Avatar for discohospital


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Recent comments

  • Avatar for discohospital discohospital 10 hours ago

    Oddly, Ishida didn't bring this up in this interview even though he spoke of other sci-fi influences, but one of the main sources of inspiration for the setting and some other elements of Strange Journey was John Carpenter's film The Thing. Granted, that influence might've been more Kaneko's. No idea if the similarities go three ways, however.

    Posted in Shin Megami Tensei Strange Journey Director Explains the Game's Surprising Connection to Annihilation

  • Avatar for discohospital discohospital 1 days ago

    Glad to see Archipel getting some well-deserved press. Their work is what video game YouTube content would aspire to be in an ideal world, rather than sensationalism and hype. Anyone interested in what's currently going on with games in Japan absolutely must give their recent documentary "Ebb and Flow - Conversations on the recent momentum of Japanese games" a look. Interviews with several familiar faces. I'm really surprised it didn't get more attention when it went up a couple of months ago.

    Posted in Persona Artist Hadn't Really Explored "Erotic" Art Before Working on Catherine

  • Avatar for discohospital discohospital 6 days ago

    Honestly, the western P5 merchandising efforts have done little to shake the long-standing rule that Japan evidently puts a lot more effort and care into the promotional art and merchandising for its own games. It is, however, worth noting that the "No Mo' Rules" shirt is a straight replica of one of Ryuji's shirts in the game, although this had already been done by COSPA in Japan, and the JLMK shirt has been done by a Japanese brand called WEGO with the striped undershirt seen in the game layered under it (which makes the difference between "t-shirt with letters" and recognizably Persona 5, I'd say). There's just not much attention to detail in any of what I've seen. Look at the cover of the Japanese P5 artbook vs Prima Games' slapdash one, for example. At least these days western publishers less frequently feel the need to substitute half-assed, lowest common denominator-appeal cover art on the games themselves.Edited 5 days ago by Unknown

    Posted in Insert Coin's New Persona 5 Clothing Range is Here

  • Avatar for discohospital discohospital 6 days ago

    Xenogears, although it's perhaps an awkward choice given its mixture of sprites and polygons. I'm not sure what to say, except that there's still not another game quite like it, nor another story told in a game quite like the one it tells. The legend that was printed long ago regarding the game's second disc has far outgrown the rather humble thing itself - it's about twenty hours consisting of story cutscenes with several fairly intricate dungeons at regular intervals, followed by the typical 90s Square endgame of a handful of optional side quests. If you're on board with the story up until that point, you're likely going be on board with following it through to the end, simple as that. In this age in which the West has begun to accept more and more of Japan's wider game output, including things it used to protest as stretching the definition of what could be considered a video game - visual novels, for example - it's harder and harder to understand what makes gamers so finicky about storytelling methods.

    Octopath Traveler and its reception provide a great opportunity to reflect on the broader palette of narrative possibilities that can be explored in games when developers are allowed the freedom to tell the kinds of stories they want to in the way that they want to, or in the way that their stories demand, as the case may be. If critics and players are able to put aside expectations created by the homogenizing market and engage with each game on its own terms, developers will be able to continue to explore different methods in every facet of game design, and will be able to further refine alternative approaches they've managed to squeeze between the cracks already.

    EDIT: I want to add that I feel it's greatly regrettable that I missed Valkyrie Profile on release. 2000 was a weird year for me, spent (I think) mostly with Dreamcast games, and culminating in a cross-country move that derailed my attention. A number of great late Playstation games flew under my radar. I picked up FFIX out of habit and ended up putting it down after the first disc thanks to the chaos of moving, but in hindsight, late sprite games like Valkyrie Profile and Persona 2: Eternal Punishment probably would've been much more in line with what I was looking for at the time (not to diminish FFIX - I know it's a fan favorite, and I do plan to get back to it eventually).Edited 2 times. Last edited 5 days ago by Unknown

    Posted in What's Your Favorite Sprite-Based RPG from the Era That Inspired Octopath Traveler?

  • Avatar for discohospital discohospital 12 days ago

    @donkeyintheforest Wayward Cloud is among my favorites as well (although it must be said that it’s quite different than the other films discussed!) Tsai Ming-liang is probably my favorite of the Second Wave directors. His entire filmography is pretty much equally worth seeking out.

