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I wish we got more games like Stranger of Paradise: Final Fantasy Origin

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For a while, one of 2021’s biggest gaming laughing stocks was Stranger of Paradise: Final Fantasy Origin, and it’s not hard to see why.

The visuals looked awful, the dialogue seemed like it was written by an über-edgy teenager and the characters’ Hot Topic-esque designs were ridiculous, to name but a few common talking points. The memes, largely focused on protagonist Jack’s obsession with killing the demon known as Chaos, were also plentiful.

All of that, coupled with a final trailer that bafflingly featured Frank Sinatra’s “My Way,” led gamers to assume this had to be a “so-good-it’s-bad” sort of experience. As for me? Well, as someone whose all-time favourite gaming series is Final Fantasy, I really didn’t know what to think outside of awkwardly laughing at the trailers.

Having finally beaten the game, though, I’ve come away downright obsessed with it. To be clear: all of the aforementioned issues, plus several more that I’ll get into, are heavily prevalent in the final product. I wouldn’t ever say that Strange of Paradise is by any means a great game. However, it is, undoubtedly, a fascinating one.

I’m only good at being bad, bad

In case you’re unfamiliar, Stranger of Paradise is an action-RPG by Team Ninja, the developer of Ninja Gaiden and Nioh. Notably, it’s actually set in the world of the original Final Fantasy from 1987 follows a group of warriors who set out to stop the villainous Chaos. On top of that, Square Enix has been very clear going into the game about who Jack, surname Garland, really is: the villain of the original Final Fantasy.

Stranger of Paradise: Final Fantasy Origin Jack

That’s the most interesting thing about Stranger of Paradise, and it’s something that differentiates it from a lot of games. Stranger of Paradise, as conceived by Kingdom Hearts and Final Fantasy veteran Tetsuya Nomura and written by Final Fantasy VII scribe Kazushige Nojima, is a villain’s origin story. But not just any bad guy. While we’ve had prequels like Metal Gear Solid 3: Snake Eater and Square Enix’s own Crisis Core: Final Fantasy VII that flesh out villains, I can’t think of a game that does this to such a degree as Stranger of Paradise. 

After all, Garland was a villain who maybe had five lines in the original Final Fantasy, which, as a whole, had a rather barebones narrative. To take that same generic antagonist and lean into the wild time travel plot elements to give him a full-blown, complex backstory for him 35 years later? It’s nuts, and I love the game for that. Yes, there are still unintentionally hilarious moments like Jack listening to Limp Bizkit or interrupting a long-winded monologue to shout “I don’t give a f*** who you are!” Without question, there’s some hard tonal whiplash in this game, brought on in no small part due to a fair share of clunky dialogue. The pacing also feels off, with large stretches focused more on monster-slaying than story development.

But looking past all that, Stranger of Paradise has also got a surprising amount of heart. There’s an undeniable layer of tragedy to Jack once you learn more about him, and it proves to be genuinely compelling. The relationships between his comrades, particularly the Dark Elf Astos (another minor character from the original FF), also unravel in some shockingly emotional ways. And the final few hours, in particular, somehow bring everything together in a largely cohesive and satisfying way. So many stories — in gaming or otherwise — are about the hero, so I adore getting a thorough, albeit uneven, exploration of a villain’s journey.

A love letter to the past

Stranger of Paradise: Final Fantasy Origin Jack magic

On top of recontextualizing one of the most important games in history, Stranger of Paradise pays tribute to the long-running series that sprung out from it. The coolest way it does this is through 27 different playable jobs pulled from several Final Fantasy games, as well as a few new ones. This means that on top of classics like the sword-based Warrior, restorative magic-focused White Mage or offensive spells-centric Black Mage, you can assume the role of a Samurai, Dragoon and Paladin.

