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<generator>Blogsmith http://www.blogsmith.com/</generator><item><title><![CDATA[Among Japanese developers, Sting quietly thrives]]></title><link>http://www.joystiq.com/2012/05/23/among-japanese-developers-sting-quietly-thrives/</link><guid isPermaLink="true">http://www.joystiq.com/2012/05/23/among-japanese-developers-sting-quietly-thrives/</guid><comments>http://www.joystiq.com/2012/05/23/among-japanese-developers-sting-quietly-thrives/#comments</comments><description><![CDATA[<font color="#808080"><small>This is a column by Kat Bailey dedicated to the analysis of the once beloved Japanese RPG sub-genre. Tune in every Wednesday for thoughts on white-haired villains, giant robots, Infinity+1 swords, and everything else the wonderful world of JRPGs has to offer.</small></font><br /><div> <hr size="2" style="padding-left: 5px; " width="100%" /></div><div style="text-align: center; "> <a href="http://www.joystiq.com/2012/05/23/among-japanese-developers-sting-quietly-thrives/"><img alt="Image" src="http://www.blogcdn.com/www.joystiq.com/media/2012/05/gungnirheader.jpg" style="margin: 4px; width: 530px; height: 300px; " /></a></div>In late 2008, Sony released the PSP-3000, giving me the perfect excuse to finally pick one up. When I got home later that day, I did what anyone with a new system does - I started downloading demos.<br /><br /><em><a href="http://www.joystiq.com/tag/Yggdra-Union/">Yggdra Union</a></em> was among that early handful of downloads. I picked it because I liked the art style, not knowing what I was getting into. I soon discovered <em>Yggdra Union</em> is quite the complicated strategy RPG. There are different character types, and there are cards that dictate movement and status effects, and positioning matters too. And it didn't help that I was trying to play it in its native Japanese (though I eventually relented and found an English copy).<br /><br />As I later discovered, <em>Yggdra Union</em> is the rule rather than the exception to Sting Entertainment's ... unique design sensibilities. Almost every modern Sting RPG has some sort of interesting twist on the traditional RPG formula. <em><a href="http://www.joystiq.com/tag/riviera/">Riviera: The Promised Land</a></em> is part dating sim and part menu-driven point-and-click adventure, for example. <em><a href="http://www.joystiq.com/game/knights-in-the-nightmare">Knights in the Nightmare</a></em> is a strategy RPG, but it also has sequences in which you must guide a tiny wisp while avoiding a hail of bullets. Rather than simply going with what works, or the cheapest alternative, Sting has traditionally been extremely experimental, and its reward has been a small but fervent fanbase.<br /><div class="postgallery"><p><strong>Gallery: <a href="http://www.joystiq.com/photos/gungnir-4-11-12/">Gungnir (4/11/12)</a></strong></p><a href="http://www.joystiq.com/photos/gungnir-4-11-12/#4956784"><img src="http://www.blogcdn.com/www.joystiq.com/media/2012/04/gungnir4111_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/gungnir-4-11-12/#4956785"><img src="http://www.blogcdn.com/www.joystiq.com/media/2012/04/gungnir4112_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/gungnir-4-11-12/#4956786"><img src="http://www.blogcdn.com/www.joystiq.com/media/2012/04/gungnir4113_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/gungnir-4-11-12/#4956787"><img src="http://www.blogcdn.com/www.joystiq.com/media/2012/04/gungnir4114_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/gungnir-4-11-12/#4956788"><img src="http://www.blogcdn.com/www.joystiq.com/media/2012/04/gungnir4115_thumbnail.jpg" alt="" title="" /></a></div><p><a href="http://www.joystiq.com/2012/05/23/among-japanese-developers-sting-quietly-thrives/" rel="bookmark">Continue reading <em>Among Japanese developers, Sting quietly thrives</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.blogsmithmedia.com/www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2012/05/23/among-japanese-developers-sting-quietly-thrives/">Among Japanese developers, Sting quietly thrives</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Wed, 23 May 2012 16:30:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2012/05/23/among-japanese-developers-sting-quietly-thrives/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20243641/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2012/05/23/among-japanese-developers-sting-quietly-thrives/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>column</category><category>JRPG</category><category>Sting</category><dc:creator><![CDATA[Kat Bailey]]></dc:creator><pubDate>Wed, 23 May 2012 16:30:00 EST</pubDate></item><item><title><![CDATA[Great Moment: Climbing Final Fantasy IV's Mt. Ordeals]]></title><link>http://www.joystiq.com/2012/05/15/great-moment-climbing-final-fantasy-ivs-mt-ordeals/</link><guid isPermaLink="true">http://www.joystiq.com/2012/05/15/great-moment-climbing-final-fantasy-ivs-mt-ordeals/</guid><comments>http://www.joystiq.com/2012/05/15/great-moment-climbing-final-fantasy-ivs-mt-ordeals/#comments</comments><description><![CDATA[<font color="#808080"><small>This is a column by Kat Bailey dedicated to the analysis of the once beloved Japanese RPG sub-genre. Tune in every Wednesday for thoughts on white-haired villains, giant robots, Infinity+1 swords, and everything else the wonderful world of JRPGs has to offer.</small></font><br /><div> <hr size="2" style="padding-left: 5px; " width="100%" /></div><center> <img alt="Image" height="350" src="http://www.blogcdn.com/www.joystiq.com/media/2012/05/ff4515.jpg" style="margin:4px" width="530" /></center>I find Cecil interesting, which is not something I can say for many other video game protagonists. For instance, he's in a solid, mature relationship with a strong woman right off the bat. And from the very beginning, he's grappling with a clear moral dilemma--break his oath and step down or continue slaughtering innocents in the name of the Empire? It's evident that Cecil has a lot in his mind right from the beginning, which is all the more impressive for the fact that he's only a tiny 16-bit sprite.<br /><br />In fact, there was a lot going on with <em>Final Fantasy IV's</em> story in general. The cast is huge, and the heroic sacrifices and heroic twists almost constant. But the best moment happens early on, when Cecil climbs Mt. Ordeals with the twin mages Palom and Porum in a quest to shed his darker half and become a Paladin.<p><a href="http://www.joystiq.com/2012/05/15/great-moment-climbing-final-fantasy-ivs-mt-ordeals/" rel="bookmark">Continue reading <em>Great Moment: Climbing Final Fantasy IV's Mt. Ordeals</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.blogsmithmedia.com/www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2012/05/15/great-moment-climbing-final-fantasy-ivs-mt-ordeals/">Great Moment: Climbing Final Fantasy IV's Mt. Ordeals</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Tue, 15 May 2012 20:30:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2012/05/15/great-moment-climbing-final-fantasy-ivs-mt-ordeals/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20238679/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2012/05/15/great-moment-climbing-final-fantasy-ivs-mt-ordeals/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>FF4</category><category>final-fantasy</category><category>Final-Fantasy-4</category><category>jrpg</category><dc:creator><![CDATA[Kat Bailey]]></dc:creator><pubDate>Tue, 15 May 2012 20:30:00 EST</pubDate></item><item><title><![CDATA[The creative maturity of Hironobu Sakaguchi's Last Story]]></title><link>http://www.joystiq.com/2012/05/09/the-creative-maturity-of-hironobu-sakaguchis-last-story/</link><guid isPermaLink="true">http://www.joystiq.com/2012/05/09/the-creative-maturity-of-hironobu-sakaguchis-last-story/</guid><comments>http://www.joystiq.com/2012/05/09/the-creative-maturity-of-hironobu-sakaguchis-last-story/#comments</comments><description><![CDATA[<div style="text-align: center; "> <a href="http://www.joystiq.com/2012/05/09/the-creative-maturity-of-hironobu-sakaguchis-last-story/"><img alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2011/12/laststory128.jpg" style="border-top-width: 0px; border-right-width: 0px; border-bottom-width: 0px; border-left-width: 0px; border-top-style: solid; border-right-style: solid; border-bottom-style: solid; border-left-style: solid; margin-left: 4px; margin-right: 4px; margin-top: 4px; margin-bottom: 4px; width: 530px; height: 289px; " /></a></div>There must be a fascinating behind-the-scenes story as to how XSEED managed to get a hold of the localization rights for <em><a href="http://www.joystiq.com/tag/The-Last-Story/">The Last Story</a></em>. Ordinarily, Nintendo has a death grip on the rights to its games: If they don't localize it, no one does. XSEED, for their part, say they "got lucky."<br /><br /><em>The Last Story</em> is the most recent RPG by Final Fantasy creator Hironobu Sakaguchi, as well as the natural companion to <em><a href="http://www.joystiq.com/tag/Xenoblade-Chronicles/">Xenoblade Chronicles</a></em>, which arrived last month. Both headlined last year's <a href="http://www.joystiq.com/2011/06/27/operation-rainfall-campaign-seeks-localization-of-wii-rpgs/">Operation Rainfall</a> petition, along with <em>Pandora's Tower</em>, forever joining them at the hip. Much like Monolith Soft's opus <em>Chronicles</em>, Sakaguchi seems determined to say something new about the genre he once helped create.