys I, and a hint of Chrono Trigger.

I’ll start with what I can’t talk about:

    The characters. By my choice, I haven’t spent more than two minutes with any of them.
    The story, for the same reason. Other than the story-opening scenes and taking my first party member back to town, which I think was mandatory, I haven’t met the goals to see a single cutscene.
    Item creation, again for the same reason. The machine that creates orbs to slot into my equipment teases me by being broken and I don’t believe I can do anything yet with materials gathered from killing monsters. I assume I’ll eventually run into in-depth item synthesis.
    The battle system. Since I only have one character right now, I don’t consider it fair to judge. The power of various Arts depends on the hero’s positioning behind or to the side of enemies, but with no other characters around to distract monsters, I’ve only faced them head-on except for a single strike from behind to initiate the battle.

Even without those factors, I’ve already found at least twelve things to love to death.

See that door there? You don't? That door on the house right there? What do you mean you don't see a house? Well, anyway, the house has a door and Xenoblade's main character, Shulk, would be a little smaller than that door if shown here. Even so, I've covered nearly every inch of sea, shore, and slope in this landscape and quite a bit outside of the shot... And I've only just gotten started!
Explore it all. Every last step on land and every last kick of the legs at sea.

    1. The greatest fantasy game environment I’ve ever had the honor to play. Every hour I’ve spent with Xenoblade Chronicles has only been in the starting area around Colony 9 and even though I’ve only been slaughtering small-scale monsters like rabbits, mosquitoes, flamingos, and armadillo-cows, the seamless world around them is as awe-inspiring as any area of Dragon Quest VIII, which featured possibly the most impressive overworld in gaming until now. Every piece of land clicks; every untraveled pathway invites. Ever heard people say that they believe in a creator because nature has such a majestic quality that they can’t believe it came about by chance? I don’t find it logically convincing regardless of my personal belief, but I perfectly understand how it can be emotionally convincing.
    2. Ubiquitous instant warp points. For two and a half hours, I didn’t realize that every Landmark—a point where a fallen Shulk will respawn—was also an area that I could warp to in about three seconds at any moment I pleased. When I found out what I’d missed, I didn’t curse myself for my ignorance; I had no reason to. Every minute to and fro on foot had shown me a new path to travel, opened item collection possibilities I didn’t imagine, and wowed me with gorgeous scenery. Even so, the freedom of open teleportation across a supersized landscape doesn’t settle for boggling the mind; it expands the mind. True freedom unfurls the welcoming carpet of potential—not a red carpet, but white, an empty canvas across which the brush of the pioneer spirit cannot help but sweep, for the heart cannot long tolerate it to remain blank and must begin its strokes, each more thickly layering on a paint crafted from the liquid mix of dreams, ideals, and the soul.

Ten more lovable things after the jump. Is each one better than the last? You'll have to find out, won't you? Aren't you curious?

Ten Breeds of Memorable and Immortal 2D Sprites (part 2)

6. Beastly Screen-filling Sprites

Long before Shadow of the Colossus and Monster Hunter, 2D game developers understood the power of monsters too big to be contained in a TV. After the player grows used to smaller enemies, a large one leaves an impression.

EarthBound proves that enormous enemies don’t even need to look especially threatening:


Developers typically save this technique for late-game bosses, so I won’t ruin the surprise by directly showing some of my favorites, but other examples of capital-sized enemies include Secret of Mana, EarthBound, Chrono Trigger, and Mother 3. The Etrian Odyssey series has also taken this idea to another level, but I’ll reserve that for another day—and a post to itself!

One major series that doesn’t take full advantage is Pokémon. The third and fourth generations of games, Ruby and Sapphire and Diamond and Pearl, had a cool Pokédex feature comparing the height scale of a human with any Pokémon the player had caught to demonstrate how small a Diglett or how large a Wailord is, but during battles, size differences only show in the home console games. In the main portable games, almost every fully-evolved monster looks about the same size as any other, whether it’s the fourteen-foot-tall creator of the oceans or a dancing 4’11” Mexican pineapple duck.

We know that Kyogre doesn't like Groudon too much, forcing Rayquaza to step in and stop the two of them from destroying the world, but what happens when Kyogre swims around the ocean it created and runs into Lugia, the guardian of the seas? If Kyogre assigned that role to Lugia, maybe they hang out together. If Lugia took on that role without being commissioned, does Kyogre have a problem with it? Ever thought about that? Ludicolo is a ridiculous design if there ever was one, though that's part of why I love it. More of why I love it is for being the underdog who's destroyed most Kyogre movesets since 2002.

The appearance of a legendary Pokémon could inspire awe if drawn to scale, so this could be considered a missed opportunity. Still, the sale of 215 million games makes it obvious that players already love Pokémon and its artwork to death (and I’m one of them), so maybe leaving well enough alone is for the best. If nothing else, the absence of visible size differences helps convey that most Pokémon can contribute to a victory under the right circumstances.

The final four await!

Ten Breeds of Memorable and Immortal 2D Sprites (part 1)

1. Sprites that Reward Amazing Accomplishments

Metroid is a go-to example, but Chrono Trigger also really ran with this idea.

The Moonlight Parade dancer only performs spinners for winners! According to Lucca, Frog as a human is a 'dish.' I can't speak for the culture of Guardia Kingdom, but in most culinary schools here on Earth, Frog as a frog is more of a dish. The famed Akira Toriyama as a Chrono Trigger sprite. The famed Yuji Horii as a Chrono Trigger sprite. If you just said 'Who-ji Horii?', you're probably not a Dragon Quest fan.

The challenge involved in seeing these sprites makes them rare—and their rarity makes them memorable. The Moonlight Parade dancer only shows her face (and her footloose skills!) after beating the game. Frog in his human form is “only” one battle tougher to get on screen, but some people will never see him outside of online sprite rips because their principles won’t let them meet the requirements. On the right are game versions of Akira Toriyama and Yuji Horii, who can’t be found unless players beat Lavos with only Crono and Marle or beat the souped-up, higher-stats, not-supposed-to-be-defeated Lavos at the Undersea Palace.

For a more modern and less 2D example, check out the ending of The Legend of Zelda: Twilight Princess. The character involved would have been striking even if the game had as little story as the original Legend of Zelda, but the tease of this appearance from the beginning helps further. Delayed gratification works.

Four more breeds, all discussed at greater length than the first one!