On a visual level, it’s neat to have such stylistically different classes available, but Team Ninja has also done a stellar job in fleshing out their respective abilities to keep gameplay fresh. While there’s some overlap between jobs and their more advanced counterparts (like “Sage” being an amalgamation of White Mage and Black Mage), the majority each have their own satisfying feel. As a Dragoon, my melee attacks become slower in exchange for more range, including the ever-slick ‘Jump’ ability to launch myself towards an enemy. The Samurai, meanwhile, is all about up-close-and-personal sword combos. There are even some tantalizing “gimmick” jobs, like the new Breaker (uses the “Zantestsuken” move from classic FF summon Odin to potentially one-shot enemies) or Dark Knight (deals significantly more damage when HP is low). You can only ever have two jobs equipped at a given point, which constantly encourages you to experiment for delightfully fun combinations.

Stranger of Paradise: Final Fantasy Origin Terra Tortura

“Terra Tortura,” a stage inspired by Final Fantasy VI’s Floating Continent.

As a nice touch, Team Ninja also draws from all 15 mainline Final Fantasy games for Stranger of Paradise‘s stages. This includes a floating landmass inspired by Final Fantasy VI‘s Floating Continent, a factory akin to Final Fantasy VII‘s Mako Reactors and a jungle based on Final Fantasy IX‘s Evil Forest. What’s more, remixes of FF tunes from previous games — many originally composed by the legendary Nobuo Uematsu — can be heard throughout. Admittedly, this is all hindered somewhat by Team Ninja’s notoriously bad level design, with Stranger of Paradise featuring remarkably bland and uninspired areas that feel ripped from a PS2 game. Still, I dig the fan service, especially when it’s done in such a neat way; running through some of the “greatest hits” of a series I hold dear offered a lovely dose of nostalgia.

A breath of fresh air

Stranger of Paradise is quite the beguiling game.

On the one hand, all of the internet chatter was completely justified — the game is an occasionally cringe-worthy and often ugly affair. But it’s also got a deceptive amount of heart — both in the tragic story it ultimately tells, and the reverence it shows for what came before it. In an industry that often doesn’t meaningfully honour its own history, I can’t help but appreciate something like Stranger of Paradise. It’s an experiment that’s equal parts bizarre, hilarious, frustrating and bold, but it’s rarely dull, and I wish more companies would take such wild swings with their own iconic properties.

For context, a big reason I gravitated towards RPGs like Final Fantasy as I got older is that the ones I grew up with, Pokémon, remained frustratingly stuck in the past. It was only this year that we got an actually meaningful spin on that formula with Pokémon Legends: ArceusFinal Fantasy, by contrast, has constantly evolved with its mainline entries, and expanded into new genres with spin-offs like Stranger of Paradise. Hell, in the last six months alone, we’ve gotten that (an action-RPG), Chocobo GP (a racing game) and Final Fantasy VII: The First Soldier (a mobile battle royale). While all have their own respective flaws, their variety at least keeps things interesting as we wait for Final Fantasy XVI.

Now, I’m not saying that every franchise should follow Stranger of Paradise to a tee, but that broader willingness to take a chance on a crazy concept is undeniably appealing. While I liked Far Cry 6 a fair bit, the game’s small-scale, roguelike-inspired DLC was arguably more interesting for its departure from series conventions. Respawn had the brilliant idea of taking the Dark Souls and Metroidvania frameworks to create Star Wars Jedi: Fallen Order, something we’d never seen from Star Wars. Omega Force made arguably its best non-Dynasty Warriors game ever when it made the action spin-off Persona 5: Strikers. Hell, Square Enix’s own mega-popular Kingdom Hearts came about because of an outlandish Final Fantasy crossover with Disney.

Admittedly, Stranger of Paradise is seemingly not selling well at the moment, so who knows what the future will bring. I sure hope it doesn’t dissuade Square or other companies from making similar sorts of crazy ventures. Because after all, who doesn’t love a little Chaos?

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Triangle Strategy’s greatest strength is its choice-driven narrative

The original Final Fantasy Tactics is one of my all-time favourite games for its mix of deep strategic gameplay and clever, politics and religion-focused storytelling.

Therefore, you can see why I was ecstatic when Square Enix unveiled Triangle Strategy, developer Artdink’s spiritual successor to Tactics with a gorgeous coat of “HD-2D” paint in the vein of producer Tomoya Asano’s other game, Octopath Traveler.