<br /><div class="postgallery"><p><strong>Gallery: <a href="http://www.joystiq.com/photos/the-last-story-nintendo-conference-2010/">The Last Story (Nintendo Conference 2010)</a></strong></p><a href="http://www.joystiq.com/photos/the-last-story-nintendo-conference-2010/#3557941"><img src="http://www.blogcdn.com/www.joystiq.com/media/2010/11/img6-1_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/the-last-story-nintendo-conference-2010/#3557942"><img src="http://www.blogcdn.com/www.joystiq.com/media/2010/11/img6-2_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/the-last-story-nintendo-conference-2010/#3557943"><img src="http://www.blogcdn.com/www.joystiq.com/media/2010/11/img6-3_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/the-last-story-nintendo-conference-2010/#3557944"><img src="http://www.blogcdn.com/www.joystiq.com/media/2010/11/img6-4_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/the-last-story-nintendo-conference-2010/#3557945"><img src="http://www.blogcdn.com/www.joystiq.com/media/2010/11/img6-5_thumbnail.jpg" alt="" title="" /></a></div><p><a href="http://www.joystiq.com/2012/05/09/the-creative-maturity-of-hironobu-sakaguchis-last-story/" rel="bookmark">Continue reading <em>The creative maturity of Hironobu Sakaguchi's Last Story</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.blogsmithmedia.com/www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2012/05/09/the-creative-maturity-of-hironobu-sakaguchis-last-story/">The creative maturity of Hironobu Sakaguchi's Last Story</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Wed, 09 May 2012 15:45:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2012/05/09/the-creative-maturity-of-hironobu-sakaguchis-last-story/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20234796/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2012/05/09/the-creative-maturity-of-hironobu-sakaguchis-last-story/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>AQ-Interactive</category><category>Hironobu-Sakaguchi</category><category>Mistwalker</category><category>nintendo</category><category>the-last-story</category><category>wii</category><category>XSEED</category><dc:creator><![CDATA[Kat Bailey]]></dc:creator><pubDate>Wed, 09 May 2012 15:45:00 EST</pubDate></item><item><title><![CDATA[Understanding The Legend of Dragoon]]></title><link>http://www.joystiq.com/2012/05/02/understanding-the-legend-of-dragoon/</link><guid isPermaLink="true">http://www.joystiq.com/2012/05/02/understanding-the-legend-of-dragoon/</guid><comments>http://www.joystiq.com/2012/05/02/understanding-the-legend-of-dragoon/#comments</comments><description><![CDATA[<font color="#808080"><small>This is a column by Kat Bailey dedicated to the analysis of the once beloved Japanese RPG sub-genre. Tune in every Wednesday for thoughts on white-haired villains, giant robots, Infinity+1 swords, and everything else the wonderful world of JRPGs has to offer.</small></font><br /><div> <hr size="2" style="padding-left: 5px; " width="100%" /></div><div style="text-align: center;"> <a href="http://www.joystiq.com/2012/05/02/understanding-the-legend-of-dragoon/"><img alt="Image" src="http://www.blogcdn.com/www.joystiq.com/media/2012/05/dragoonheader.jpg" style="margin: 4px; width: 530px; height: 346px;" /></a></div>The year 2000 was incredible for console RPGs developed in Japan. I'm sitting here looking at the list, and so many pantheon level games jump out at me. <em>Final Fantasy IX</em>, <em><a href="http://www.joystiq.com/tag/Chrono-Cross/">Chrono Cross</a></em>, <em>Vagrant Story</em>, <em>Front Mission 3</em>, <em>Valkyrie Profile</em> and <em>Super Robot Taisen Alpha</em> (the first of the franchise's "modern" entries) all came out that year. There's also <em><a href="http://www.joystiq.com/tag/Legend-of-Dragoon/">Legend of Dragoon</a></em>, Sony's erstwhile attempt to piggyback on the success of SquareSoft. And as it happens, it hit the PSN this week.<br /><br />The impending arrival of <em>The Legend of Dragoon</em> has brought with it a wave of nostalgia from some very vocal fans; and boy, they will not brook any criticism of their favorite game. Just look at what happened when 1UP asked <a href="http://www.1up.com/news/legend-dragoon-community" target="_blank">why they should care about<em> Legend of Dragoon</em></a>: blanket proclamations that it's the PS1's most underrated RPG, and by the way, a true classic.<br /><br />Was it though? Have we all somehow overlooked a true gem of a JRPG? I don't think so. I would take every one of the RPGs I listed in the introduction over <em>Legend of Dragoon</em>. I do, however, think that <em>Legend of Dragoon</em> has its place in RPG history.<p><a href="http://www.joystiq.com/2012/05/02/understanding-the-legend-of-dragoon/" rel="bookmark">Continue reading <em>Understanding The Legend of Dragoon</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.blogsmithmedia.com/www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2012/05/02/understanding-the-legend-of-dragoon/">Understanding The Legend of Dragoon</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Wed, 02 May 2012 17:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2012/05/02/understanding-the-legend-of-dragoon/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20229439/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2012/05/02/understanding-the-legend-of-dragoon/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>Legend-of-Dragoon</category><category>playstation</category><category>PlayStation-Network</category><category>ps3</category><category>PSN</category><category>psone-classics</category><category>SCEI</category><category>Sony-Computer-Entertainment</category><dc:creator><![CDATA[Kat Bailey]]></dc:creator><pubDate>Wed, 02 May 2012 17:00:00 EST</pubDate></item><item><title><![CDATA[Why the future looks expensive for Super Robot Taisen and other Namco Bandai RPGs]]></title><link>http://www.joystiq.com/2012/04/25/why-the-future-looks-expensive-for-super-robot-taisen-and-other/</link><guid isPermaLink="true">http://www.joystiq.com/2012/04/25/why-the-future-looks-expensive-for-super-robot-taisen-and-other/</guid><comments>http://www.joystiq.com/2012/04/25/why-the-future-looks-expensive-for-super-robot-taisen-and-other/#comments</comments><description><![CDATA[<font color="#808080"><small>This is a column by Kat Bailey dedicated to the analysis of the once beloved Japanese RPG sub-genre. Tune in every Wednesday for thoughts on white-haired villains, giant robots, Infinity+1 swords, and everything else the wonderful world of JRPGs has to offer.</small></font><br /><div> <hr size="2" style="padding-left: 5px; " width="100%" /></div><div style="text-align: center;"> <a href="http://www.joystiq.com/2012/04/25/why-the-future-looks-expensive-for-super-robot-taisen-and-other/"><img alt="Image" src="http://www.blogcdn.com/www.joystiq.com/media/2012/04/srtzxheader.jpg" style="margin: 4px; width: 530px; height: 299px; border-width: 0px; border-style: solid;" /></a></div>It's gone largely unnoticed here in the U.S., but Namco Bandai is in the middle of a grand experiment with its <em><a href="http://www.joystiq.com/tag/Super-Robot-Taisen/">Super Robot Taisen</a></em> strategy RPG series (which has seen life stateside in the past thanks to <a href="http://www.joystiq.com/2009/02/05/atlus-lasciviously-announces-super-robot-taisen-og-saga-endless/">Atlus USA</a>). And if you like Japanese RPGs - or anything that's expensive to produce in general - you might want to pay attention, because this could be your future.<br /><br />Namco Bandai's licensed strategy game series -- which teams mechs like Gundam with the likes of Voltron -- has been around for 20 years now, and in that time it's picked up a loyal audience. I know because I'm one of them. We were all excited because we wanted to see how the story would continue in the franchise's latest arc, which kicked off on the PS2.<br /><br />But Namco Bandai, of course, had a curveball. Like the last two Harry Potter films, the SRT sequel would be split into two parts. It even released a boxed set that came with the first of the two games, a story digest recapping the event of the storyline so far, and a slot for the second game. The total price for just one of the games at launch was 7300 yen (about $90).<br /><br />The rising prices go hand-in-hand with the decline of anime and domestic gaming in Japan, and the rise of piracy. Put simply, making a <em>Super Robot Taisen</em> game doesn't come cheap. The series has based its reputation on elaborate 2D animated sequences like this <a href="http://www.youtube.com/watch?feature=player_detailpage&amp;v=x-xuJDf7YWA#t=90s" target="_blank">this one</a>, which take time and money to create. And the robots touted in the title are all from well-known mecha series, which means ever higher licensing fees.<p><a href="http://www.joystiq.com/2012/04/25/why-the-future-looks-expensive-for-super-robot-taisen-and-other/" rel="bookmark">Continue reading <em>Why the future looks expensive for Super Robot Taisen and other Namco Bandai RPGs</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.blogsmithmedia.com/www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2012/04/25/why-the-future-looks-expensive-for-super-robot-taisen-and-other/">Why the future looks expensive for Super Robot Taisen and other Namco Bandai RPGs</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Wed, 25 Apr 2012 16:15:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2012/04/25/why-the-future-looks-expensive-for-super-robot-taisen-and-other/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20224054/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2012/04/25/why-the-future-looks-expensive-for-super-robot-taisen-and-other/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>anime</category><category>atlus-usa</category><category>namco-bandai</category><category>playstation</category><category>psp</category><category>sony</category><category>super-robot-taisen</category><category>super-robot-wars</category><dc:creator><![CDATA[Kat Bailey]]></dc:creator><pubDate>Wed, 25 Apr 2012 16:15:00 EST</pubDate></item><item><title><![CDATA[Why Xenoblade Chronicles represents the past, present, and future of Japanese gaming]]></title><link>http://www.joystiq.com/2012/04/18/why-xenoblade-chronicles-represents-the-past-present-and-futur/</link><guid isPermaLink="true">http://www.joystiq.com/2012/04/18/why-xenoblade-chronicles-represents-the-past-present-and-futur/</guid><comments>http://www.joystiq.com/2012/04/18/why-xenoblade-chronicles-represents-the-past-present-and-futur/#comments</comments><description><![CDATA[<font color="#808080"><small>This is a column by Kat Bailey dedicated to the analysis of the once beloved Japanese RPG sub-genre. Tune in every Wednesday for thoughts on white-haired villains, giant robots, Infinity+1 swords, and everything else the wonderful world of JRPGs has to offer.</small></font><br /><div> <hr size="2" style="padding-left: 5px; " width="100%" /></div><div style="text-align: center; "> <a href="http://www.joystiq.com/2012/04/18/why-xenoblade-chronicles-represents-the-past-present-and-futur/"><img alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2012/02/xenobladechron530pxheaderig215.jpg" style="border-top-width: 0px; border-right-width: 0px; border-bottom-width: 0px; border-left-width: 0px; border-top-style: solid; border-right-style: solid; border-bottom-style: solid; border-left-style: solid; margin-left: 4px; margin-right: 4px; margin-top: 4px; margin-bottom: 4px; width: 530px; height: 332px; " /></a></div>If you want to know where <em><a href="http://www.joystiq.com/tag/Xenoblade-Chronicles/">Xenoblade Chronicles</a></em> came from, you need only look toward two sources. There's <em>Monster Hunter</em>, which is the inspiration for seemingly every modern JRPG from <em>Dragon Quest IX</em> to more blatant knockoffs like <em>God Eater</em>. And there are MMORPGs, which have come to exercise a great deal of influence over Japanese gaming culture as a whole.