9.28.2008

2.1 Playnotes

MINUTES:

0:28: Radiance Island is the setting, which sounds promising. That sounds like a place where fun things may be happening to somebody.

0:29: Rin, precocious loli wizard, offers to give me a tutorial if I beg (what?). Hyoma, the angry protagonist, insults her for giving me a tutorial on features that are not available to me. This is turning into a cacophony of inter-game hate speech. The music is not bad, a little jangly.

0:30: The knight with a scythe, who seems have some shred of nobility, is laboring on about the house we have made a base out of and how large it is. "There are so many rooms!" She says. I can't leave the one I'm in.

0:32: I find an encyclopedia that promises to explain the me the plot of this game. Apparently, "He's a spirit thing called a devil master made from Janice's evilness" is an excellent introduction to a newcomer. This is all very strange, like the game was programmed from notes written on the back page of a middle school yearbook.

0:34: The encyclopedia informs me that the protagonist, a young boy who was curious about the cave behind his grandfather's house, has a special ability described as "a false god's judgment to punish the orignial sins of every living thing." More on this later.

0:35: The game catches me off-guard with some slightly clever writing: "it can attack an enemy by summoning things like weapons, protection devices, items, magazines, game software, coins found behind the couch, a half-empty cup of soda, etc.". I'm hoping to see the whole of Radiance Island flooded with IUDs and haypennies.

0:39: Playing with the inventory reveals that my character can wear two different pairs of boots. Itemization as a play mechanic may be an important topic of discussion for the future.

0:42: The previously noble and stoic knight attempts to elicit...something when she tells the protagonist "I don't deserve to enjoy life." More on this later, as well.

0:46: I'm still in a tutorial, apparently.

0:55: All characters have a skill called "Realize" that makes them actually effective, but only for three turns. At any other time, the characters do enough damage so that the enemies will regain their health by the next turn. There is also no penalty for activating this skill, so essentially, the game has turned actually playing the game into a play mechanic. If this were Kojima, I'm sure I'd appreciate it, but somehow I don't think this is intentional.

1:04: I have regained the protagonist's best friend, a young boy in a large scarf. Both characters agree to join up to get home or save the world (choose one!), but not after slinging very hateful barbs for about three minutes. Again, more on this later.

1:07: Although the tutorial is rather poor (How do my enemies continually regain their health?), the game encourages me to "Don't waste your time worrying about things you don't know." If a board game took the same tone with me, I would physically strike it.

1:17: After killing a human miltiaman, I receive an item called a cicada exoskeleton. This seems to be the case for all militiamen. Again, itemization may be an interesting topic in the future.

1:19: I finish killing all of the miltiamen, each equipped with a sword. I am rewarded with pieces of wood (items called "incomplete stick"s). Swords are not wood, and if they are, then this is a poor miltia. Again, itemization discussion seems prudent.