    Yeah, I think education (formal or otherwise) and free time can play a big role there, as you suggest, and many things remain out of reach and in their “niches” simply due to the investment required in that regard. It’s inevitable, I suppose, that something that requires more specialization is going to tend to remain in its niche. Looking at the culture surrounding art house film or cinephilia and the associated fields of study, as well as criticism, or the same for literature, you don’t run into many video game enthusiasts (at least not confessed ones). I think it will help if, going forward, there’s more movement towards serious, institutionalized study of video games. If some programs popped up at universities, there’d be more potential for crossover between fields, and it would eventually move out into mainstream criticism and development and pollinate the medium itself. I’m not the biggest fan of academia, but it would probably provide the most likely route to creating for video games what exists for any established artistic medium. I’m the weird one that actually dropped out of college and focused my attention on things like film and some other areas of interest more commonly studied formally rather than staying in, so the paths that led me to my interests weren’t exactly conventional ones, but I still benefited from the groundwork that’s been laid and the resources that are available like anyone else.

    I agree that graphics seem to be reaching a plateau, and you make a very good point about the potential for a long tail. I hadn’t thought of it that way, but I certainly agree - on the development and business side, this could certainly help create the room needed for the medium to stretch its legs more. I think the market will respond if there’s more and more different stuff out there, and more prominently - it just doesn’t know it wants it until it’s there, which is really the eternal problem I guess, and on the flipside why established forms remain firmly in place. But if a space in the market can be created for games that’s like the one for, say, art house or festival films, and developers of those games have room to experiment, things can go places.

    I don’t mean to speak as if there’s nothing at all out there yet that fits this description - it’s just that there’s such a huge gulf between where a medium like film is and where video games are in this regard. It’s easy to get lost in what on a macro scale will appear as “niche” in film because it’s a whole universe in and of itself if one steps a bit closer, but it’s hard to see anyone getting into video games and playing nothing but the more unconventional games that consciously go against the grain on a basic level.

    Anyway, I should probably shut my mouth and give Detention a shot - the PS4 version happens to be on sale right now!Edited 2 weeks ago by Unknown

    Posted in How Two Developers Used Games to Wrestle With the Dark History of Taiwan and Iran

  • Avatar for discohospital discohospital 17 days ago

    It would've been bizarre if something with Detention's focus hadn't looked to Taiwanese New Wave cinema as a source - films made by the filmmakers associated with this movement directly after the lifting of martial law in 1987, such as Hou Hsiao-hsien's A City of Sadness and Yang's A Brighter Summer Day, are probably the foremost and most culturally important representations of this part of Taiwan's history in any medium. They were key in bringing these events back into the public discourse when they were in danger of being swept away and forgotten. They're probably also the most accessible to anyone not close to these events in terms of what they present.

    Unfortunately, they haven't been so accessible in the literal sense - until recently, in the case of Summer Day, which you can now simply go and buy or stream in the US thanks to a massive, years-long, legal minefield-navigating restoration effort on the part of Criterion and the World Cinema Foundation/Project. City of Sadness, on the other hand, would require catching a rare retrospective or employing internet detective skills - if you think navigating the world of unlocalized or otherwise unavailable video games is rough, try getting seriously into global cinema and attempting to step into the great frontier beyond what's commercially available (in any region) with English subtitles. It's amusing to see A Brighter Summer Day characterized as a "niche movie" - from a mainstream perspective, this is certainly true in every sense, but it's also a film that was long considered amongst a small handful of holy grails to cinephiles (partly owing to its unavailability), and one which has long been considered among the greatest films of the nineties in critical and scholarly circles, if not among the greatest ever made, full stop.

    But if films like these are relegated to a niche for one reason or another, or multiple reasons - I don't see a film even remotely resembling any of the output of the Taiwanese New Wave ever standing toe-to-toe with a Marvel movie at the box office, or being held in any kind of regard in any corner of nerd culture, for that matter - then the hill that video games that aspire to move beyond what's expected by the mainstream of the culture they're a part of have to climb is exponentially more steep. There's been a place for movies that don't fall into popular genres or cater to conventional audience expectations virtually since the medium was born - but to a much greater degree, the vast majority of games must fall into or lean on popular genre or gameplay hooks in order to gain any sort of attention. Finding ways to create interactive experiences that deal with drastically different subject matter than your average game or which provide different, perhaps less player character-centric, non-heroic, or even mundane roles for the player may seem like a big part of it, but it would seem like a cakewalk if only gamers' expectations were there to meet them. The real problem is finding a place for them when gaming has such a hard focus on very particular types of experiences, and as such has limited appeal beyond audiences that are already on board with its mainstream. To be honest, I tend to look to games for very different things than what I look for in film or literature. I don't even think there's too much wrong with that, from the perspective of my personal history with games - I've been fine with them providing something different for the most part. But there's a virtually limitless potential that's sitting untapped in games for what could be explored if only there was more of an audience asking for it.Edited 2 times. Last edited 3 weeks ago by Unknown