<br /><br /><em>Xenoblade Chronicles</em>, and <em>Monster Hunter</em> too, are like this for a reason. Work and school start early and end late in Japan, and any time at home is usually either devoted to the family, or sleeping. Many gamers have migrated to manga cafes, which have been dominated by MMORPGs like <em>Lineage</em> for about a decade now. MMOs have in turn influenced loot-centric cooperative handheld games like <em>Monster Hunter</em>, which serve as the other alternative for busy students and salarymen.<br /><br />This trend presents a dilemma for Japanese developers. Japan simply can't get enough <em>Monster Hunter</em> and its ilk, which is all the more reason for developers to keep cranking them out. Global audiences, however, have been slow to embrace co-op RPGs. That's where <em>Xenoblade Chronicles</em> comes in - an RPG with all the trappings of an MMO or a <em>Monster Hunter</em>, but wrapped in a traditional, single-player JRPG.<br /><div class="postgallery"><p><strong>Gallery: <a href="http://www.joystiq.com/photos/xenoblade-chronicles/">Xenoblade Chronicles</a></strong></p><a href="http://www.joystiq.com/photos/xenoblade-chronicles/#4946143"><img src="http://www.blogcdn.com/www.joystiq.com/media/2012/04/xenochronicles3_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/xenoblade-chronicles/#4946144"><img src="http://www.blogcdn.com/www.joystiq.com/media/2012/04/xenochronicles4_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/xenoblade-chronicles/#4946146"><img src="http://www.blogcdn.com/www.joystiq.com/media/2012/04/xenochronicles5_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/xenoblade-chronicles/#4946147"><img src="http://www.blogcdn.com/www.joystiq.com/media/2012/04/xenochronicles6_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/xenoblade-chronicles/#4946148"><img src="http://www.blogcdn.com/www.joystiq.com/media/2012/04/xenochronicles7_thumbnail.jpg" alt="" title="" /></a></div><p><a href="http://www.joystiq.com/2012/04/18/why-xenoblade-chronicles-represents-the-past-present-and-futur/" rel="bookmark">Continue reading <em>Why Xenoblade Chronicles represents the past, present, and future of Japanese gaming</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.blogsmithmedia.com/www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2012/04/18/why-xenoblade-chronicles-represents-the-past-present-and-futur/">Why Xenoblade Chronicles represents the past, present, and future of Japanese gaming</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Wed, 18 Apr 2012 12:45:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2012/04/18/why-xenoblade-chronicles-represents-the-past-present-and-futur/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20218563/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2012/04/18/why-xenoblade-chronicles-represents-the-past-present-and-futur/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>monolith-soft</category><category>monolithsoft</category><category>nintendo</category><category>wii</category><category>xenoblade-chronicles</category><dc:creator><![CDATA[Kat Bailey]]></dc:creator><pubDate>Wed, 18 Apr 2012 12:45:00 EST</pubDate></item><item><title><![CDATA[Welcome back, Shadowrun]]></title><link>http://www.joystiq.com/2012/04/13/welcome-back-shadowrun/</link><guid isPermaLink="true">http://www.joystiq.com/2012/04/13/welcome-back-shadowrun/</guid><comments>http://www.joystiq.com/2012/04/13/welcome-back-shadowrun/#comments</comments><description><![CDATA[<font color="#808080"><small>This week, Kat Bailey and </small></font><span style="color: rgb(128, 128, 128); font-size: 11px; ">Rowan Kaiser</span><font color="#808080"><small> have switched roles -- with Kat taking lead in this week's column focusing on the wonderful world of Western role-playing games.</small></font><hr /><div style="text-align: center; "> <a href="http://www.joystiq.com/2012/04/13/welcome-back-shadowrun/"><img alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2012/04/shadowrunreturns530pxheaderimg.jpg" style="border-top-width: 0px; border-right-width: 0px; border-bottom-width: 0px; border-left-width: 0px; border-top-style: solid; border-right-style: solid; border-bottom-style: solid; border-left-style: solid; margin-left: 4px; margin-right: 4px; margin-top: 4px; margin-bottom: 4px; width: 530px; height: 142px; " /></a></div>These are interesting times. Thanks to <a href="http://www.joystiq.com/tag/Kickstarter/">Kickstarter</a>, projects that I never thought would see the light of day are getting a chance to prove themselves on their own terms. Who ever thought that Tim Schafer would get a chance to make another adventure game? Or that <a href="http://www.kickstarter.com/projects/1613260297/shadowrun-returns" target="_blank"><em>Shadowrun</em> would get another shot</a> after the mediocre cross-platform <a href="http://www.joystiq.com/tag/2007FPS/">2007 FPS</a>?<br /><br />That's why I'm writing here today, rather than my usual space at the JRPG column. Long ago, I played the pen-and-paper RPG <em>Shadowrun</em> with a group of friends, though not always successfully. Since then, both the setting and the system have stuck with me in any number of ways. So as you can imagine, the thought of a new computer role-playing game (CRPG) based on the series is exciting.<br /><br />First, the setting. If you've ever played <em><a href="http://www.joystiq.com/tag/Deus-Ex-Human-Revolution/">Deus Ex: Human Revolution</a></em> - or watched <em>Blade Runner</em>, for that matter - you'll know what you're in for with <em>Shadowrun</em>. The big twist is that magic is suddenly a part of everyday life on this version of earth; an earth where cybernetically-enhanced dwarfs, elves, and trolls freely roam. A little silly maybe, but I've always been struck by the power <em>Shadowrun</em> has to unite those who enjoy both fantasy and science fiction - which is sometimes tougher to do than you might think.<p><a href="http://www.joystiq.com/2012/04/13/welcome-back-shadowrun/" rel="bookmark">Continue reading <em>Welcome back, Shadowrun</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.blogsmithmedia.com/www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2012/04/13/welcome-back-shadowrun/">Welcome back, Shadowrun</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Fri, 13 Apr 2012 16:30:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2012/04/13/welcome-back-shadowrun/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20214784/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2012/04/13/welcome-back-shadowrun/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>fasa</category><category>harebrained-schemes</category><category>kickstarter</category><category>pc</category><category>Shadowrun</category><category>Shadowrun-Returns</category><dc:creator><![CDATA[Kat Bailey]]></dc:creator><pubDate>Fri, 13 Apr 2012 16:30:00 EST</pubDate></item><item><title><![CDATA[Rethinking the JRPG protagonist]]></title><link>http://www.joystiq.com/2012/04/06/rethinking-the-jrpg-protagonist/</link><guid isPermaLink="true">http://www.joystiq.com/2012/04/06/rethinking-the-jrpg-protagonist/</guid><comments>http://www.joystiq.com/2012/04/06/rethinking-the-jrpg-protagonist/#comments</comments><description><![CDATA[<font color="#808080"><small>This is a column by Kat Bailey dedicated to the analysis of the once beloved Japanese RPG sub-genre. Tune in every Wednesday for thoughts on white-haired villains, giant robots, Infinity+1 swords, and everything else the wonderful world of JRPGs has to offer.</small></font><br /><div> <hr size="2" style="padding-left: 5px; " width="100%" /></div><div style="text-align: center; "> <a href="http://www.joystiq.com/2012/04/06/rethinking-the-jrpg-protagonist/"><img alt="Image" src="http://www.blogcdn.com/www.joystiq.com/media/2012/04/valkyrie-profile-lenneth-530-1333678636_530x330.jpeg" style="border-top-width: 0px; border-right-width: 0px; border-bottom-width: 0px; border-left-width: 0px; border-top-style: solid; border-right-style: solid; border-bottom-style: solid; border-left-style: solid; margin-left: 0px; margin-right: 0px; margin-top: 0px; margin-bottom: 0px; width: 530px; height: 330px; " /></a></div>It's been more than a decade now, but I'm pretty sure my favorite JRPG protagonist is Lenneth Valkyrie of <em>Valkyrie Profile</em>.<br /><br />Lenneth stands out to me not just as a strong leading lady, but as a professional. She spends much of the game recruiting the world's most fearsome warriors, and she's not afraid to condemn those she doesn't like to the Nordic version of hell. Not even a love interest -- the comparatively wimpy Lucian -- is enough to dull her edge.<br /><br />In the succeeding years since the original <em>Valkyrie Profile</em>, I've mostly been disappointed by the leading men and women of JRPGs. From <em>Final Fantasy XIII</em>'s Lightning to <em>Valkyrie Profile: Silmeria</em>'s Alicia, relatively empty archetypes have become the order of the day. It's no wonder critics are so consistently down on the genre.<br /><br />I wonder though if we can't build a better JRPG protagonist ourselves, using Lenneth as a baseline. Given the opportunity, here are some other characteristics I might borrow from other JRPG heroes through the ages.<p><a href="http://www.joystiq.com/2012/04/06/rethinking-the-jrpg-protagonist/" rel="bookmark">Continue reading <em>Rethinking the JRPG protagonist</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.blogsmithmedia.com/www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2012/04/06/rethinking-the-jrpg-protagonist/">Rethinking the JRPG protagonist</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Fri, 06 Apr 2012 13:15:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2012/04/06/rethinking-the-jrpg-protagonist/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20209790/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2012/04/06/rethinking-the-jrpg-protagonist/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>playstation</category><category>ps3</category><category>psp</category><category>sony</category><dc:creator><![CDATA[Kat Bailey]]></dc:creator><pubDate>Fri, 06 Apr 2012 13:15:00 EST</pubDate></item><item><title><![CDATA[My year long quest to defeat Grandia 2's (almost) final boss]]></title><link>http://www.joystiq.com/2012/03/28/my-year-long-quest-to-defeat-grandia-2s-almost-final-boss/</link><guid isPermaLink="true">http://www.joystiq.com/2012/03/28/my-year-long-quest-to-defeat-grandia-2s-almost-final-boss/</guid><comments>http://www.joystiq.com/2012/03/28/my-year-long-quest-to-defeat-grandia-2s-almost-final-boss/#comments</comments><description><![CDATA[<font color="#808080"><small>This is a column by Kat Bailey dedicated to the analysis of the once beloved Japanese RPG sub-genre. Tune in every Wednesday for thoughts on white-haired villains, giant robots, Infinity+1 swords, and everything else the wonderful world of JRPGs has to offer.