Now that I’ve had two weeks with the surprisingly dense Triangle Strategy, I can say that it’s an overall worthy addition to the strategy genre that scratches the Tactics itch quite nicely.

One of the main issues holding Triangle Strategy back, however, is apparent right from the start: the pacing. As soon as you boot up the game, you’re greeted with narration setting up the premise. The game takes place in the continent of Norzelia, in which three kingdoms — Glenbrook, Aesfrost, and Hyzante — once fought over resources but have since formed an uneasy alliance. To further unite the people, Glenbrook noble Serenoa is set to marry Aesfrost princess Frederica, before a new conflict threatens the lands and drags them all into its centre.

Now, that’s the CliffsNotes version; it’ll take quite a while for that to all unfold in-game. That’s because Triangle Strategy has an incredibly plodding opening stretch that makes it difficult to get into, replete with lengthy cutscenes and woefully stilted voice acting. It doesn’t help that many side events just consist of more people talking. For context, in the span of the first nearly two-and-a-half hours, I encountered just a single battle: the tutorial. As someone who grew up on original PlayStation JRPGs like the Final Fantasy series, or even modern games like Fire Emblem: Three Houses and Persona 5, I’m no stranger to dialogue-heavy games, but those, at least, feature a better mix of cutscenes and gameplay.

Triangle Strategy cutscene

While Triangle Strategy never quite manages to strike that balance, your patience with the game will nonetheless be rewarded as you slowly unravel its rich narrative. Nowadays, anything that features a fantasy-based setting with warring classes will inevitably be compared to Game of Thrones, but that’s actually appropriate here, and not just in a surface-level way. While the main cast is somewhat bland, there’s a surprising amount of nuance to the supporting cast, creating a complex central conflict that actually challenges you with tough, morally grey quandaries.

Nowhere is that more apparent than the ‘Scales of Conviction’ system, Triangle Strategy‘s approach to story-altering player choices. Rather brilliantly, key decisions that Serenoa has to make must be agreed upon by the majority of the party. What this means is that coming to a decision yourself is only half the battle: you have to actually try to convince your allies through dialogue. It’s a remarkably smart way to involve the entire party while rewarding you for understanding their points of view and trying to appeal to them accordingly. When compared to Triangle Strategy, which made the baffling choice to makes each character’s story disconnected from one another, the Scales of Conviction system is all the more engrossing. These all have a tangible impact not just on the inevitable endings you get, but the various level and combat beats that you hit on the path to them.

Triangle Strategy decisions

Where Triangle Strategy isn’t quite as innovative is in its core strategy combat, but that’s also not a bad thing at all. On the contrary: it’s tried-and-true Tactics-style turn-based combat in all of its glory. In other words, you’ll be using various class-based units, ranging from heavy-hitting sword users to more nimble mounted knights and spellcasters. They’re pretty standard, admittedly, as is their progression systems, but it’s through that simplicity that Ardink creates rock-solid, engaging battles. If it ain’t broke, don’t fix it.

And that’s not to say that Triangle Strategy doesn’t offer a few fun wrinkles of its own. Firstly, the game’s grid-based terrains grow increasingly intricate and varied over the campaign, featuring different altitudes and hazards that shake up the flow of battle quite nicely. For example, striking an enemy standing on a puddle with a lightning-based spell will deal extra damage. You’ll also want to consider positioning; placing units on either side of an enemy means that attacking with one with have the other perform a follow-up strike. Both you and the enemy can do this, so you have to keep this in mind lest you send a weaker unit off to get ambushed.

Triangle Strategy combat

At the same time, Triangle Strategy feels more approachable than other strategy games for a number of reasons. Chief among these: no Permadeath, so units who are defeated will only remain unavailable for that battle. This serves to simultaneously remove some of the stress while allowing the developers to control when characters die to fit the narrative. Further, Triangle Strategy allows you to retreat from battles to restart them while retaining all accrued XP. While some might think that makes things easy, I appreciate how this cuts back on grinding and doesn’t make you feel like you’ve hit a complete wall, since you’re still progressing through trial-and-error. Concurrently, battles are exceptionally well-balanced, with battles feeling sufficiently — but never overly — difficult.

