Tag Archives: Wii

From the Archives: Xenoblade Chronicles and the Wii’s Swansong

If you owned a Wii, whinged about there being no good games for it and didn’t own a copy of Xenoblade Chronicles then, well, frankly we need to have words.

Xenoblade Chronicles, you see, is awesome. I’d probably go so far as to say it’s one of my favorite RPGs in recent memory. I’m not convinced it is my all-time favourite — with so many great games out there today, I’m pretty hard-pressed to pick an all-time favourite, to be honest — but it’s certainly right up there with the best of them.

Let’s take a closer look at what makes it such a remarkable game.

This article was originally published on Games Are Evil in 2013 as part of the site’s regular Swords and Zippers column on JRPGs. It has been edited and republished here due to Games Are Evil no longer existing in its original form.

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From the Archives: Pandora’s Tower, and Why You Should Care

Of the three “Operation Rainfall” Wii RPGs that an Internet pressure group (now turned full-on news and reviews site and beloved friend of MoeGamer) helped bring to Europe and North America, the title that seems to get least attention is Ganbarion’s Pandora’s Tower.

This is sad, because Pandora’s Tower is brilliant and you absolutely should care about it. Why? Well, I’m glad you asked.

The three Operation Rainfall games are wildly divergent experiences from one another but they have one key thing in common: all of them shake up the player’s understanding of what the term “JRPG” really means. Xenoblade Chronicles provides quest-heavy open-world exploration; The Last Story provides a highly linear, tightly-scripted and fast-paced experience.

Neither of them follow the traditional “walk five steps on field screen, cut to separate battle screen” model, instead each deciding to try something different. The lower development overheads of working on the Wii, rather than holding these games back, allows the developers to take bigger risks with more adventurous concepts, mechanics and narrative arcs — and these risks have paid off bigtime.

But what of Pandora’s Tower?

Continue reading From the Archives: Pandora’s Tower, and Why You Should Care

From the Archives: The Last Story and the Art of Encounter Design

Although computer and console role-playing games share a lot of common ground with their tabletop predecessors, over time the two media have diverged significantly.

Western role-playing games arguably remain the truest to tabletop role-playing, which remains very freeform, flexible and sometimes even completely free of violent conflict. Titles such as Bethesda’s The Elder Scrolls series allow the experience of living in a virtual world, exploring as you see fit and seeing what happens as you interact with it in various ways.

Japanese (and Japanese-inspired) role-playing games, meanwhile, are typically (though not exclusively) handled almost as “interactive storybooks” punctuated by regular, predictable and abstract battle sequences. This isn’t a criticism, mind; as any JRPG fan will tell you, this approach allows the games to focus on strong storytelling and characterisation at the expense of allowing you to steal every spoon in someone’s house.

This article was originally published on Games Are Evil in 2012 as part of the site’s regular Swords and Zippers column on JRPGs. It has been republished here due to Games Are Evil no longer existing in its original form.

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Wii U Essentials: The Legend of Zelda: Twilight Princess HD

In contrast to The Wind Waker, which shook things up considerably in terms of both aesthetic and game structure, you’d be forgiven for thinking Twilight Princess was “just another Zelda game”.

It marks a return to the semi-realistic visuals of Ocarina of Time and Majora’s Mask, and is set firmly on dry land in the familiar land of Hyrule — albeit another, differently laid-out Hyrule to its predecessors on the grounds that it’s yet another era in the extremely convoluted Zelda timelines.

But get into the game a bit and you’ll discover something a little different to what we typically expect from a Zelda game: childish optimism replaced with melancholy; the usual feeling of light inevitably triumphing over darkness replaced by questions over whether everything really will turn out all right this time; and an air of slight cynicism that largely emanates from Link’s perpetual companion Midna, one of the most memorable characters the series has ever seen.

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