</small></font><br /><div> <hr size="2" style="padding-left: 5px; " width="100%" /></div><div style="text-align: center; "> <a href="http://www.joystiq.com/2012/03/28/my-year-long-quest-to-defeat-grandia-2s-almost-final-boss/"><img src="http://www.blogcdn.com/www.joystiq.com/media/2012/03/grandia2.jpg" style="border-top-width: 0px; border-right-width: 0px; border-bottom-width: 0px; border-left-width: 0px; border-top-style: solid; border-right-style: solid; border-bottom-style: solid; border-left-style: solid; margin-left: 0px; margin-right: 0px; margin-top: 0px; margin-bottom: 0px; width: 530px; height: 300px; " /></a></div>Once upon a time, it took me a solid year to beat what I thought was the final boss of <em>Grandia II</em>.<br /><br />Now, before you start making fun of me, I want to point out that even one <a href="http://www.gamefaqs.com/dreamcast/197485-grandia-ii/faqs/16662">GameFAQs</a> guide refers to Valmar's Core as "very extreemly (sic) absurdly abnormally ridiciously (sic) giganticly (sic) impossibly hard!!!" This was also right around 2000, and online help was a little harder to find at that time. I was more or less on my own.<br /><br />With that in mind, think about all the things that can make a final role-playing game boss difficult. In my experience, those elements include high speed, a wide variety of attacks that target the entire party, multiple body parts, and healing spells. Valmar's Core includes all of those elements and more, meaning that your only hope of killing the thing is removing its ability to heal itself before blitzing it. There's simply no way to last long enough to take out all three of its heads and its core before it wipes out your party.<br /><br />In many ways, it's the perfect final challenge for the JRPG in which the main wrinkle is that the protagonists and villains share one time bar in a race to see who acts first. The three heads and the core act independently of one another, which strains the ability to interrupt the icons with an attack before they reach the point where they can attack -- the main mechanic -- to the absolute limit. One mistake, and Valmar's Core will show no mercy.<p><a href="http://www.joystiq.com/2012/03/28/my-year-long-quest-to-defeat-grandia-2s-almost-final-boss/" rel="bookmark">Continue reading <em>My year long quest to defeat Grandia 2's (almost) final boss</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.blogsmithmedia.com/www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2012/03/28/my-year-long-quest-to-defeat-grandia-2s-almost-final-boss/">My year long quest to defeat Grandia 2's (almost) final boss</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Wed, 28 Mar 2012 20:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2012/03/28/my-year-long-quest-to-defeat-grandia-2s-almost-final-boss/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20203320/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2012/03/28/my-year-long-quest-to-defeat-grandia-2s-almost-final-boss/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>Enix</category><category>Game-Arts</category><category>Grandia</category><category>Grandia-2</category><category>Ubisoft</category><dc:creator><![CDATA[Kat Bailey]]></dc:creator><pubDate>Wed, 28 Mar 2012 20:00:00 EST</pubDate></item><item><title><![CDATA[Building the Mt. Rushmore of Japanese RPG devs]]></title><link>http://www.joystiq.com/2012/03/21/building-the-mt-rushmore-of-japanese-rpg-devs/</link><guid isPermaLink="true">http://www.joystiq.com/2012/03/21/building-the-mt-rushmore-of-japanese-rpg-devs/</guid><comments>http://www.joystiq.com/2012/03/21/building-the-mt-rushmore-of-japanese-rpg-devs/#comments</comments><description><![CDATA[<font color="#808080"><small>This is a column by Kat Bailey dedicated to the analysis of the once beloved Japanese RPG sub-genre. Tune in every Wednesday for thoughts on white-haired villains, giant robots, Infinity+1 swords, and everything else the wonderful world of JRPGs has to offer.</small></font><br /><div> <hr size="2" style="padding-left: 5px; " width="100%" /></div><div style="text-align: center; "> <a href="http://www.joystiq.com/2012/03/21/building-the-mt-rushmore-of-japanese-rpg-devs/"><img src="http://www.blogcdn.com/www.joystiq.com/media/2012/03/nobuouematsu.jpg" style="border-top-width: 0px; border-right-width: 0px; border-bottom-width: 0px; border-left-width: 0px; border-top-style: solid; border-right-style: solid; border-bottom-style: solid; border-left-style: solid; margin-left: 4px; margin-right: 4px; margin-top: 4px; margin-bottom: 4px; " /></a></div><span style="text-align: center; ">Here's a question for you: if you were building a Mt. Rushmore for Japanese RPG developers, who would be on it? </span><span style="text-align: center; ">I'm partly borrowing this idea from sportswriter Bill Simmons, who once sat down to build a "</span><a href="http://sports.espn.go.com/espn/page2/story?page=simmons/080214" style="text-align: center; ">Mt. Rapmore</a><span style="text-align: center; ">." He, in turn, got the idea from the Internet. So no, this is not a new question, but it does help put the history of the genre in proper perspective. Personally, I love asking myself these questions, because I'm an incorrigible nerd. So let's get to work building our own shrine to JRPGs, shall we?</span><p><a href="http://www.joystiq.com/2012/03/21/building-the-mt-rushmore-of-japanese-rpg-devs/" rel="bookmark">Continue reading <em>Building the Mt. Rushmore of Japanese RPG devs</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.blogsmithmedia.com/www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2012/03/21/building-the-mt-rushmore-of-japanese-rpg-devs/">Building the Mt. Rushmore of Japanese RPG devs</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Wed, 21 Mar 2012 17:15:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2012/03/21/building-the-mt-rushmore-of-japanese-rpg-devs/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20198257/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2012/03/21/building-the-mt-rushmore-of-japanese-rpg-devs/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>Nobuo-Uematsu</category><category>Rieko-Kodama</category><category>Yuji-Horii</category><dc:creator><![CDATA[Kat Bailey]]></dc:creator><pubDate>Wed, 21 Mar 2012 17:15:00 EST</pubDate></item><item><title><![CDATA[Yakuza: Dead Souls review: What a twist!]]></title><link>http://www.joystiq.com/2012/03/16/yakuza-dead-souls-review/</link><guid isPermaLink="true">http://www.joystiq.com/2012/03/16/yakuza-dead-souls-review/</guid><comments>http://www.joystiq.com/2012/03/16/yakuza-dead-souls-review/#comments</comments><description><![CDATA[<div style="text-align: center; "> <a href="http://www.joystiq.com/2012/03/16/yakuza-dead-souls-review/"><img src="http://www.blogcdn.com/www.joystiq.com/media/2012/03/gunarms.jpg" style="border-top-width: 0px; border-right-width: 0px; border-bottom-width: 0px; border-left-width: 0px; border-top-style: solid; border-right-style: solid; border-bottom-style: solid; border-left-style: solid; margin-left: 4px; margin-right: 4px; margin-top: 4px; margin-bottom: 4px; width: 530px; height: 298px; " /></a></div>I've got to hand it to <em>Yakuza: Dead Souls</em>. It resurrects an old antagonist with a prosthetic gun-arm, unleashes a zombie apocalypse on Tokyo and still manages to take itself seriously. The only real difference between <em>Dead Souls</em> and <em>Yakuza 4</em> is some thoroughly mediocre gunplay and, well, the living dead.<br /><br />It's not a terrible idea when it comes down to it. Half the fun is seeing how Yakuza's eclectic cast deals with being <em>recast</em> in what amounts to a Resident Evil game. It has resident psychopath Goro Majima waging a one-man war against the undead horde. It has Kazuma Kiryu punching out a zombie for heaven's sake. It's all good fun, particularly for existing fans of the series.<br /><div class="postgallery"><p><strong>Gallery: <a href="http://www.joystiq.com/photos/yakuza-dead-souls-ps3/">Yakuza: Dead Souls (PS3)</a></strong></p><a href="http://www.joystiq.com/photos/yakuza-dead-souls-ps3/#4503554"><img src="http://www.blogcdn.com/www.joystiq.com/media/2011/10/deadsouls10501_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/yakuza-dead-souls-ps3/#4503555"><img src="http://www.blogcdn.com/www.joystiq.com/media/2011/10/deadsouls10502_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/yakuza-dead-souls-ps3/#4503556"><img src="http://www.blogcdn.com/www.joystiq.com/media/2011/10/deadsouls10503_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/yakuza-dead-souls-ps3/#4503557"><img src="http://www.blogcdn.com/www.joystiq.com/media/2011/10/deadsouls10504_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/yakuza-dead-souls-ps3/#4503558"><img src="http://www.blogcdn.com/www.joystiq.com/media/2011/10/deadsouls10505_thumbnail.jpg" alt="" title="" /></a></div><p><a href="http://www.joystiq.com/2012/03/16/yakuza-dead-souls-review/" rel="bookmark">Continue reading <em>Yakuza: Dead Souls review: What a twist!</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.blogsmithmedia.com/www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2012/03/16/yakuza-dead-souls-review/">Yakuza: Dead Souls review: What a twist!