Ultimately, then, Triangle Strategy‘s real challenge lies in its difficult moral choices. There’s no “easy” or “right” path to take, and you’ll often feel conflicted regardless of what you decide on. Rarely do games with “branching narratives” achieve such a feeling, and Triangle Strategy is all the better for it. It might take some time to get there, and you’ll suffer through sometimes rote dialogue and often-wooden voice acting along the way, but the journey is definitely worth it.

Triangle Strategy is now available exclusively on the Nintendo Switch. The game can be purchased on Amazon for $79.99. It’s worth noting that a meaty free demo, which allows you to carry over your progress to the full game, is also up on the eShop.

MobileSyrup utilizes affiliate partnerships. These partnerships do not influence our editorial content, though we may earn a commission on purchases made via these links that helps fund the journalism provided free on our website.

Image credit: Square Enix/Nintendo

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Square Enix vows to support Final Fantasy 14 Online for the next decade

During a “Letter from the Producer” live stream Final Fantasy 14 Online director and producer Naoki Yoshida revealed plans for the future of the game, including support “for the next 10 years.” Amongst these improvements is expanding solo play coming in the near future. A graphical overhaul of the game will launch sometime further down the line.

Kicking off with Patch 6.1 solo play will become much easier in the hit massively multiplayer online role-playing game. The patch, coming sometime in April, will expand the Trust System, allowing for solo players to tackle more content with a squad of non-player characters.

This change will also make for a more “accessible” experience for solo players in low-level dungeons and trials.

Yoshida said both characters and environments will be improved with higher resolution models, new textures, and improved lighting/shadow effects. The visual upgrades are set to launch with the title’s next expansion, but no exact release date was given.

Some of the other announcements made included new weapon enhancements, a rouge-lite dungeon area, a new area for players to build and grow crops in. All of these changes will debut in upcoming patches.

Lastly, Yoshida mentioned that the Final Fantasy 14 Online free trial will reopen for players starting February 22. The trail was taken off online storefronts after the game saw an overwhelming influx of players in recent months.

Source: Polygon

Image Source: Square Enix

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Square Enix vows to support Final Fantasy 14 Online for the next decade

During a “Letter from the Producer” live stream Final Fantasy 14 Online director and producer Naoki Yoshida revealed plans for the future of the game, including support “for the next 10 years.” Amongst these improvements is expanding solo play coming in the near future. A graphical overhaul of the game will launch sometime further down the line.

Kicking off with Patch 6.1 solo play will become much easier in the hit massively multiplayer online role-playing game. The patch, coming sometime in April, will expand the Trust System, allowing for solo players to tackle more content with a squad of non-player characters.

This change will also make for a more “accessible” experience for solo players in low-level dungeons and trials.

Yoshida said both characters and environments will be improved with higher resolution models, new textures, and improved lighting/shadow effects. The visual upgrades are set to launch with the title’s next expansion, but no exact release date was given.

Some of the other announcements made included new weapon enhancements, a rouge-lite dungeon area, a new area for players to build and grow crops in. All of these changes will debut in upcoming patches.

Lastly, Yoshida mentioned that the Final Fantasy 14 Online free trial will reopen for players starting February 22. The trail was taken off online storefronts after the game saw an overwhelming influx of players in recent months.

Source: Polygon

Image Source: Square Enix

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Final Fantasy VI Pixel Remaster coming to mobile and PC on February 23

Square Enix has announced that Final Fantasy VI Pixel Remaster will release in North America on Android, iOS and Steam on February 23rd.

A February window had been given last year following a delay, although this is the first confirmation of a specific launch date.

Square Enix’s Pixel Remaster series takes the first six Final Fantasy games from the NES and SNES eras and gives them a visual update. Specifically, the games feature updated pixel character designs from Kazuko Shibuya, the original Final Fantasy pixel artist.

