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Shin Megami Tensei III: Nocturne

Shin Megami Tensei: Nocturne

(Original image source: Atlus.)

After the weak gameplay of Spore, I was pumped for something more engrossing and complex so I duly got Shin Megami Tensei III: Nocturne. I haven’t played it much but there are a couple of things about the 2004 PlayStation 2 RPG that astonished me even before I got it.

Nocturne comes from Atlus, a company with a habit of producing relatively small runs of its games—something that holds true even for its most popular titles. Though Atlus does re-release titles every once in a while, a popular title like Nocturne usually fetches a high price in secondary markets in-between reprints. We’re talking eBay prices to make scalpers lick their lips and rub their hands together with glee. I know this because I was hunting on eBay for a copy of the game before Play-Asia, thankfully, replenished its stock recently.

In Nocturne’s case, the demand even extends to the strategy guide. As of writing, used copies of DoubleJump’s 400-page guide are going for comedy pricing with one seller optimistically holding out for USD139 dollars. I cannot think of a PC equivalent of this astonishing situation.

You’d think that DoubleJump would want to take advantage of the demand by reprinting the Nocturne guide whenever Atlus reprints the game but the sheer size of the guide makes reprinting it financially unviable. The obvious cost effective alternative would be an e-guide and that’s the route DoubleJump took. Unfortunately, due to piracy, the e-guide must be read online instead of being a simple downloadable PDF. On the plus side, the e-guide is going for USD9.99, which is a steal if the 23-page PDF sample is anything to go by.

I doubt I’ll be getting the guide since I prefer going it on my own when playing a game for the first time. My core, it is unquestionably rock hard. Still, it’s reassuring to know somewhere out there exists a comprehensive tome with the answer to any and all questions that might stump me.

Posted in Games, PS2.


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Spore: the evolution of the gamer

Spore: Snakas Evolution

The startling reality of Spore is that, while it sells itself as a laboratory in a box, the actual subjects of the experiment aren’t the virtual creatures, but the real players.” – Seed Magazine.

While Spore presents a muddled view of evolution, somehow managing to irritate scientists and intelligent design advocates alike, it does perhaps fare better in representing the evolution of gamers. Far from being appreciative, the gamer is likely to be irritated as well.

The main game sees players take a single cell organism originating from space and evolve it to a space-faring species. This evolution sees the player experience gameplay in five distinct stages, each derived from classic game genres. The player will go from a simple arcade game to action adventure to RTS to 4x strategy to MMO with these transitions increasing complexity and scope.

The criticism here is, much like Spore’s science, Spore’s gameplay has the trappings but not the essence. The Cell and Civ stages may be evocative of classic games like Pac-Man and Civilization but frustratingly, Spore waters down the gameplay to such a degree it does a poor job in conveying the appeal of the originals. Spore may draw upon Web 2.0, but it is not, as gamers hoped it would be, Game 2.0.

It is not in science and gameplay that evolution is best represented in Spore; it is the gamer who undergoes the greatest evolution while playing the game.
Continued…

Posted in Games, Spore.


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