</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Fri, 16 Mar 2012 19:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2012/03/16/yakuza-dead-souls-review/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20195250/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2012/03/16/yakuza-dead-souls-review/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>playstation</category><category>ps3</category><category>sega</category><category>yakuza-dead-souls</category><category>yakuza-of-the-end</category><dc:creator><![CDATA[Kat Bailey]]></dc:creator><pubDate>Fri, 16 Mar 2012 19:00:00 EST</pubDate></item><item><title><![CDATA[Final thoughts from GDC: How JRPGS can dance to Reisuke Ishida's beat]]></title><link>http://www.joystiq.com/2012/03/14/final-thoughts-from-gdc-how-jrpgs-can-dance-to-reisuke-ishidas/</link><guid isPermaLink="true">http://www.joystiq.com/2012/03/14/final-thoughts-from-gdc-how-jrpgs-can-dance-to-reisuke-ishidas/</guid><comments>http://www.joystiq.com/2012/03/14/final-thoughts-from-gdc-how-jrpgs-can-dance-to-reisuke-ishidas/#comments</comments><description><![CDATA[<font color="#808080"><small>This is a column by Kat Bailey dedicated to the analysis of the once beloved Japanese RPG sub-genre. Tune in every Wednesday for thoughts on white-haired villains, giant robots, Infinity+1 swords, and everything else the wonderful world of JRPGs has to offer.</small></font><br /><div> <hr size="2" style="padding-left: 5px; " width="100%" /></div><div style="text-align: center; "> <img alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2011/07/groovecoaster728.jpg" style="border-top-width: 0px; border-right-width: 0px; border-bottom-width: 0px; border-left-width: 0px; border-top-style: solid; border-right-style: solid; border-bottom-style: solid; border-left-style: solid; margin-left: 4px; margin-right: 4px; margin-top: 4px; margin-bottom: 4px; width: 530px; height: 350px; " /></div>For all the discussion about the dire straits the Japanese game industry finds itself in, my lasting image of <a href="http://www.joystiq.com/tag/GDC2012/">GDC 2012</a> will be of a Japanese developer who got so excited about his projects that he literally started dancing at his podium.<br /><br />That developer was Taito's Reisuke Ishida (<em>Space Invaders Infinity Gene</em>), and he was in town to host a talk titled simply, 'Five Techniques for Making an Unforgettable Game.' No self-flagellation about the declining quality of Japanese gaming here; just Ishida running between the two screens on either side of his podium as he danced to the trailer of <em><a href="http://www.joystiq.com/tag/Groove-Coaster/">Groove Coaster</a></em>. I find Reisuke Ishida's enthusiasm for the craft infectious, to say the least.<br /><p><a href="http://www.joystiq.com/2012/03/14/final-thoughts-from-gdc-how-jrpgs-can-dance-to-reisuke-ishidas/" rel="bookmark">Continue reading <em>Final thoughts from GDC: How JRPGS can dance to Reisuke Ishida's beat</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.blogsmithmedia.com/www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2012/03/14/final-thoughts-from-gdc-how-jrpgs-can-dance-to-reisuke-ishidas/">Final thoughts from GDC: How JRPGS can dance to Reisuke Ishida's beat</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Wed, 14 Mar 2012 16:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2012/03/14/final-thoughts-from-gdc-how-jrpgs-can-dance-to-reisuke-ishidas/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20193419/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2012/03/14/final-thoughts-from-gdc-how-jrpgs-can-dance-to-reisuke-ishidas/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>GDC-2012</category><category>gravity-rush</category><category>groove-coaster</category><category>Reisuke-Ishida</category><dc:creator><![CDATA[Kat Bailey]]></dc:creator><pubDate>Wed, 14 Mar 2012 16:00:00 EST</pubDate></item><item><title><![CDATA[These games inspired Cliff Bleszinski, John Romero, Will Wright, and Sid Meier]]></title><link>http://www.joystiq.com/2012/03/09/these-games-inspired-cliff-bleszinski-john-romero-will-wright/</link><guid isPermaLink="true">http://www.joystiq.com/2012/03/09/these-games-inspired-cliff-bleszinski-john-romero-will-wright/</guid><comments>http://www.joystiq.com/2012/03/09/these-games-inspired-cliff-bleszinski-john-romero-will-wright/#comments</comments><description><![CDATA[<div style="text-align: center; "> <a href="http://www.joystiq.com/2012/03/09/these-games-inspired-cliff-bleszinski-john-romero-will-wright/"><img border="1" hspace="4" src="http://www.blogcdn.com/www.joystiq.com/media/2012/03/pacman38.jpg" vspace="4" /></a></div>Everyone in the industry has a story about their formative experiences with video games, but Jon-Paul Dyson, the director of the International Center for the History of Electronic Games, was a bit more blunt than most.<br /><br />"Great artists don't borrow. They steal," Dyson said, borrowing a quote from Pablo Picasso as he introduced Wil Wright, Sid Meier, John Romero, and Cliff Bleszinski. Speaking in front of a packed house at GDC, the four industry luminaries shared the games that inspired them as creators, and continue to influence them today.<p><a href="http://www.joystiq.com/2012/03/09/these-games-inspired-cliff-bleszinski-john-romero-will-wright/" rel="bookmark">Continue reading <em>These games inspired Cliff Bleszinski, John Romero, Will Wright, and Sid Meier</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.blogsmithmedia.com/www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2012/03/09/these-games-inspired-cliff-bleszinski-john-romero-will-wright/">These games inspired Cliff Bleszinski, John Romero, Will Wright, and Sid Meier</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Fri, 09 Mar 2012 16:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2012/03/09/these-games-inspired-cliff-bleszinski-john-romero-will-wright/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20189507/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2012/03/09/these-games-inspired-cliff-bleszinski-john-romero-will-wright/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>cliff-bleszinski</category><category>gdc</category><category>gdc-2012</category><category>john-romero</category><category>pac-man</category><category>pinball-construction-set</category><category>seven-cities-of-gold</category><category>sid-meier</category><category>the-legend-of-zelda</category><category>will-wright</category><dc:creator><![CDATA[Kat Bailey]]></dc:creator><pubDate>Fri, 09 Mar 2012 16:00:00 EST</pubDate></item><item><title><![CDATA[Capcom's Kawata on bringing Resident Evil back to its roots on 3DS]]></title><link>http://www.joystiq.com/2012/03/09/capcoms-kawata-on-bringing-resident-evil-back-to-its-roots-on-3/</link><guid isPermaLink="true">http://www.joystiq.com/2012/03/09/capcoms-kawata-on-bringing-resident-evil-back-to-its-roots-on-3/</guid><comments>http://www.joystiq.com/2012/03/09/capcoms-kawata-on-bringing-resident-evil-back-to-its-roots-on-3/#comments</comments><description><![CDATA[<div style="text-align: center; "> <a href="http://www.joystiq.com/2012/03/08/capcoms-kawata-on-bringing-resident-evil-back-to-its-roots-on-3/"><img border="1" hspace="4" src="http://www.blogcdn.com/www.joystiq.com/media/2012/03/53004setbmpjpgcopy.jpg" vspace="4" /></a></div><div> When a new platform hits the market, designers inevitably start thinking about how to exploit all of the new possibilities at their disposal. For producer Masachika Kawata, it was a chance to take <em>Resident Evil</em> back to its roots.<br /> <br /> "We all agreed that, this time around, we wanted to make a scary <em>Resident Evil</em> similar to the original," Kawata said during a GDC talk that broke down the development of the recent 3DS survival horror game.<br /> <br /> That might bring a slightly rueful smile to the faces of longtime fans. <em>Resident Evil 4</em> gets a lot of love among mainstream gamers and critics; but by admitting that he wanted to make a "scary" game, Kawata seems to be tacitly admitting what many older fans have felt for a while now -- <em>Resident Evil</em> had become an action series.</div><p><a href="http://www.joystiq.com/2012/03/09/capcoms-kawata-on-bringing-resident-evil-back-to-its-roots-on-3/" rel="bookmark">Continue reading <em>Capcom's Kawata on bringing Resident Evil back to its roots on 3DS</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.blogsmithmedia.com/www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2012/03/09/capcoms-kawata-on-bringing-resident-evil-back-to-its-roots-on-3/">Capcom's Kawata on bringing Resident Evil back to its roots on 3DS</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Fri, 09 Mar 2012 14:30:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2012/03/09/capcoms-kawata-on-bringing-resident-evil-back-to-its-roots-on-3/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20189480/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2012/03/09/capcoms-kawata-on-bringing-resident-evil-back-to-its-roots-on-3/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>3ds</category><category>capcom</category><category>gdc-2012</category><category>masachika-kawata</category><category>nintendo</category><category>resident-evil-revelations</category><dc:creator><![CDATA[Kat Bailey]]></dc:creator><pubDate>Fri, 09 Mar 2012 14:30:00 EST</pubDate></item><item><title><![CDATA[What can Japanese RPG developers learn from Rayman: Origins?]]></title><link>http://www.joystiq.com/2012/03/09/what-can-japanese-rpg-developers-learn-from-rayman-origins/</link><guid isPermaLink="true">http://www.joystiq.com/2012/03/09/what-can-japanese-rpg-developers-learn-from-rayman-origins/</guid><comments>http://www.joystiq.com/2012/03/09/what-can-japanese-rpg-developers-learn-from-rayman-origins/#comments</comments><description><![CDATA[<font color="#808080"><small>This is a column by Kat Bailey dedicated to the analysis of the once beloved Japanese RPG sub-genre. Tune in every Wednesday for thoughts on white-haired villains, giant robots, Infinity+1 swords, and everything else the wonderful world of JRPGs has to offer.</small></font><br /><div> <hr size="2" style="padding-left: 5px; " width="100%" /></div><div style="text-align: center; "> <a href="http://www.joystiq.com/2012/03/09/what-can-japanese-rpg-developers-learn-from-rayman-origins/"><img alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2011/11/raymantop.jpg" /></a></div>I wish more Japanese RPGs were like <em><a href="http://www.joystiq.com/tag/Rayman-Origins/">Rayman: Origins</a></em>.<br /><br />Alright, I'll give you a moment to wrap your brain around that statement, then I'll explain. As most of you know, <em>Rayman: Origins</em> is a completely beautiful platformer that captures everything that is great about the genre -- precise controls, expansive levels, and high challenge. It's at the forefront of the genre's mini-renaissance, which has been ongoing for a few years now.<br /><br />I want all that for Japanese RPGs. More to the point, I think that it can happen, if only an enterprising publisher or developer were to pick up the baton.