Saturday, February 28, 2009

A sneek peak at the recently released remake, Fire Emblem: Shadow Dragon

The first of the two big companies present at Wondercon is The Big N. Nintendo's booth is purely themed and focused around the release of Fire Emblem: Shadow Dragon, the new DS remake of the original 1990 Famicom debut of the series, which tells the rise of the Smash-famous Prince Marth. The booth is staffed entirely by an external marketing firm, which left me no opportunities to talk to real industry professionals, but I was able to weed out some pertinent sound bites for those of you who are already familiar with Fire Emblem's age old rock/paper/scissors mechanics. Now, reflecting Nintendo's company-wide emphasis on catering to the casual gamer and making every product as accessible to the non-initiated consumer as possible, the Fire Emblem booth and its presenters was very much geared to the family audience. While the speakers were preaching the wonders of a game as simple as chess, I was more interested in the nitty gritty details of what new features this entry in the series has to offer, as while this series has always been solid, it has seen very little in innovation with each additional game. The first thing to behold is the gorgeous new character designs, all done by legendary mangaku Masamune Shirow, of Ghost in the Shell fame. Also, Prince Marth. But enough fanboyism, let's talk gameplay.

The core basics of the gameplay remains untouched, but there are certain little flourishes that truly make the game shine and gives it a far more polished depth than the other recent Fire Emblem games. The most obvious addition is the ability to control everything via touch screen. While those averse to d-pads may find this a welcome option, I found it to be less than useful, as the overall playing grid and sprites are fairly small, so trying to navigate menus and control units seamlessly is not as fluid as one could hope. However, it's the top screen that makes best use of the DS platform. Each highlighted field unit has their profile displayed automatically, so perusing the stats of enemy units is a breeze. When using this feature on friendly units, however, the ability to switch between equipment presets is available with the press of a single button. Additionally, there are various useful screens you can tab through using L and R, including a mini-map that shows your entire playing field and the location of every single playable unit (this becomes very useful for formulating tactics in multiplayer). Another cool feature is the ability to highlight multiple units to calculate their combined range of movement and attack. Overall, many of the new little features focus mainly on being able to fully micromanage and remain aware of all possible outcomes during enemy phases.

Beyond the actual combat, there are two new systems certainly worth mentioning. The first is the introduction of a forging system. While it takes immense amounts of resources, players are now able to craft truly unique weapons with customizable stats (I was informed by a booth attendant that the crafting system, when mastered, led to equipment far better than the built in "legendary" equips) and the ability to name your new equipment whatever you wish (a trivial feature, but lends a nice sense of personalization to your characters). Even better than the forge system is the new "reclassing" system. At the beginning of each battle, players are allowed to convert characters to different classes. This leads to many stat combination possibilities, as which class you are and which class you're transitioning to affects the effectiveness of your reclassing (i.e., Generals may make terrible Mages). This opens up a new world of possibilities to maximize your party and spend a lot of time outside of combat and cutscene to unlock the full potential of the playability.

The single most noteworthy feature of Shadow Dragon is the multiplayer. Aside from local, Shadow Dragon takes a page from Intelligent Design's previous effort, Advance Wars: Days of Ruin. This means online head-to-head action with full voice chat via the DS microphone. Unfortunately, the voice chat works against the game in that it effectively quashed the chance for a real online scene to flourish, as the game only supports friend code play. The game is devoid of a ranking system or quick play, so the opportunity to truly challenge yourself, meet new players and experience new strategies is crushed. This is, of course, because Nintendo is keeping with the family friendly atmosphere and shielding players from the potential trash-talking assbaggery commonly seen in online gaming. (Why they don't simply have an option to disable voice chat for the kiddies is beyond me.) But I digress. The multiplayer mode has six selectable maps and a multitude of time and turn limit options to keep the gameplay fast paced, and a fairly capable handicap system that nerfs higher-level teams by balancing stats and doing the appropriate class promotions/demotions to ensure all players have a fighting chance (don't worry, this option can be disabled for those of you who want to trounce your friends after hours of grinding). Possibly the nicest feature is the ability to create premade teams, consisting of five characters each. This way, players can experiment with different character combinations to find the best mix of classes and choose whatever party best fits the situation or mood. Last, but not least, is the addition of non-battle related online modes. It's been well advertised that Shadow Dragon would feature a character trade system, a la Pokemon that would allow players to level up someone else's units. But a lesser known feature is an online store, the contents of which are very useful, but come at a hefty price. At this time, the goods list is dynamic (possibly changing daily), but not player generated. I hope the capability for players to hock off their uniquely crafted weapons in exchange for gold is introduced in the future. Overall, Shadow Dragon has many intriguing possibilities to its online portion and, while not capitalizing on its full potential, the game seems to be a welcome addition to the long running strategy RPG series. I hope to purchase this game soon and give my final impressions.