Other enhancements include a rearranged soundtrack overseen by original Final Fantasy VI composer Nobuo Uematsu, auto-battle options and a bestiary.

The first five Pixel Remasters all launched on mobile and Steam last year. Square Enix hasn’t yet confirmed any console releases.

Originally released on the SNES in 1994, Final Fantasy VI tells the story of a young girl with mysterious powers named Terra as she gets swept up in a rebellion against a ruthless empire. VI is widely considered to be one of the greatest games ever made, making the Pixel Remaster release particularly exciting for fans.

Final Fantasy VI Pixel Remaster will cost $23.99 CAD in Canada on Steam, although a 20 percent pre-order discount is currently being offered. A bundle that includes all six games is also available for $99.78, which offers a 22 percent discount.

On mobile, the game is priced at $24.99 on Android and iOS.

Image credit: Square Enix

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Ubisoft saying you ‘don’t get’ NFTs proves just how out of touch gaming companies can be

Earlier this week, Ubisoft made headlines for defending its decision to enter the controversial NFT (non-fungible token) market.

Through its ‘Ubisoft Quartz’ platform, gamers can purchase artificially scarce digital items that can be used in Ghost Recon: Breakpoint. At the time of the announcement, Ubisoft claimed that Quartz “aims at offering you more autonomy and agency when interacting with a new kind of in-game item.”

The response, however, was overwhelmingly negative, and Ubisoft quickly unlisted the video. Many people, including actual Ubisoft developers, responded by saying that this is categorically not something they want in their games.

Now, though, the company is claiming that consumers are to blame.

Speaking to the Australian publication Finder, Nicolas Pouard, vice president at Ubisoft’s Strategic Innovations Lab, made this truly baffling comment when asked about the blowback the company faced.

I think gamers don’t get what a digital secondary market can bring to them. For now, because of the current situation and context of NFTs, gamers really believe it’s first destroying the planet, and second just a tool for speculation. But what we [at Ubisoft] are seeing first is the end game. The end game is about giving players the opportunity to resell their items once they’re finished with them or they’re finished playing the game itself.

So, it’s really, for them. It’s really beneficial. But they don’t get it for now.

Here’s an idea, Pouard: maybe it’s just because gamers are, justifiably, wary of another dubious, trendy monetization scheme?

The funny thing about the VP’s comments is that he fails to explain at any point in the interview what we’re apparently not getting. He claims they’re “beneficial” for the player without really elaborating. In so doing, he’s proven to be another in a sadly growing list of gaming corporations that keeps touting NFTs as the “future” without providing any real reason for why players should agree.

As it stands, many people are at least somewhat aware of the negative aspects of NFTs. They’re exceptionally bad for the environment, are often based on other people’s stolen artwork and aren’t properly regulated by government bodies. What’s more, you don’t actually “own” what you’re purchasing. As has been explained many times, you’re simply acquiring a certificate claiming you as the owner of the given digital file; there’s absolutely nothing to stop someone from saving it for their own use. Look no further than Twitter users amusingly screenshotting others’ hexagonal NFT profile pictures.

Principal Skinner Simpsons

Admittedly, in many cases, gamers are indeed at fault, but not here.

These are all common, well-founded criticisms against NFTs in general, but it gets even messier in the gaming space. When Ubisoft first launched Quartz, its site also came with the requisitive legal section to cover itself. However, a quick perusal of the fine print shows that Ubisoft doesn’t even seem to really know what it’s doing with NFTs.

As Kotaku notes:

What it didn’t show, of course, is that Ubisoft has no idea what its doing, and Quartz’s fine print says as much. It reveals that because so much of the work is being handed off to the blockchain, Ubisoft has no power to “reverse or cancel transactions,” has “no liability” for claims or damages, is aware that the blockchain “may be subject to specific weaknesses, which make them possibly targets for specific cybersecurity threats,” and has “no liability in the risks implied by the use of this new technology.”