<br /><br />At the moment, I think there's something of a taboo against the classic form, at least among the larger developers. Even <em>Dragon Quest </em>-- long the bastion of reliability -- has been shaking things up with its multiplayer innovations. The unspoken mandate is that the genre must evolve or die.<p><a href="http://www.joystiq.com/2012/03/09/what-can-japanese-rpg-developers-learn-from-rayman-origins/" rel="bookmark">Continue reading <em>What can Japanese RPG developers learn from Rayman: Origins?</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.blogsmithmedia.com/www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2012/03/09/what-can-japanese-rpg-developers-learn-from-rayman-origins/">What can Japanese RPG developers learn from Rayman: Origins?</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Fri, 09 Mar 2012 09:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2012/03/09/what-can-japanese-rpg-developers-learn-from-rayman-origins/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20189496/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2012/03/09/what-can-japanese-rpg-developers-learn-from-rayman-origins/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>3ds</category><category>jrpg</category><category>microsoft</category><category>nintendo</category><category>pc</category><category>playstation</category><category>playstation-vita</category><category>ps3</category><category>rayman-origins</category><category>rpg</category><category>vita</category><category>wii</category><category>xbox</category><dc:creator><![CDATA[Kat Bailey]]></dc:creator><pubDate>Fri, 09 Mar 2012 09:00:00 EST</pubDate></item><item><title><![CDATA[So far, so good: Why the Vita rises where the PSP fell]]></title><link>http://www.joystiq.com/2012/03/02/so-far-so-good-why-the-vita-rises-where-the-psp-fell/</link><guid isPermaLink="true">http://www.joystiq.com/2012/03/02/so-far-so-good-why-the-vita-rises-where-the-psp-fell/</guid><comments>http://www.joystiq.com/2012/03/02/so-far-so-good-why-the-vita-rises-where-the-psp-fell/#comments</comments><description><![CDATA[<div style="text-align: center; "> <a href="http://www.joystiq.com/2012/03/02/so-far-so-good-why-the-vita-rises-where-the-psp-fell/"><img alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2012/02/psvitav161update.jpg" style="border-top-width: 0px; border-right-width: 0px; border-bottom-width: 0px; border-left-width: 0px; border-top-style: solid; border-right-style: solid; border-bottom-style: solid; border-left-style: solid; margin-left: 4px; margin-right: 4px; margin-top: 4px; margin-bottom: 4px; width: 529px; height: 261px; " /></a></div>When my PS Vita arrived the middle of last week, I had <a href="http://www.joystiq.com/2012/02/22/persona-3-tactics-ogre-and-other-psp-rpgs-that-will-live-on-my/">no intention</a> of buying any games for it.<br /><br />Of course, it didn't work out that way. As soon as I got my Vita all set up, I logged into the PlayStation Store to download some PSP games that I had already purchased. Moments later, I had <em><a href="http://www.joystiq.com/tag/Rayman-Origins/">Rayman: Origins</a></em> and <em><a href="http://www.joystiq.com/tag/Super-Stardust-Delta/">Super Stardust Delta</a></em> as well. It was the rare triple whammy: a credit card, a new game system, and an easily accessible online store.<br /><br />Originally, the Vita was an impulse purchase. A system that I could use for work and write off on my taxes. Now though, I wonder if Sony might finally be on to something here.<br /><br />To better understand where the Vita is today, it would help to look back at the PSP's launch.<br /><br />Seven years ago, I walked into a store and asked if I could see one of the then-new PlayStation Portables. I had been skeptical to that point, but I'm as much a technophile as any gamer. I needed to hold a PSP in my hands. Finally I had my chance to get hands-on at a retail store. If I had tried out <em>Lumines </em>or <em>Wipeout Pulse</em>, I might have been more impressed. Instead, I was playing <em>Twisted Metal: Head-On</em>, a muddy brown game with irritating load times that looked like it was trying but failing to be a PS2 title. I put the PSP away and never looked back.<p><a href="http://www.joystiq.com/2012/03/02/so-far-so-good-why-the-vita-rises-where-the-psp-fell/" rel="bookmark">Continue reading <em>So far, so good: Why the Vita rises where the PSP fell</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.blogsmithmedia.com/www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2012/03/02/so-far-so-good-why-the-vita-rises-where-the-psp-fell/">So far, so good: Why the Vita rises where the PSP fell</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Fri, 02 Mar 2012 14:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2012/03/02/so-far-so-good-why-the-vita-rises-where-the-psp-fell/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20184155/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2012/03/02/so-far-so-good-why-the-vita-rises-where-the-psp-fell/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>playstation</category><category>playstation-vita</category><category>vita</category><dc:creator><![CDATA[Kat Bailey]]></dc:creator><pubDate>Fri, 02 Mar 2012 14:00:00 EST</pubDate></item><item><title><![CDATA[When Genres Collide: Why Devil Survivor 2 works so well (and Namco x Capcom doesn't)]]></title><link>http://www.joystiq.com/2012/02/29/when-genres-collide-why-devil-survivor-2-works-so-well-and-nam/</link><guid isPermaLink="true">http://www.joystiq.com/2012/02/29/when-genres-collide-why-devil-survivor-2-works-so-well-and-nam/</guid><comments>http://www.joystiq.com/2012/02/29/when-genres-collide-why-devil-survivor-2-works-so-well-and-nam/#comments</comments><description><![CDATA[<font color="#808080"><small>This is a column by Kat Bailey dedicated to the analysis of the once beloved Japanese RPG sub-genre. Tune in every Wednesday for thoughts on white-haired villains, giant robots, Infinity+1 swords, and everything else the wonderful world of JRPGs has to offer.</small></font><br /><div> <hr size="2" style="padding-left: 5px; " width="100%" /></div><div style="text-align: center; "> <a href="http://www.joystiq.com/2012/02/29/when-genres-collide-why-devil-survivor-2-works-so-well-and-nam/"><img src="http://www.blogcdn.com/www.joystiq.com/media/2012/02/devilsurvivor2.jpg" style="border-top-width: 0px; border-right-width: 0px; border-bottom-width: 0px; border-left-width: 0px; border-top-style: solid; border-right-style: solid; border-bottom-style: solid; border-left-style: solid; margin-left: 4px; margin-right: 4px; margin-top: 4px; margin-bottom: 4px; " /></a></div>One of the dullest strategy RPGs ever made is <em>Namco x Capcom</em>, a forgotten Japan-only release for the PlayStation 2 in 2005. Playing the crossover was about as exciting as banging your head against the wall -- the two activities are equally repetitive.<br /><br />The reason it fails so completely is paradoxically the very reason that it looks so appealing in trailers: the active, combo-based combat. <em>Namco x Capcom</em>'s combat isn't too bad at first, but it quickly becomes a series of using the same combos again and again, across maps that take ages to clear out. I've had math tests that were more fun. But now we have <em><a href="http://www.joystiq.com/tag/Devil-Survivor-2/">Devil Survivor 2</a></em>, which manages to succeed in every way that <em>Namco x Capcom</em>'s battle system failed.<br /><br />The key here is that, as far as I can tell, <em>Devil Survivor</em> is the only SRPG spinoff that retains some semblance of what made the original so popular in the first place. Now hear me out before you start typing that angry comment. <em><a href="http://www.joystiq.com/tag/Final-Fantasy-Tactics/">Final Fantasy Tactics</a></em> is a fine strategy RPG, but it has much more in common with <em>Tactics Ogre</em> than most mainline <em>Final Fantasy</em> games (<em>Final Fantasy XII</em> notwithstanding). Replace the jobs with more generic classes, switch out the Chocobos for horses, and you'd hardly know the difference.<br /><br />It's easy enough, I suppose, to shoehorn an existing universe into the basic framework provided by the likes of <em><a href="http://www.joystiq.com/tag/Tactics-Ogre/">Tactics Ogre</a></em>. But speaking the language of the genre without sacrificing the spirit of the original game is considerably harder. That's why I'm so impressed with <em>Devil Survivor</em> and its sequel, which manage to translate the battle system of a traditional RPG into an SRPG setting without missing a beat. Just how impressed was I by <em>Devil Survivor 2</em>, specifically? Just <a href="http://www.joystiq.com/2012/02/29/devil-survivor-2-review/">read my review</a> to find out.<br /><div class="postgallery"><p><strong>Gallery: <a href="http://www.joystiq.com/photos/devil-survivor-2-2-29-12/">Devil Survivor 2 (2/29/12)</a></strong></p><a href="http://www.joystiq.com/photos/devil-survivor-2-2-29-12/#4857014"><img src="http://www.blogcdn.com/www.joystiq.com/media/2012/02/devilsurvivor2screens01_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/devil-survivor-2-2-29-12/#4857015"><img src="http://www.blogcdn.com/www.joystiq.com/media/2012/02/devilsurvivor2screens02_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/devil-survivor-2-2-29-12/#4857016"><img src="http://www.blogcdn.com/www.joystiq.com/media/2012/02/devilsurvivor2screens03_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/devil-survivor-2-2-29-12/#4857017"><img src="http://www.blogcdn.com/www.joystiq.com/media/2012/02/devilsurvivor2screens04_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/devil-survivor-2-2-29-12/#4857018"><img src="http://www.blogcdn.com/www.joystiq.com/media/2012/02/devilsurvivor2screens05_thumbnail.jpg" alt="" title="" /></a></div><p><a href="http://www.joystiq.com/2012/02/29/when-genres-collide-why-devil-survivor-2-works-so-well-and-nam/" rel="bookmark">Continue reading <em>When Genres Collide: Why Devil Survivor 2 works so well (and Namco x Capcom doesn't)</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.blogsmithmedia.com/www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2012/02/29/when-genres-collide-why-devil-survivor-2-works-so-well-and-nam/">When Genres Collide: Why Devil Survivor 2 works so well (and Namco x Capcom doesn't)</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Wed, 29 Feb 2012 16:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2012/02/29/when-genres-collide-why-devil-survivor-2-works-so-well-and-nam/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20183061/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2012/02/29/when-genres-collide-why-devil-survivor-2-works-so-well-and-nam/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>devil-survivor</category><category>devil-survivor-2</category><category>ds</category><category>Namco-X-Capcom</category><category>nintendo</category><category>Shin-Megami-Tensei</category><dc:creator><![CDATA[Kat Bailey]]></dc:creator><pubDate>Wed, 29 Feb 2012 16:00:00 EST</pubDate></item><item><title><![CDATA[Devil Survivor 2 review: Neon Genesis strategy]]></title><link>http://www.joystiq.com/2012/02/29/devil-survivor-2-review/</link><guid isPermaLink="true">http://www.joystiq.com/2012/02/29/devil-survivor-2-review/</guid><comments>http://www.joystiq.com/2012/02/29/devil-survivor-2-review/#comments</comments><description><![CDATA[<div style="text-align: center; "> <a href="http://www.joystiq.com/2012/02/29/devil-survivor-2-review/"><img src="http://www.blogcdn.com/www.joystiq.com/media/2012/02/dslogo.jpg" style="border-top-width: 0px; border-right-width: 0px; border-bottom-width: 0px; border-left-width: 0px; border-top-style: solid; border-right-style: solid; border-bottom-style: solid; border-left-style: solid; margin-left: 4px; margin-right: 4px; margin-top: 4px; margin-bottom: 4px; width: 530px; height: 269px; " /></a></div>If you need any proof that Japan is still madly in love with <em>Neon Genesis Evangelion</em>, you need look no further than <em>Shin Megami Tensei: Devil Survivor 2</em>. Both show, if anything, that gifted teens, massive supernatural monsters, and religious symbolism remain enduring tropes in Japanese pop culture.