Now Hiring!


Why yes, we are!

Hello there fans of Pseudoroid (if there are any, I guess)! The staff here would like to let you know that we are now hiring for writers here at Pseudoroid. If you like video games, anime, comics, movies, etc., go ahead and email us at pseudoroid@gmail.com, and we'll give you further information from there.

And, as always, try to spread the word so we can become more well-known. It's lonely having 10 viewers only.

-Pseudoroid Team

Saturday, July 17, 2010

Top 10 Mario Games: Number 6

Hey guys, it's

6. Super Mario Bros.


Seems a little fuzzy to put this guy in the list in the first place, and I can understand why some might think that way. While it is responsible for both the "true", popular birth of Mario, as well as keeping video games alive in North America after the crash in 1983, the game itself is rather simple.

My rebuttal: so what?

Super Mario Bros is simplicity in its finest, and was the introduction to video games for an entire generation. If you've never played it, you have problems that you need to sort out immediately. While the story is by no means fantastic (not like Mario platformers ever really have good stories), and the gameplay is simplistic (honestly, the game can be finished in 15 minutes if you know what you're doing), the game is a fun time and can be a bit challenging at some points.

However, despite it's great platforming design and fun levels, the game itself can be repetitive as time goes on, with little design change in most "worlds". As previously mentioned, the game can also be completed in a very quick amount of time if you are aware of the shortcuts. While this doesn't make the game less fun, it makes the fun last a shorter time, which is certainly not a good thing.

Still, despite these flaws, the game itself has contributed not just to the Mario franchise, but all of gaming as a whole, creating the Platformer genre and allowing Mario to become the face of Nintendo and one of the most famous icons of all times. Few games can make you come back to play more than 50 times and still present a fun time (certainly not any other game on this list). Still, we cannot award merit based on what the game has spurred, but rather what the game is in itself.

Which is about a good 20 or so minutes.

-Taylor

Friday, July 16, 2010

Top 10 Mario Games: Number 7

Time for another controversial edition of...

7. Mario & Luigi: Superstar Saga



I'm not actually sure how many fans will agree with my choice to put Superstar Saga above Super Mario RPG, but here it is anyway. Superstar Saga is responsible for spawning the great Mario & Luigi sub-series, which included two great games and one not-so-great game. Do with that what you will.

This nifty little RPG title borrows elements from Super Mario RPG and Paper Mario in terms of battle, while adding Bro Attacks and the likes for a twist; the twist being that you actually must control both Mario and Luigi defensively on the enemy's turn. It makes for an interesting style of gameplay aimed at correct timing and precision.

Like all other Mario RPGs, Superstar Saga has a cast of lovable characters who are hard to forget (honestly, how could you forget Prince Peasley), as well as a creative and interesting land: the Beanbean Kingdom. Bosses are fun and creative, but also challenging in their own right. The story is always interesting and attempts keeps you wrapped in, while also putting your mind to work via intuitive puzzles.

Still, the game has its own flaws. The story can be both predictable and repetitive, and the characters themselves do not seem completely fleshed out all the time. The battle system, despite it's interesting idea to allow you to control both Mario and Luigi defensively at the same time, is honestly nothing that we have yet to see before, and feels like nothing truly special was implemented. Despite these small flaws though, the game itself is quite great. Plus, it introduced us to Fawful!


And then Partners in Time happened.

-Taylor

RPG Gems - Final Fantasy Tactics

The turn-based RPG isn't something that every gamer really enjoys. Some find taking turns and selecting menu commands to be a boring and tedious way to play games, as well as just being unrealistic (although this particular argument is kind of silly, because videogames aren't exactly supposed to be realistic in the first place; they're supposed to be fun). Some are just fine with that though, and I am one of those people. With this new segment of Analogg, I will be talking about RPG's that are notable for being particularly excellent and well-polished nippon products.

Today we're going to look at this baby:



Aaaaaw yeah, son.

Final Fantasy Tactics was a strategy-based RPG released in 1997 (in Japan), made by a team largely composed of people from Quest, who had previously worked on the acclaimed "Tacics Ogre" and "Ogre Battle". Apparently the game was made to make Tactics Ogre-esque gameplay more appealing to casual gamers, who were off put with the series' complex branching storylines.

And that's what this game does: it takes Tactics Ogre and makes it a Final Fantasy game. While it's a spin-off, it is most definitely a true FF game, with FF classes, items, currency, monsters, themes, and even its very own Cid.

Being a SRPG, it uses 2d sprites on a 3D isometric field split up into squares during battle. The game features a very fun and very robust class system. Units earn "JP" for every successful action (excluding movement), which can then be used to "purchase" abilities from their class. The fun comes from the fact that once an ability has been obtained, it can then be equipped to a different class. This leads to some very interesting possibilities, such as obtaining a "Wear Heavy Armor" ability from a knight class, changing to unit to a Monk, and equipping it on them, which creates a very mobile and powerful "tank" unit.