...Oh, and for those of you confounded by the dissonance between Fire Emblem's approachable simplicity and its oft soul-crushing difficulty, Nintendo has included an astounding six different difficulty modes. Too bad "Normal" is the easiest of the six.

Friday, February 27, 2009

Wondercon!

Today marks the first day of Wondercon 2009! For those of you unfamiliar with the event, Wondercon is an offshoot of Comic-Con that occurs earlier in the year and in the significantly farther north San Francisco. Bandicoot12 was there to not only take in the sight of those in the comic industry, but to investigate the video game presence and try to increase Bandicoot12 Studios' visibility. To spare you the irrelevant details (such as meeting Mike Mignola and Bruce Timm), let us focus only on the game industry topics.

This year's Wondercon has a handful of game studios, including Telltale (the studio at the reigns of the Sam and Max series and the Strong Bad adventure games, and none other than EA themselves. Telltale has a very small presence (of which Bandicoot12 has yet to investigate) and EA had a measly four machines running, all of which habitually crashed. Apparently the performance of their games had infiltrated their hardware, as well. Also, much to my chagrin, Namco's presence is limited to a small merchandise booth, definitively crushing my hopes to latch onto them and beg the representives until they let me head up the Pac-Man franchise.

I hope to bring you as much news as possible from the booths, including my first day impressions of the two houses with the biggest booths and the most storied history. Keep checking back for more news from Wondercon 2009!

Insert coin to continue,
Iwasaki Koji

Thursday, February 26, 2009

Bandicoot12's latest game project!

The entertainment and education industries have been working together for years to create new and interesting products that deliver information in engaging ways, particularly in game development. This has given rise to the edutainment or serious games genre. Truly, there could be no greater media for immersive learning than video games. Unfortunately, far too many have put too great an emphasis on only learning, and the games become nothing but loud, animated point & click adventures. Bandicoot12 Studios seeks to change this method by introducing the concept of incidental learning. That is, knowledge is the by-product of playing, with fun being the primary goal. This way learning no longer seems like a burden and students become eager to learn. Knowledge is gained incidentally through the simple act of playing the game.

Enter Elemental: The Fusion of Fun and Fact, the first fully interactive game to bring the daunting task of mastering the periodic table down to earth in an easy to play fashion that can adapt to the knowledge and skill level of all ages!


Elemental expands on classic, addictive puzzle gameplay by replacing arbitrary gems and stones with the elements of the periodic table and random colors are given meaning with the nine families of the periodic elements. Players learn characteristics of the various families through gameplay traits, such as the self-destructive nature of the rare earth/radioactive elements, and begin to associate atomic symbols with the appropriate name, family, and atomic mass. Advanced players can test their knowledge on the various Hardtype modes, which require far more demanding memorization of elemental facts.

But even though Elemental focuses on the fun, that doesn't mean learning is lost. The game includes a customizable tutorial mode that lets players explore the periodic table and learn the basic facets of chemistry in the simplest way possible, via a specially created layman's introduction co-developed by chemistry and physics professor Dr. David Sopjes.

Elemental is currently in an early beta phase, with animations and graphics yet to be finalized. Additional game modes are being considered, included a more sophisticated and interactive tutorial mode. A trial version should be available online once some of the finishing touches are added and a few glitches sorted out. Early trials have been a big success, with playtesters becoming addicted to the gameplay and beginning to memorize facts after extended play.

Bandicoot12 Studios is excited about the prospects of this game and hope it can become a fun learning tool in the future. Bandicoot12 has always been about games for gamers, so it is our mission with Elemental to ensure that the playing experience remains intact and innovative. Check back soon for further updates!

Wednesday, February 25, 2009

Welcome to the new Bandicoot12 blog!

In light of the original MySpace blog becoming far too immersed in personal pursuits, Bandicoot12 has migrated to Blogspot. Check here for all the latest news on upcoming projects, plus previews, reviews, rants and raves, and discussions on the latest topics and issues in the game development universe. 'Till then...

Insert coin to continue,
Iwasaki Koji