<br /><br />If you want to know the truth, I don't mind that it borrows so liberally from Hideaki Anno's seminal anime. It's just a reminder that Shin Megami Tensei is designed with a certain demographic in mind -- the kind of people who went through the trouble to see <em>Rebuild of Evangelion</em> in the theaters. People like me, if you want to know.<br /><div class="postgallery"><p><strong>Gallery: <a href="http://www.joystiq.com/photos/devil-survivor-2-2-29-12/">Devil Survivor 2 (2/29/12)</a></strong></p><a href="http://www.joystiq.com/photos/devil-survivor-2-2-29-12/#4857014"><img src="http://www.blogcdn.com/www.joystiq.com/media/2012/02/devilsurvivor2screens01_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/devil-survivor-2-2-29-12/#4857015"><img src="http://www.blogcdn.com/www.joystiq.com/media/2012/02/devilsurvivor2screens02_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/devil-survivor-2-2-29-12/#4857016"><img src="http://www.blogcdn.com/www.joystiq.com/media/2012/02/devilsurvivor2screens03_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/devil-survivor-2-2-29-12/#4857017"><img src="http://www.blogcdn.com/www.joystiq.com/media/2012/02/devilsurvivor2screens04_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/devil-survivor-2-2-29-12/#4857018"><img src="http://www.blogcdn.com/www.joystiq.com/media/2012/02/devilsurvivor2screens05_thumbnail.jpg" alt="" title="" /></a></div><p><a href="http://www.joystiq.com/2012/02/29/devil-survivor-2-review/" rel="bookmark">Continue reading <em>Devil Survivor 2 review: Neon Genesis strategy</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.blogsmithmedia.com/www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2012/02/29/devil-survivor-2-review/">Devil Survivor 2 review: Neon Genesis strategy</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Wed, 29 Feb 2012 14:30:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2012/02/29/devil-survivor-2-review/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20181010/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2012/02/29/devil-survivor-2-review/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>atlus</category><category>devil-survivor-2</category><category>ds</category><category>nintendo</category><dc:creator><![CDATA[Kat Bailey]]></dc:creator><pubDate>Wed, 29 Feb 2012 14:30:00 EST</pubDate></item><item><title><![CDATA[Persona 3, Tactics Ogre, and other PSP RPGs that will live on my Vita]]></title><link>http://www.joystiq.com/2012/02/22/persona-3-tactics-ogre-and-other-psp-rpgs-that-will-live-on-my/</link><guid isPermaLink="true">http://www.joystiq.com/2012/02/22/persona-3-tactics-ogre-and-other-psp-rpgs-that-will-live-on-my/</guid><comments>http://www.joystiq.com/2012/02/22/persona-3-tactics-ogre-and-other-psp-rpgs-that-will-live-on-my/#comments</comments><description><![CDATA[<font color="#808080"><small>This is a column by Kat Bailey dedicated to the analysis of the once beloved Japanese RPG sub-genre. Tune in every Wednesday for thoughts on white-haired villains, giant robots, Infinity+1 swords, and everything else the wonderful world of JRPGs have to offer.</small></font><br /><div> <hr size="2" style="padding-left: 5px; " width="100%" /></div><div style="text-align: center; "> <a href="http://www.joystiq.com/2012/02/22/persona-3-tactics-ogre-and-other-psp-rpgs-that-will-live-on-my/"><img src="http://www.blogcdn.com/www.joystiq.com/media/2012/02/persona3header.jpg" style="border-top-width: 0px; border-right-width: 0px; border-bottom-width: 0px; border-left-width: 0px; border-top-style: solid; border-right-style: solid; border-bottom-style: solid; border-left-style: solid; margin-left: 4px; margin-right: 4px; margin-top: 4px; margin-bottom: 4px; " /></a></div>A <a href="http://www.joystiq.com/tag/@vita">PlayStation Vita</a> will be arriving on my doorstep some time on Thursday. It will be arriving courtesy of Amazon rather than Sony, in case you're wondering, so I did in fact spend money on the thing. I do not, however, plan to purchase any games for it. At least not yet.<br /><br />As I perused the list of PSP games available for download, I realized that I already had quite a few titles to choose from. So rather than try to justify spending money on <em>Lumines </em>or <em>Uncharted </em>-- both fine games but not my cup of tea -- I decided I would revisit some of my favorite PSP RPGs on the Vita's big, beautiful screen.<br /><br />It's really a pity the PSP never experienced the renaissance over here that it did in Japan, since it means quality RPGs like <em><a href="http://www.joystiq.com/tag/Valkyria-Chronicles-3/">Valkyria Chronicles 3</a></em> may never be localized. It's only thanks to XSEED that <em><a href="http://www.joystiq.com/tag/Legend-of-Heroes-Trails-in-the-Sky/">Legend of Heroes: Trails in the Sky</a></em> ever saw the light of day in the US, as well as Vanillaware's coming North American launch for <em><a href="http://www.joystiq.com/tag/Grand-Knights-History/">Grand Knights History</a></em>. A select few have made it stateside, and I'm happy to see them available on PSN. Here are the ones that will be making their way to my Vita, and to yours as well, I hope.<p><a href="http://www.joystiq.com/2012/02/22/persona-3-tactics-ogre-and-other-psp-rpgs-that-will-live-on-my/" rel="bookmark">Continue reading <em>Persona 3, Tactics Ogre, and other PSP RPGs that will live on my Vita</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.blogsmithmedia.com/www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2012/02/22/persona-3-tactics-ogre-and-other-psp-rpgs-that-will-live-on-my/">Persona 3, Tactics Ogre, and other PSP RPGs that will live on my Vita</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Wed, 22 Feb 2012 17:45:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2012/02/22/persona-3-tactics-ogre-and-other-psp-rpgs-that-will-live-on-my/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20177506/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2012/02/22/persona-3-tactics-ogre-and-other-psp-rpgs-that-will-live-on-my/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>Persona-3-Portable</category><category>playstation</category><category>playstation-vita</category><category>psp</category><category>sony</category><category>tactics-ogre-let-us-cling-together</category><category>vita</category><category>yggdra-union</category><category>ys-seven</category><category>ZHP-Unlosing-Ranger-VS-Darkdeath-Evilman</category><dc:creator><![CDATA[Kat Bailey]]></dc:creator><pubDate>Wed, 22 Feb 2012 17:45:00 EST</pubDate></item><item><title><![CDATA[Do Japanese RPGs need good stories?]]></title><link>http://www.joystiq.com/2012/02/15/do-japanese-rpgs-need-a-good-story/</link><guid isPermaLink="true">http://www.joystiq.com/2012/02/15/do-japanese-rpgs-need-a-good-story/</guid><comments>http://www.joystiq.com/2012/02/15/do-japanese-rpgs-need-a-good-story/#comments</comments><description><![CDATA[<font color="#808080"><small>This is a column by Kat Bailey dedicated to the analysis of the once beloved Japanese RPG sub-genre. Tune in every Wednesday for thoughts on white-haired villains, giant robots, Infinity+1 swords, and everything else the wonderful world of JRPGs have to offer.</small></font><br /><div> <hr size="2" style="padding-left: 5px; " width="100%" /></div><div style="text-align: center; "> <a href="http://www.joystiq.com/2012/02/15/do-japanese-rpgs-need-a-good-story/"><img src="http://www.blogcdn.com/www.joystiq.com/media/2012/02/ffreview3.jpg" style="border-top-width: 0px; border-right-width: 0px; border-bottom-width: 0px; border-left-width: 0px; border-top-style: solid; border-right-style: solid; border-bottom-style: solid; border-left-style: solid; margin-left: 4px; margin-right: 4px; margin-top: 4px; margin-bottom: 4px; " /></a></div><div> <br /> I'm going to sum up all of the cliches about <em>Final Fantasy XIII</em> in one sentence: "The battle system is pretty good, but the story is laughable." Gamasutra's Christian Nutt even went so far as to compare the direction of the series to the Star Wars prequels. I wish I could disagree.<br /> <br /> For all that though, I'm willing to stick out <em><a href="http://www.joystiq.com/tag/Final-Fantasy-XIII-2/">Final Fantasy XIII-2</a></em>'s jaunt through time and space, banal anime archetypes and all. Whenever one of the cutscenes pop up, I just go and check my email. Either that, or I pick up a book. It's mostly the battles that keep me going. I'm also a big fan of putting hats on monsters, and <em>Final Fantasy XIII-2</em> has that in spades.<br /> <br /> The dirty secret is that I've always been more fascinated by RPG battle systems than the story within the game. In many ways, a character's mechanical growth is a story in and of itself. When the game begins, your character is a scrub with a wooden sword and a few potions. By the end, they can call down comets from the heavens and instigate supernovas. That's what I call a character arc.</div><div></div><p><a href="http://www.joystiq.com/2012/02/15/do-japanese-rpgs-need-a-good-story/" rel="bookmark">Continue reading <em>Do Japanese RPGs need good stories?