This was also the first game to take place in the world of Ivalice, which would be revisited by Square in future titles, such as Final Fantasy Tactics Advance, Final Tantasy Tactics A2, Final Fantasy XII, and Vagrant Story.

This is a pretty different Ivalice from say, XII's (which incidentally, is comparable to Tactics in many ways other than the fact that they're both Ivalice games). It's a very bleak world that reminds you of a magic medieval Europe more than anything else. There are no airships, the more fantastical elements of the game's world are downplayed until a ways into the game, and there are no races other than humes.

The game's plot concerns the story of Ramza Beoulve, the youngest son of the prestigious family of Beoulve nobles, and his role in the "War of the Lions", an important historical conflict that split Ivalice in two. Mirroring his character's journey is the figure of Delita Hyral, Ramza's childhood friend who at first accompanies him on their stay at the Academy they both attend. A series of shocking and terrible events occurs that splits the two friends, sending them both off on different paths with different ideologies guiding them. Without giving too much of the game's plot away, you could say that the point of their characters is examining the true nature of heroism.

The game's plot is arguably one of its greatest strengths. It's a very unique case where the characters themselves aren't exactly the point of interest so much as the events that unfold around them. Rather than being a character-driven love story like, say, Final Fantasy VIII or X, Tactics foregoes this for a plot that heavily centers on political intrigue...much like XII's. You're surely beginning to see how exactly these two games are so alike. The nature of the game's story can be off-putting to some people, but I find it a refreshing and more mature departure from most RPG stories.

Tactics' story is also one of the tasteful examples of a phenomenon I like to call "relitroll", which is basically what happens when a work of fiction takes thematic elements from religious traditions (most often, Christianity) and focuses on them considerably, in an even sometimes negative light (see: Shin Megami Tensei, Xenogears, Neon Genesis Evangelion, etc). To explain how Tactics manages to do this without being distasteful would be to give too much of the game's plot away, so I'll just say that a major driving force in the story is the Church of Glabados, which functions rather similarly to how the Catholic church functioned in medieval times.

The game's music was composed by Hitoshi Sakimoto and Masaru Iwata, whose music have since become practically synonymous with Ivalice. It's not the most AMAZING score you've ever heard, but it's still memorable enough, and synthed in a manner that brings to mind a midi orchestra.

While the game was relatively successful critically and commercially, it was largely overlooked by fans, no doubt in part because of Final Fantasy VII, which was released shortly before. "Eeeeew sprites, what is this, Super Nintendo? Fuck dat shit mang, polys are where at it's at".

It's rather ironic, then, that part of what makes Tactics so great is that it's aged very, very, very well in comparison to something like VII. Obviously some amount of nostalgifaggotry plays into that, but not for me particularly. I played it only two years ago, so nostalgia doesn't really factor into my appreciation for the game.

Certainly though, graphics-wise, nostalgia or no nostalgia it's silly to deny which game has aged better. I have no opinion on VII as a whole, since I still haven't finished it. However, it looks like blocky shit by today's standards. On the other hand, Tactics' pristine sprites wowed me simply because I wasn't used to seeing sprites that had so many unique animations before. I was used to something like the SNES Final Fantasy's, which did not have this level of detail in their sprites. Simply put, Tactics is much more appealing to look at now than most early 3D games.

The original release of FFT is notable for its shoddy localization, which generally got the point across, but felt somewhat awkward and was full of typos and translation blunders (such as making "Ice Breath", "Ice Bracelet").

I loved the game anyway. Even in this day and age and with a shitty translation, it was just a really unique and enjoyable experience from start to finish. THAT is the mark of a truly excellent and well-made game.

Arguments can be made against the game, certainly. While you could say that the game was underrated initially, this is hardly the case anymore, as the game has a very notable following which, while perhaps not as large as, say, VII's (derpderp), is equally devoted and passionate about it, to the point where you might be able to argue that Tactics is a little over-rated.

For one thing, the game seems to encourage you to grind a lot, since there's no easy way to run away from battles when going into areas that they can take place in outside of just resetting the game and hoping to not trigger an encounter when passing through that area again. Due to the nature of the gameplay, battles can also be very time-consuming because you can't just mash the attack option over and over again to hope to end the battle quickly.

Unlike most RPG's, the amount of exp needed to level up is always 100, which is compensated by the fact that exp is gained during the battle with every successful action an individual character performs. Meaning that if a character didn't do anything the whole battle, he won't gain any exp by the end of it, even if you are victorious. Since it's not always easy to get everyone to do a whole lot during a battle, this can be somewhat frustrating.

However this is easily side-stepped by the "Accumulate" ability, which raises your attack power and nets you exp every time you use it. Provided that you have it, a character will always be able to reliably use this to gain exp every turn.

The enemies in random encounters level up with you, regardless of the area, but the enemies in story battles don't. If you grind too much, you might have a more difficult time with regular enemies than the games' bosses!

