So far all of my comments on the remake have been downers. Congratulations: this one isn't. Mostly, I think, because the concerns I raised in the last couple blog posts have been laid to rest by more recent trailers. To me, the tone of the game really is a make or break issue; it would be very easy, if Square wasn't taking it fully seriously, for the game to end up a celebration of their abilities as a game studio, a story about a game they once made... and not its own story.
Many years ago I started writing a story set in a theoretical neural-interface MMO. Since I'm trying to do more writing, I am getting back into it, and I wanted to write a blog post that contains a summary of the exposition about that game.
I have wanted for a long time to write again. Unfortunately, I always stumble and fall, as happened last year with the National Novel Writing Month goal. I binge write and lose interest, and have never been able to set a good pace and keep to it. Hopefully that will change!
I think if I had to change just one thing about the remake, I've settled on what it would be. Certainly, some people object to it not being a turn-based role playing game in the classic style, but I could live with that. What I can't live with is the mischaracterization of all the characters I love into people they most definitely are not. Now granted, the game is not released yet, even the trailer says it's subject to change. It might be... unfair to judge the game based on how they choose, right now, to be seen. In official trailers. Maybe.
I have had nothing but bad things to say about the Final Fantasy VII remake since it was announced. There is a simple reason for that: the project is being treated as though the new game will be better than the old, when it takes many of the things that were good about the old game and scraps them. For contrast, I offer this suggestion, which I will codename "Nexus".
There is a thing you see a lot in anime where the protagonist is looking down and a woman pushes her face into his field of vision. This is aggressively theatrical; a physical representation of a metaphor where a woman being able and willing to save someone from depression, despair, isolation, and/or loneliness, who won't save themselves. As an introvert, I understand the appeal of this idea... in theory. In practice, it's stupid.
I've taken the step of backing another space sandbox--it seems I just can't help myself--but from the first I saw of the project I've had reservations. I can't properly judge until release, and can't even give preliminary feedback until I play it, which won't happen for a good month, but I wanted to talk about why I feel immediately cautious about their pitch.
I find myself disturbed, sometimes, by things that I write; not necessarily disturbed by the fact that I write them, just kind of... unsettled. I have been working off and on at a little wiki (now private) that contains details about my Demonsword Project stuff, and as part of that, I have been writing about the martial arts of that world, which are broken down into disciplines themed on the elements. It's a little complicated, but basically, every element broken down into two contrasting principles, each of which is a complementary discipline.
This is on my mind, as I've been trying to finish and wrap up my essay on Starbound, complete with an egregiously long preface and a full (in principle) alternate/sequel design. One of those prefaces goes on for a bit about the mechanical premise of Starbound, and how the game doesn't effectively resonate with it. However, this is actually reasonably common, and I think it bears some amount of discussion.
I had a scare where I thought my site may have been compromised. I no longer believe this, but I am migrating my site to a new installation anyway. As a result, things will be a bit less polished than usual for a while.