The Tarnished Flaws of Crystal Bearers

February 21st, 2010 § 0

How can we describes the rules and conventions of Final Fantasy Crystal Chronicles: The Crystal Bearers without stuttering at least once, not because of its breathtakingly long title, but more so from our hazy insight of its inscrutable structure? We might also wonder how could a game that has been in development for three years, in one of the industry’s most accomplished game companies no less, to arrive to its audience as a project that has seemingly been hurried due to schedule restrains? Obviously, pondering the game’s hapless state is frivolous at this point, but at least we can look back at it with a slightly approving judgment; Crystal Bearers remains audaciously original next to the contrived creations of late from Square-Enix. The regrettable reality, however, is that its novelty deteriorates just as soon we come to grasp its dubious ideas.

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Quickies: Stoner – Still Walking – Dead Space: Extraction

January 14th, 2010 § 0

  • Book: Stoner by John Williams

John Williams’s Stoner is simply a novel about literature, those who love it, and those who spend most of their lifetime living on its nourishment. William Stoner, whose the book is dedicated to, had spent his childhood and few of his adult years in a most banal of bucolic lifestyles, until unexpected circumstances sought him to the University of Missouri to pursue the academics of agriculture, where he discovered the uncharted love “of literature, of language, of the mystery of the mind and of the heart showing themselves in the minute, strange, and unexpected combinations of letters and words, in the blackest and coldest print.” With a deadpan prose and a discreet evasion from sentimentality, Williams unfolds Stoner’s trials and tribulations in many arresting, though despondent, instances: his marriage miserably fails, his daughter’s life is dishearteningly sheltered, and his career as a professor is hindered and ravaged by discomfited conflict. Still, Williams makes sure to distill Stoner’s daily life with enough reciprocated love and beauty to cope with such miseries, whether through the leaves of literary books or occasional friendships and love affairs. What emerges from the novel’s unhurried chapters is a burdened college professor, whose life is dovetailed with a stern observation on humanity, and how absurd, confounding, beautiful, mundane, and poignant it can be. Stoner is both a celebration of life and an elegy of reality, told with an honest overtone, delicate structure, and profound respect to the minimalism of everyday existence.

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Uncharted, Unabashed

December 31st, 2009 § 2

Uncharted: Drake’s Fortune was released in North America on November 20th, 2007, and two years later, I got to play it for the first time…

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The Squall of Resolve and Ambition

December 6th, 2009 § 0

Squall Leonhart

It appears it’s rather easy to criticize (or even ridicule) the chief titles of Final Fantasy games these days, considering that the release date of Final Fantasy XIII is creeping closer now. And of course, the easiest approach to do just that is by nitpicking the games’ plot and characterization, which might allude to a sense of criticism when, in actuality, it’s a mere trivia comprised of poor judgment and attention to cheap laughs (1UP’s childish “Top 5 Most Irritating RPG Protagonists” is an excellent contender). That doesn’t mean Final Fantasy games are exempted from criticism, but seldom have I ever read a practical critique of the games’ narrative and characters that not only is well-reasoned and valid but at least convincing.

Final Fantasy VIII also seems to be the favorite title among Final Fantasy critics (though the word “critics” might elevate their merit than necessary). Few of their assessments are legit but most of them are crudely vague. Saying the characters are “annoying”, or the plot is “awful”, or the gameplay is “broken” without giving any elaborative examples, or at least semi-extensive clarifications, doesn’t indicant anything evident on their conclusion. Of course, it is always the main character that gets the short end of the stick, and in this case, it’s always Squall Leonhart, the gunblade-wielding protagonist.

Quite the opposite, Squall, personally, is one of the most tenderly written leading characters I’ve ever encountered in an RPG. His lone wolf persona is nicely justified in his arc (more on that that later) and Kazushige Nojima, the writer of Final Fantasy VIII, made sure to disclose enough credentials for him to be as persuasively detached and compassionless toward the rest of his teammates, specially in the initial stages of the story. A specific plot device among many in Nojima’s design in Final Fantasy VIII is the prospect to perceive Squall’s inner thoughts and contemplations, which cleverly exposes and flourishes his character to the player than he candidly allows. Yet, Squall isn’t resistant to influence; indeed, he inevitably and willingly becomes to accept his comrades, confess his love to Rinoa, and assume his role as the student leader of the military school of Balamb Garden more earnestly. The following paragraphs will succinctly particularize this transformation by examining Squall’s character progression in the plot. In other words, spoilers are abundant.

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November BoRT: The Implications of Modern Prometheus

November 21st, 2009 § 1

Frankenstein

Frankenstein, or, The Modern Prometheus: by Mary Shelley is considered by many to be the first science fiction novel ever written. That makes it the perfect title for our first Literary Design Challenge BoRT. Many attempts to translate Frankenstein to other formats have fixated on the science of bringing the monster to life, but the book itself doesn’t focus on this aspect at all. Instead, it examines what it means to produce life and the impact that has on those who comes are directly and indirectly involved with the process.

Two years ago, when I took Major British Writers class in college, Mary Wollstonecraft Shelley’s Frankenstein, or The Modern Prometheus was included in the syllabus as a required reading. On the first day we began discussing the book, my professor began the lecture on lamenting those who referred to the Gothic novel only by its first name. He stressed that referencing the book without its subtitle didn’t foretell anything imperative about its premise, particularly since Frankenstein and his monstrous creation were indecently profuse in their pop culture manipulations.

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Quickies: Eleven Kinds of Loneliness – A Boy and His Blob – Treeless Mountain

November 3rd, 2009 § 1

11 Kinds of Loneliness - Original

  • Book: Eleven Kinds of Loneliness by Richard Yates

Eleven anecdotes. Eleven fictitious portraits. “Eleven Kinds of Loneliness”. This is simply the premise of Richard Yates’ second novel after he had published his grandeur debut, “Revolutionary Road”. Akin to its herald, the novel galvanizes the artistry and the domestic realism that eloquently pervade Yates’ sparingly paced chapters, creating a hypnotic voice that rims with sentiment but remains shy of sentimentality. His stories may not be a bundle of laughs but his commentary of the world -and the state of mind it creates- is so economically and so persuasively excruciating to the fact it borders the edge of plausibility. Indeed, Yates’ characters are not scandalized by their actions but rather their struggle to find a sense of life and themselves. The zenith of such anthological descriptions of human fragility is a haunting, subtly shaded mosaic of the 1950s, the era when the American dream was finally coming true and just beginning to ring a little hollow. The latter can be attributed to few of the novel’s depictions but the rest is quenched with sublime characterizations. If you want to brush up on your vintage American literature, then think nowhere else than Yates’ oeuvres.

3 Stars

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A Prime Example

November 1st, 2009 § 0

Metroid Prime Trilogy #1

I insensibly tend to compare any first-person shooter I pick up with Metroid Prime, forgetting the fact that a mutual share of vantage point doesn’t qualify a mutual comparison in design. Obviously, it would be incongruous to lump Metroid Prime, Far Cry 2, and Mirror’s Edge, for example, in a singular typology, partially since these games are representatives of their subgenres: fruitions that have conceptually meshed two or three novel devises in their premises. However, as subjective as this may sound, Metroid Prime properly culminates the enlivenment of an adventure and the ambiance of a first-person unlike no other. Even if we detach Prime into its elements, we will still come across to an opus finessed in quality and peerless gameplay. The Texan Retro Studios have certainly fashioned a tough model to follow, for them and for any game that aspires to tread Prime’s lead. Therefore, it would be better to consider this post as a critical accolade instead of an all-encompassing critique.

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