The first gaming giant to get into NFTs, and it’s that clueless? That certainly doesn’t instill confidence, especially while we’ve seen Konami, Sega, EA, Square Enix and even popular actor Troy Baker all support the business practice. Square Enix, in particular, feels painfully tone-deaf; one of the company’s biggest and most iconic games, Final Fantasy VII, is literally about a band of ecoterrorists fighting to topple a megacorporation that’s killing the planet to create energy. Meanwhile, Baker himself acknowledged he knew very little about NFTs, despite publicly partnering with a company that directly deals in them.

And that’s the thing — most of these people or companies don’t care. It should go without saying, but they’re just in it for the money. Ubisoft will just claim NFTs are “beneficial” for players through vague platitudes like “giving players the opportunity to resell their items.” All the while, it’s mostly quiet about the fact that yet-to-be-determined cuts will be taken from these sales from the secondary market platform and even Ubisoft. That’s the real “endgame” that Pouard speaks of — players will sell these in perpetuity, and Ubisoft will profit without having to do a thing. Meanwhile, there’s no guarantee that this market will be operated fairly, or if Ubisoft will indeed even continuously use the “more advanced, energy-efficient [NFT] alternatives” it’s promising for Quartz.

What’s more, have publishers really earned the benefit of the doubt that this will actually benefit players? Consider some of what they’ve done before.

In the PS3/Xbox 360 era, they tried to push “online passes” on people to recoup costs from third-party sales. The Xbox One was also originally set to be “always online” to limit used game sales. Companies like EA have been so aggressive and predatory with microtransactions like lootboxes that entire countries, such as Belgium, have stepped in to attempt to regulate them. We’ve also seen EA market FIFA microtransactions to kids — especially concerning since they’re not unlike gambling. (And lootboxes are still problematic.) Ubisoft made Assassin’s Creed Odyssey more grindy to encourage you to buy an XP boost to level up faster. And in a particularly sinister move, Warner Bros. had Harry Potter mobile game players forced to watch children literally get strangled for a set period of time unless they paid to skip ahead.

Lootbox

It took years for lootboxes to start being regulated. (Image credit: Blizzard)

The point is, gaming companies have a well-documented history of chasing trends and exploring unsavoury business practices that don’t at all benefit players. Having seen what they’ve done, time and time again, it’s completely understandable to be skeptical. The onus isn’t on gamers to just “get” it — you have to win us over.

And so far, they’re not doing that — with players or developers. Indeed, game makers, by and large, have also not expressed much enthusiasm for NFTs. In a recent Game Developers Conference (GDC) survey polling 2,700 developers, 70 percent of respondents said their studios are “not interested” in NFTs. Meanwhile, 21 percent said “somewhat interested” and seven percent said “very interested,” while only one percent noted they’re already developing NFTs in their games.

Per GDC,

“When asked how they felt about the possibility of cryptocurrency or NFTs in games, a few [developers] called it the future of gaming. However, a vast majority of respondents spoke out against both practices – noting their potential for scams, overall monetization concerns, and the environmental impact.”

The monetization concerns are especially notable. On January 8th, Linkin Park’s Mike Shinoda got justifiably ratio’d when he started suggesting questionable use cases for how NFTs would work in games. According to Shinoda, gamers should imagine being able to take a skin from a game like Valorant and carry it over to Call of DutyMinecraft or even social media platforms like Twitter.

In response, countless developers pointed out how this was out of touch and illogical. As indie developer Rami Ismail noted in a reply, the games Shinoda mentioned are from different companies. As such, why would Valorant owner Riot Games sell you a skin that would work in Activision’s Call of Duty, Microsoft’s Minecraft or even non-gaming platforms like Twitter? Beyond the companies having no real incentive to band together to allow this, Ismail said the work to make sure that would even be compatible cross-platform would be difficult, to say the least. Call of Duty developer Chris Pollock even shared a blog post he wrote explaining these hurdles. Meanwhile, Digital Foundry‘s John Linneman questioned which company would even be responsible for ensuring compatibility.