As previously noted, the game's story will probably not be your cup of tea if you are used to a more character-centric story. The game's plot is also initially somewhat confusing and difficult to understand (although with time you'll get the gist of it pretty quickly).

Regardless of all this, I still think this is one of the best games Square-Enix has ever made, and one of the best RPG's of all time. The game has since received an upgraded PSP port in the form of War of the Lions, which features a brand new and far superior translation, as well as many new extras including two new classes and extra scenes not present in the original.

If you have not already played the PSX Tactics, or have already played it and feel like going through the game once more, I would definitely consider investing in the PSP port. You won't regret it.

-Paolo

Top 10 Mario Games: Number 8


oh wow two back to back i must be crazy

8. Super Mario RPG: Legend of the Seven Stars

Oh, Super Mario RPG, it's so sad that you're always overlooked. You are truly a fun game, and nobody even knows it! Well, rational people do but that number is rather small.

So if you've never played, or worse, never even heard of Super Mario RPG, it was a game developed by Square for the SNES way back in 1996. It's a nifty turn-based rpg that introduced fun mechanics held by all further Mario RPGs (see: Paper Mario; Mario & Luigi), while also presenting a ridiculously interesting and fun story and characters that have, sadly, never been seen since.

The game has a nice cast of characters that are fun, innovative, and lovable. If you've never heard of Mallow, the Axem Rangers, Geno, or Smithy, you and me are going to have a serious problem. The characters were interesting and full of life, something that many games lack. What else does this game have that other Mario games lack? Princess Toadstool (not Peach, Toadstool) and Bowser actually join your party and help you fight against the evil Smithy and his gang, repairing Star Road and reclaiming Bowser's Castle in the process.

The game itself has some fun locations, with Bowser's Castle serving as the main place, as it is the portal to Smithy's home world. Outside of that and Mushroom Kingdom, every other place is fun and new. Nimbus Land is, as it may sound, a land full of cloud people, much as Moleville is a city of moles. Still, we see some familiarity here: Yos'ter Isle is the home of the Yoshis and another fun location you'll encounter in the game (Cute reference to Yoshi's Island here, which will unfortunately not be included in my list. Despite it's Super Mario title, it just feels, clearly, like a Yoshi game. Look for it in my future Yoshi list, though.).

With great locations, fun and lovable characters, a memorable cast of villains, and a great soundtrack to boot, it's a mysterious why this game goes so unnoticed. You'd think that when Nintendo and Square collaborate, everyone and their brother would be all over it. However, many Mario fans don't even really know about this game. Perhaps it was okay before 2008 to use the "It's ridiculously difficult to find," excuse, but now that SMRPG is on the Virtual Console, it's hard to buy that sort of thing. In fact, go purchase and play it right this second.


P.S. There is no Yoshi list coming.

-Taylor

Thursday, July 15, 2010

Top 10 Mario Games: Number 9


Oops, guess we got a little busy and forgot to update Analogg a bit. Many of you have likely already had fun with Galaxy 2, much like we here have, but it's never too late to continue on with our list. Without further ado, I present number nine:

9. Super Mario 64



Super Mario 64 introduced us to Mario, Bowser, and the Mushroom Kingdom in 3D graphics: something that we should all be truly thankful for. However, the game itself is more-often-than not overpraised.

Don't get me wrong, Super Mario 64 is a fun game, it just did not feel like a Mario game. The distinct lack of power-ups that Mario fans felt so accustomed to were removed for a karate-based sort of attack system, with Mario flinging out an array of punches and kicks to defeat his enemies. While not exactly what many Mario fans might think of Mario doing, it certainly was interesting. Still, the classic jumping-to-destroy enemies mechanic was still present, assuring that Super Mario 64 still remembered who Mario was.

The game itself also seemed to lose itself in terms of fun and fanciful thinking. The game itself seems to lack surrealism, something that feels ridiculously odd in a game centered around a plumber saving a princess from a gigantic, mutated turtle whilst using odd power-ups to destroy his mushroom and turtle minions. The idea of being able to access new worlds via paintings was both interesting and cute, but it seemed to lack the feeling of a Mario game.

Still, despite its lack of actually feeling very much like a Mario game, Super Mario 64 was still incredibly fun and was a great 3D debut for Mario and all residents of the Mushroom Kingdom. Nintendo must have agreed, as Super Mario 64 saw itself a re-introduction in Super Mario 64DS.

Super Mario 64 also introduced the idea of Mario gathering stars in order to conquer Bowser, slowly gaining more access to more difficult and innovative levels as more Power Stars were collected, and all the while gaining closer access to Princess Peach. This mechanic has followed in Super Mario Sunshine and Super Mario Galaxy 1 and 2, allowing for a wider variety of worlds you can explore and play in, instead of silly ol' Mushroom Kingdom.

Certainly not a terrible game, although it does not feel like a true Mario game. Was Nintendo trying to make Mario feel newer due to his introduction on the 3D N64 system, or is this writer just crazy?



Probably both.


-Taylor