</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.blogsmithmedia.com/www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2012/02/15/do-japanese-rpgs-need-a-good-story/">Do Japanese RPGs need good stories?</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Wed, 15 Feb 2012 15:29:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2012/02/15/do-japanese-rpgs-need-a-good-story/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20170996/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2012/02/15/do-japanese-rpgs-need-a-good-story/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>column</category><category>ds</category><category>final-fantasy-xiii-2</category><category>jrpg</category><category>microsoft</category><category>nintendo</category><category>original</category><category>playstation</category><category>ps3</category><category>xbox</category><dc:creator><![CDATA[Kat Bailey]]></dc:creator><pubDate>Wed, 15 Feb 2012 15:29:00 EST</pubDate></item><item><title><![CDATA[Warp: From a hypothetical question to an interesting puzzle game]]></title><link>http://www.joystiq.com/2012/01/25/warp-preview/</link><guid isPermaLink="true">http://www.joystiq.com/2012/01/25/warp-preview/</guid><comments>http://www.joystiq.com/2012/01/25/warp-preview/#comments</comments><description><![CDATA[<div style="text-align: center; "> <a href="http://www.joystiq.com/2012/01/25/warp-preview/"><img border="1" hspace="4" src="http://www.blogcdn.com/www.joystiq.com/media/2012/01/warp1.jpg" vspace="4" /></a></div><div> <a href="http://joystiq.com/game/warp-preview"><em>Warp</em></a><em> </em>is one of those instances in which one "What if" question has blossomed into an entire game. In this case, the question is, "What if we had the power to teleport through objects at will? Wouldn't that be cool?"<br /> <br /> Yes, I do think it's pretty cool, even if I'd rather be able to forgo the twelve hour flight to Europe than warp around my house. But then, I'm not in a Martian lab desperately trying to escape annihilation, in which case I imagine even short-range teleportation would be preferable to nothing at all. That's the premise of <em>Warp</em>, though that wasn't the case from the beginning.<br /> <br /> "The inception point had nothing to do with stealth," Trapdoor founder Ken Schacter told me during the demo. "Our prototype was a cylinder where we just played around with warping."</div><p><a href="http://www.joystiq.com/2012/01/25/warp-preview/" rel="bookmark">Continue reading <em>Warp: From a hypothetical question to an interesting puzzle game</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.blogsmithmedia.com/www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2012/01/25/warp-preview/">Warp: From a hypothetical question to an interesting puzzle game</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Wed, 25 Jan 2012 12:50:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2012/01/25/warp-preview/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20156183/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2012/01/25/warp-preview/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>electronic-arts</category><category>microsoft</category><category>pc</category><category>playstation</category><category>ps3</category><category>psn</category><category>trapdoor</category><category>Warp</category><category>xbla</category><category>xbox</category><dc:creator><![CDATA[Kat Bailey]]></dc:creator><pubDate>Wed, 25 Jan 2012 12:50:00 EST</pubDate></item><item><title><![CDATA[Why Soul Calibur Still (Quietly) Burns After More than a Decade]]></title><link>http://www.joystiq.com/2012/01/23/why-soul-calibur-still-quietly-burns-after-more-than-a-decade/</link><guid isPermaLink="true">http://www.joystiq.com/2012/01/23/why-soul-calibur-still-quietly-burns-after-more-than-a-decade/</guid><comments>http://www.joystiq.com/2012/01/23/why-soul-calibur-still-quietly-burns-after-more-than-a-decade/#comments</comments><description><![CDATA[<div style="text-align: center; "> <a href="http://www.joystiq.com/2012/01/23/why-soul-calibur-still-quietly-burns-after-more-than-a-decade/"><img border="1" hspace="4" src="http://www.blogcdn.com/www.joystiq.com/media/2012/01/sc1.jpg" vspace="4" width="530" /></a></div><em>Soul Calibur</em> has always been the everyman fighter. Of all the major fighting game series on the market, <em>Soul Calibur</em> is the game that you would probably feel most comfortable playing with your non-gaming friends or significant other. And a lot of that has to do with the weapons.<br /><br />The <em>Soul</em> series wasn't the first fighting game to feature weapons, of course. In the early days of the genre, <em>Samurai Shodown</em> distinguished itself with its detailed sprites, gore, and katanas. <em>Battle Arena Toshinden</em>, meanwhile, distinguished itself as the first 3D weapons fighter, close to a year before the original <em>Soul Edge</em> hit the arcades.<br /><br /><em>Soul Edge</em>, for its part, was Namco's way of testing uncharted waters. It was positioned as an alternative to <em>Tekken</em> and <em>Virtua Fighter</em>, which dominated 3D fighting at that time, and its weapons were a big part of its appeal. Apart from feeling smoother than the stiff <em>Tekken</em>, the strategic concept of weapon range was more intuitive than the combo-heavy 3D fighters that had preceded it.<br /><br />The reason it's so easy to understand is that the concept is built into the visual vocabulary of the game. When you look at Siegfried, you see a large knight with a gigantic blade. It's instantly apparent that he has longer reach than, say, the lightweight ninja Taki. And a good player knows how to put that advantage to good use, or to minimize it in its turn.<br /><br />Today, <em>Soul Edge</em> is largely forgotten outside of a small cadre of dedicated fans, but it did its part to lay down the foundation for the series by introducing the story as well as familiar characters like Mitsurugi. <em>Soulcalibur V</em> director Daishi Odashima certainly seems to have some affection for the original game. He even <a href="http://www.siliconera.com/2011/05/15/odashima-wanted-to-call-soulcalibur-v-soul-edge-2-but-namco-said-no/">argued</a> in favor of naming the upcoming sequel "<em>Soul Edge 2</em>," but was overruled.<p><a href="http://www.joystiq.com/2012/01/23/why-soul-calibur-still-quietly-burns-after-more-than-a-decade/" rel="bookmark">Continue reading <em>Why Soul Calibur Still (Quietly) Burns After More than a Decade</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.blogsmithmedia.com/www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2012/01/23/why-soul-calibur-still-quietly-burns-after-more-than-a-decade/">Why Soul Calibur Still (Quietly) Burns After More than a Decade</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Mon, 23 Jan 2012 15:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2012/01/23/why-soul-calibur-still-quietly-burns-after-more-than-a-decade/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20153503/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2012/01/23/why-soul-calibur-still-quietly-burns-after-more-than-a-decade/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>microsoft</category><category>namco-bandai</category><category>playstation</category><category>ps3</category><category>soulcalibur</category><category>soulcalibur-5</category><category>soulcalibur-v</category><category>xbox</category><dc:creator><![CDATA[Kat Bailey]]></dc:creator><pubDate>Mon, 23 Jan 2012 15:00:00 EST</pubDate></item><item><title><![CDATA[Building a better game in Shank 2]]></title><link>http://www.joystiq.com/2012/01/20/shank-2-building-a-better-game/</link><guid isPermaLink="true">http://www.joystiq.com/2012/01/20/shank-2-building-a-better-game/</guid><comments>http://www.joystiq.com/2012/01/20/shank-2-building-a-better-game/#comments</comments><description><![CDATA[<div style="text-align: center; "> <a href="http://www.joystiq.com/2012/01/20/shank-2-building-a-better-game/"><img src="http://www.blogcdn.com/www.joystiq.com/media/2012/01/shank2image.jpg" style="border-top-width: 0px; border-right-width: 0px; border-bottom-width: 0px; border-left-width: 0px; border-top-style: solid; border-right-style: solid; border-bottom-style: solid; border-left-style: solid; margin-left: 0px; margin-right: 0px; margin-top: 0px; margin-bottom: 0px; width: 528px; height: 297px; " /></a></div>For insight on how to develop a successful game, you need only look to Klei Entertainment CEO Jamie Cheng's approach to<em> <a href="http://www.joystiq.com/game/shank-2">Shank 2</a></em>. Aware that the main knock against the first game was its repetition, Cheng and the rest of the development team decided to rethink their approach to the design.<br /><br />"When we started work on <em>Shank</em>, we had never built a brawler or fighting game before," Cheng told me. "We tried to provide the best scenario possible, but when we looked at the game as a whole, we realized that a lot of the scenarios tended to repeat themselves."<br /><br />As a result, Cheng said, the team decided to take a more holistic approach to the design of <em>Shank 2</em>. Enemies have been designed in such a way that they can't be defeated using the same tactics, and the mechanics have been tweaked. Blocking, meanwhile, has been removed entirely, which makes the combat flow even better and helps emphasize dodge rolls and the new counters.<p><a href="http://www.joystiq.com/2012/01/20/shank-2-building-a-better-game/" rel="bookmark">Continue reading <em>Building a better game in Shank 2</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.blogsmithmedia.com/www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2012/01/20/shank-2-building-a-better-game/">Building a better game in Shank 2</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Fri, 20 Jan 2012 18:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2012/01/20/shank-2-building-a-better-game/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20152795/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2012/01/20/shank-2-building-a-better-game/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>electronic-arts</category><category>klei-entertainment</category><category>microsoft</category><category>pc</category><category>playstation</category><category>ps3</category><category>psn</category><category>shank-2</category><category>xbla</category><category>xbox</category><dc:creator><![CDATA[Kat Bailey]]></dc:creator><pubDate>Fri, 20 Jan 2012 18:00:00 EST</pubDate></item></channel></rss>