Finally, there’s the whole “play-to-earn” aspect. A recent comment made by Reddit co-founder and noted crypto enthusiast Alexis Ohanian was particularly bleak. “90 percent of people will not play a game unless they are being properly valued for that time,” said Ohanian in a December 23rd, 2021 episode of the Where It Happens podcast. “In five years, you will actually value your time properly, and instead of being harvested for advertisements, or being fleeced for dollars to buy stupid hammers you don’t actually own, you will be playing some on-chain equivalent game that will be just as fun, but you’ll actually earn value and you will be the harvester.”

I dunno about you, but that’s dystopian as hell to me. Unless you’re a streamer, esports athlete or QA tester, the notion that you should be compelled to play a game for some sort of reward is mind-boggling. Aren’t games supposed to be about fun? You can promise rewards like NFTs or crypto or other digital trinkets, but that just loses the plot for me. if I’m not reviewing a game for MobileSyrup, the sole reason I play something is for enjoyment. That’s how it should be. Playing games for fun — what a concept!

Jonah Hill fuck me right

As an example of how backwards and nonsensical this “play-to-earn” mentality is, let’s go back, once more, to Ubisoft and NFTs. Essentially, the company is making you play games for x number of hours — in one case, 600 — to even have the glorious privilege of purchasing an NFT. I’m sorry, what? At least microtransactions that reduce grinding make some degree of sense, even if they’re usually frustrating. You can at least see the appeal in spending money to save time. But what Ubisoft is doing with NFTs demands both your time and your money. How, exactly, does that benefit you?

As YouTuber SkillUp notes, only Ubisoft stands to profit — not just from your money, but from increased engagement (i.e. inflated “monthly active user” counts). You played a game for 600-plus hours and spent real cash to get a unique helmet — congratulations! What a sense of pride and accomplishment you must have.

The whole “play-to-earn” argument is absolute nonsense. If a developer is permitted to make a game that is genuinely fun to play, that sense of enjoyment, in itself, is what you earn. Hell, games already offer various mechanics or metagames if you like to be rewarded for playing more — PSN Trophies, Xbox Live Achievements and Steam Achievements being the prime example of this. The difference, however, is that these are purely optional, free and harmless methods of “earning” something.

The best example of a game being inherently rewarding to play is Final Fantasy XIV. I’ve been slowly going through it since last year (I’ve finally gotten to Shadowbringers!) and I’m finally seeing why everyone hypes up the game. It truly is amazing. And a key reason for that is payoff. Over the course of hundreds of hours of content, FFXIV weaves an incredible, emotional yarn about an extremely compelling cast of characters who struggle and grow over time. That is the reward — the time you’ve invested in the game — the unforgettable journey you’ve gone on  — nets you supremely satisfying narrative moments, as well as new mechanics, dungeons and the like. Regardless of what Square Enix’s CEO may think, no NFT can capture the quality experience that director Naoki Yoshida and his team have actually created.

Ultimately, that’s what gaming is about. I don’t want your NFTs. I don’t care about your NFTs. Monetize a game, if you must, with in-app purchases, but until you can actually give legitimate reasons to want an NFT, keep them out of it. I’m just here to have fun with games, and all these tedious, vague and slimey buzzwords just detract from that.

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Epic Games Store offering Tomb Raider trilogy for free

Square Enix is offering its acclaimed modern Tomb Raider trilogy for free on the Epic Games Store (EGS).

This means that until January 6th, EGS users can claim Tomb Raider Game of the Year Edition, (regularly $23.99 CAD), Rise of the Tomb Raider: 20 Year Celebration (regularly $34.99) and Shadow of the Tomb Raider: Definitive Edition (regularly $53.99) for free. Altogether, that’s $112.97 worth of games and their add-on content.

If you haven’t played it, the trilogy chronicles Lara Croft’s rise from an inexperienced explorer to the iconic Tomb Raider. 2013’s Tomb Raider and 2015’s Rise of the Tomb Raider were developed by San Francisco-based Crystal Dynamics, although 2018’s Shadow of the Tomb Raider was primarily made by Canada’s own Eidos Montreal.