    Posted in How Two Developers Used Games to Wrestle With the Dark History of Taiwan and Iran

  • Avatar for discohospital discohospital 28 days ago

    Wow. Ok, so I'm among those who preordered this game for PS4 and played it at launch. I played through the entire game in its launch state, with the original localization, and the strengths of the game itself far outshone the translation issues. I would've preferred XSEED, but the userbase doesn't make those decisions. I listened patiently as NISA came out and apologized and was appreciative of their willingness to admit that they'd screwed up (read: rushed the release), and of their effort to re-localize the game. It helped that the PS4 version ran like a dream from day one, and that all content (including Japanese audio) was present from day one.

    But this on top of the PC port fiasco is kind of jaw-dropping. I'm not a "consumer outrage" type, but I think at this point things like cancellation of pre-orders, as mentioned above, and urging Falcom not to do business with this company again are not at all uncalled for. I'm assuming the non-text related issues will affect the Japanese launch as well, so perhaps Falcom will even be hearing from their Japanese fans on this. If this is once again down to NIS/NISA as a company being unrealistic and rushing things, I don't envy the company's employees being under such unreasonable pressure.

    Perhaps it would be one thing if all of these patches were arriving at launch, or if the game's release was delayed to account for them. But I for one certainly wouldn't want to play it on launch day in the state one has to assume it'll be in based on what's outlined for the later patches.Edited 2 times. Last edited 4 weeks ago by Unknown

    Posted in NISA Details Four Ys 8 Patches That Will Fix Everything From Localization to Graphics in Switch Version

  • Avatar for discohospital discohospital A month ago

    @Roto13@MetManMas I was just joking with someone about Death Stranding (which I'm also looking forward to) looking like a "stealth walking simulator". I dunno, I like the idea of creators known for their work in popular genres branching out and exploring uncommon or uncharted territory, since they've got the name recognition to guarantee some level of marketability. And anyway, no one knew what to make of Demon's Souls when it first came out either, after all. It's true the hat may be an obstacle (perhaps in more ways than one), though.

    Posted in 10 Best Game Announcements at E3 2018

  • Avatar for discohospital discohospital A month ago

    This just keeps sounding better. I'm honestly quite pleased to see a totally single-player experience from them. What the Souls games provide has its place, and I enjoy it to a point, but one too many invaders who are clearly only in it to draw attention to themselves on top of my general tendency to favor single-player experiences (outside of classically multiplayer genres like fighting, for example) has left me a bit ambivalent about some aspects of the Souls experience. I think a certain type of culture is built up around many multiplayer games, and certain aspects of that have never... been my cup of tea, let's say.

    Perhaps this could even be seen as a bold move on From's part. I'm always amused when the "Is Single-Player Dying?" discussions come up. As long as Japan is making games, single-player won't die. So many Japanese developers have a real respect for those of us for whom certain games or gaming in general provide a welcome escape from the social, or a kind of meditative solitude.

    Posted in Dark Souls Director Miyazaki on How Sekiro: Shadows Die Twice is a New Direction for FromSoftware

  • Avatar for discohospital discohospital A month ago

    I'm still honestly perplexed at the lack of attention to Déraciné. It's a new collaboration between From Software and Japan Studio, directed by Hidetaka Miyazaki. Is it that people are still skeptical towards VR? Is he only respected as it pertains to Souls-like games? Are adventure games not cool? Do non-Apple users have trouble typing diacritics?

    I was looking forward to a Fire Emblem announcement, but somehow I came away uncertain based on the trailer shown. Maybe I should watch it again and give it a closer look. I'll reserve judgement either way.

    Posted in 10 Best Game Announcements at E3 2018