#28: Haque Haque Haque Haque

Kevin talks his new game Haque, “an old-school fantasy Roguelike RPG about a divine pact, a wager, and an ancient computer.” Go back him here. Meanwhile, the other bros trash Nintendo and Keith’s toilet.

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Review: Final Fantasy XIII-2

Even before it was released, Final Fantasy XIII was already being both criticized and defended by a divided fanbase. Development for the game began in 2004, only a year after Final Fantasy developer Square was acquired by Enix. The game was revealed at E3 in 2006, where Square Enix also announced that it would be just the first in a series of games built around the same engine. Originally envisioned as a PS2 title, Final Fantasy XIII was bumped to the PS3 and delayed when it became clear that Final Fantasy XII would barely make it to the PS2 before the PS3’s launch date. A further delay came when Square Enix decided to release Final Fantasy XIII on the Xbox 360 in addition to the PS3, and longtime series fans began to complain. Their patience, spoiled by a run from 1997-2002 in which Square had churned out Final Fantasy VII through XI (and the acclaimed Tactics spinoff to boot), was strained. Many people had already gone sour on the franchise after Final Fantasy XII, which saw the series transition from command-based to AI-based combat. When Final Fantasy XIII finally arrived in the West in 2010, several pockets of a frustrated fanbase tore it to pieces, criticizing everything from the story to the characters to game’s utter lack of nonlinear exploration. The one aspect of the game met with nearly universal praise was the battle system – and even that consensus compliment came with the caveat that the first twenty hours of gameplay were an elongated tutorial on how to use it. Most rational people agreed that Final Fantasy XIII wasn’t a straight-up bad game; it was just a disappointment in a variety of ways, particularly given its development timeline and the strong legacy of the Final Fantasy series. To make matters worse for Square Enix, they were on the hook for two sequels to the game after investing so much time and money in the Final Fantasy XIII engine. Development on Final Fantasy XIII-2 began immediately, and the design team was painfully aware of the previous game’s perceived shortcomings.

It’s no coincidence, then, that Final Fantasy XIII-2 feels like a self-aware direct response to all of the complaints levied against Final Fantasy XIII. But in addressing so many flaws, Final Fantasy XIII-2 swings far enough the other way to create a few new ones.

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Review: Advance Wars

The ongoing cultural conversation over video games and their place in our culture is a fascinating one with many separate components. One of the less interesting topics that seems to come up constantly is whether or not video games can be considered “art.” I mean, of course they can be! But not all of them should be. Most probably shouldn’t be, but then, the same can be said, broadly, of most movies, most photographs, most drawings, and most human creations in general. I don’t want to spend much time defining my stance on this one, but art, like beauty, is in the eye of the beholder – and so is quality. For instance, I consider Braid one of the most memorable and thematically complex games I’ve ever played. Soulja Boy, meanwhile, gives it high praise from an entirely different perspective. (Watch him do so here. Seriously.) Now, granted, I’d have linked to that video for just about any reason, but my real point here is that whether or not a video game has any artistic merit doesn’t really matter as much as whether or not the game is any fun to play.

Advance Wars isn’t art, nor does it pretend to be; instead, it’s just a confidently great strategy game.

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