Notably, that’s also the most recent game in the series, with Crystal Dynamics moving onto Marvel’s Avengers and Eidos Montreal both assisting development on that game and releasing one of its own, the well-received Marvel’s Guardians of the Galaxy.

It’s unclear when another Tomb Raider may come out, even as this year celebrates the series’ 25th anniversary. For now, though, you can get the most recent games for free on EGS.

Image credit: Square Enix

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Final Fantasy VI Pixel Remaster coming to mobile and PC in February 2022

Square Enix has confirmed that Final Fantasy VI Pixel Remaster will launch on mobile and PC sometime in February 2022.

“In order to bring you the best experience possible, we’re allowing the necessary time to apply final polish while finishing development on the game,” wrote the company on the official Final Fantasy Twitter account.

The Pixel Remaster series brings back the original six Final Fantasy games with new graphics and audio. The first five were released over the past several months, although it had been unclear until now exactly when the sixth would launch.

It makes sense that Square Enix would want to take extra time for Final Fantasy VI, though. The classic SNES RPG is not only the most beloved of the first six games, but widely regarded to be one of the greatest games of all time, as well.

A specific Canadian price for Final Fantasy VI Pixel Remaster has not yet been confirmed. For reference, the Pixel Remasters of the first two games are priced at $15.99 CAD each on Steam, while III, IV and V all cost $23.99 each. However, a bundle that includes all six games is available for $99.78, which offers a 22 percent discount.

Square Enix says it will be adding “new items” to both the individual and bundled editions of Final Fantasy VI Pixel Remaster, although it’s unclear what those will be.

A bigger question many fans have been asking, however, is whether the Pixel Remasters will come to other platforms. While the ports of those six games were already available on PC and mobile, they have never been playable on modern consoles.

In July, Square Enix said console ports depend on fan demand, which was an odd statement given how fans have been voicing such interest for months now. Hopefully, console versions will eventually happen, given the hundreds of millions of people playing on PlayStation, Xbox and Nintendo systems.

Source: @FinalFantasy 

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Canadian-made Marvel’s Guardians of the Galaxy wins Best Narrative at The Game Awards 2021

Marvel’s Guardians of the Galaxy took home Best Narrative at The Game Awards 2021.

Developed by Square Enix-owned Canadian studio Eidos Montreal (Deus Ex: Mankind Divided), the game is an original take on Marvel’s quirky group of galactic bounty hunters. Eidos’ story follows Star-Lord, Gamora, Drax the Destroyer, Rocket Raccoon and Groot as they work to pay off a debt they owe before getting caught up in a larger cosmic conflict.

In particular, Marvel’s Guardians of the Galaxy was praised for offering a nuanced, emotional and comic book-accurate take on the Guardians. The game also features Mass Effect-esque third-person, party-focused combat and dialogue choices.

Marvel’s Guardians of the Galaxy is available on PlayStation 4/5, Xbox Series X/S and PC.

DeathloopIt Takes TwoPsychonauts 2 and fellow Square Enix game Life is Strange: True Colors were also up for Best Narrative.

Image credit: Square Enix

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Final Fantasy Tactics-esque ‘Triangle Strategy’ coming to Nintendo Switch in March

Triangle Strategy, an upcoming strategy-RPG from Square Enix, is coming to the Nintendo Switch on March 4th, 2022.

Revealed during a previous Nintendo Direct as Project Triangle Strategy, the game is a spiritual successor of sorts to Square Enix’s Final Fantasy Tactics series that uses Octopath Traveler‘s stunning aesthetic.

“In response to the survey about the demo released in February of this year, the game has been fine-tuned with a focus on elements that received lots of feedback,” said Square Enix during the Direct. “These include adjustments to the difficulty, improvements to on-screen visuals, camera angle controls, the ability to review previous dialogue, and streamlined game flow and loading times.”

The game features a branching narrative focused on Serenoa Wolffort, the heir to one of the world’s great houses. Players will get to form parties consisting of knights, mages, archers and more as they make their way through the choice-driven story.