Saturday, April 29, 2017

Step-by-step, turn-by-turn


Persona 5 Take Your TimeWhen you boot up any video game one of the first things you will most likely see is a loading screen of some sort.  They come in various shapes and forms such as screens that display helpful tips or having some quirky interactive element to kill time.  One of Persona 5's loading screens is a simple portrait of the protagonist with the words "Take Your Time" below.  It's the only loading screen I can think of that shows a central motif of a game.  The idea of "taking your time" permeates the entirety of Persona 5's experience from the way it methodically tells its story, to the way you slowly build relationships with characters, to the meticulous infiltration of Palaces.  Of course, the sentiment extends to the game's turn-based combat as well.

By definition a turn-based combat system in a well balanced game requires the player to carefully contemplate their decisions to achieve victory over their enemies.  Turn-based combat systems were prevalent on home consoles up through the end of the PS2 generation.  Big-name, AAA companies like Square Enix, Bandai Namco, Atlus, and many others put out game after game that utilized turn-based combat.  Upon entering the HD era of gaming, however, there was a paradigm shift in how games were presented.  Developers wanted to utilize the greatly enhanced graphics to provide players with more grandiose, cinematic experiences and the stop-go nature of turn-based combat limited that ability to do so.  As a result the game industry started to see less and less turn-based combat games on home consoles from AAA developers.  Instead, active time elements became more prevalent as developers sought systems to keep players more involved in battles and lessen the disconnect felt from definitive turns.  As a result, true turn based combat systems found a new home on handheld systems where there is less emphasis on creating dazzling set pieces (although the Switch may change this notion in the future).  Series such as Bravely Default found a solid foothold on the 3DS while the long-running Final Fantasy franchise turned full action RPG on home consoles with Final Fantasy XV.  The only console games to have come out in recent years from a AAA developer that features a true turn-based combat system are Tokyo Mirage Session #FE, Paper Mario: Color Splash and now Persona 5.  While TMS#FE and Paper Mario were fine games on their own rights the combat didn't have that console quality spark to it; the aspect that made them feel at home on a console rather than a handheld.  Persona 5, on the other hand, does.  It plants its foot firmly on the ground and declares loudly, "I am a turn-based RPG and I deserve to be on consoles."  Something about Persona 5's combat gives it that cinematic quality that console games seek and what that something is is what I want to discuss in this piece.

Sunday, April 23, 2017

Kizumonogatari: Repainting a Picture



Kizumonogatari Part I

The Monogatari (the Japanese word for "story") series is a long running light novel series written by Nisioisin and has been made into multiple anime throughout the years, the first of which was Bakemonogatari (Ghostory) which aired back in 2009.  Animated by the creative minds of Shaft, all of the Monogatari anime sport the avante-garde animation style and story telling methods that have become synonymous with the studio.  The "story" of Monogatari follows high-schooler Koyomi Araragi, a human who has recently reverted back from being a vampire, although he still retains his vampiric regenerative powers.  Koyomi has encounters with various "apparitions" that have various effects on those around him such as robbing a girl of her weight, both literally and figuratively, or causing someone to remain forever lost and never reach their destination.

While each season told compelling stories with interesting characters, mind bending dialogue, and eye catching visuals, the origin story to it all, how Koyomi became a vampire in the first place and then reverted back, was never shown in animated form until recently.  Eight years after Bakemonogatari first premiered on Japanese television, that origin story, Kizumonogatari (Wound Story) finally saw its conclusion in theaters.  By this point a total of 86 episodes spanning across multiple seasons had aired of the Monogatari series.  Assuming an average episode length of 25 minutes, that's nearly 36 hours of story.  Kizumonogatari, by contrast, was split into a 3-part movie series with each part being 65-90mins in length.  While prequels and origin stories are meant to give the viewer new insight into the story and world they already know, it's hard to imagine how much a mere 3 1/2 hours could effect perception of a 36 hour long beast.  As it turns out, quite drastically.  Kizumonogatari stands tall as the most provocative prequel for a series I have ever seen and has changed how I view the Monogatari series as a whole in ways I never thought possible.