All posts tagged penny arcade

Edge: A Penny Arcade Adventures Episode 3 Review

This afternoon, after

having soaked up some very unseasonal Winter sun here in Perth by walking Lou’s dog and kicking the football (that’s football, not the other one featuring an ellipsoid and played mostly with fucking hands), I decided to finish up with the 3rd episode of Penny Arcade Adventures: On the Rain-Slick Precipice of Darkness (which, for convenience’s sake, I’m going to abbreviate as PAA3). It’s interesting that not only are two posts in a row going to be game reviews, but both of them are concerning the third games in a series*.

This is a very witty game. I’m not limiting this statement to the dialogue which is, somewhat inevitably, given it’s written by PA’s resident wordsmith Jerry Holkins, up around the Joss Whedon wavelength of the dialogue spectrum. Unfortunately for me, PAA3 is the first game I’ve played in the series, and that did seem to hurt my enjoyment of the back-and-forth a bit by not quite getting all the dialogue explaining Tycho’s family quest to destroy the universe. Most of what I didn’t follow completely came near the end of the game, so for the most part it wasn’t an issue. And of course, there’s always Wikipedia articles to read if you want to understand the full story. Other than the dialogue, there were also little descriptions of each monster that show up in the battle screen that genuinely made me grin at times.

Unlike a couple of other reviews that I’ve read around the place (the one from RPGFan in particular) I think the guys at Zeboyd have done a great job of offering some innovations to a combat system that can often seem grind-worthy. And while the linearity of the game is incontestable in the sense that the maps are linear, the variety of monster combinations and match-ups means that each battle often plays out very, very differently to an encounter five steps back along the hobo-encrusted alleyway. If I think back to most of my early 16-bit JRPG experiences (which the game’s graphical style is emulating), it was often the case that battles were pretty much a matter of navigating to the hardest-hitting spell in each player’s inventory and casting it over and over again. Random battles began to wear thin after maybe the fiftieth time casting ‘Firaga’.

Not so PAA3. In each (non-random) battle, player characters start with full HP, and have to use that fresh slate to take on enemies whose stats grow by 10% each round. Through this mechanic, the game is able to make the player focus on efficiency. This lends it a puzzler aspect, resulting in each battle being more about trying to maximise each character’s input rather than just straight-up using a standard massive attack. It almost feels as though PAA3 is approaching the puzzle/RPG genre divide from the opposite direction games such as Puzzle Quest. I think it’s a really innovative way of doing things in the RPG genre, and I’d love to see Zeboyd Games (the new developers) refine the idea towards a more openly puzzle game-like nature.

One thing that I think is a little lacking it’s that some skills seem to be relatively unused. The class system means there are often a dozen or more skills that can be used by a character on any one turn, so obviously there are going to be ones that aren’t doing much more than getting in the way. I’d also have loved some kind of indication that a spell had been replaced by a newer version, as quite often I’d look for quite a while before realising that a recent level-up had changed its name. Perhaps just a yellow text colour until the player uses it for the first time?

The only other gripe I had was that revisiting previous locations on the map/town didn’t seem to have any noticeable benefit. While being able to go to them made the world seem at least a little bit more open, ultimately it’s more disappointing when repeated visits do nothing. Even if there were maybe one or two items, or perhaps some more amusing dialogue or easter eggs that could be found in this way, it’d be a nice touch.

All up the game took me around 7 hours to complete, and that was on the 2nd highest difficulty. I can’t remember getting too frustrated with any of the fights, although the penultimate boss took me longer than the final one (which is actually kind of a traditional thing, particularly in SNES RPGs). It’s on sale at $4.99 on Steam and Penny Arcade’s online store, or 400 points on Xbox Live. Recommended if you’re looking for a good little adventure that harks back to the good old days of pixelated RPG glory.

*<half life 3 inside joke>OMG MUSTB HALF LIEF 3 SEKRET CODE QUICK EMAIL GABEN.</half life 3 inside joke>

photo by: h.koppdelaney

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There are few

webcomics in the net-o-sphere that have achieved the kind of persistent relevance that Penny Arcade have.  The most obvious reason for this is the presence of two very sharp minds behind it. Both Jerry Holkins and Mike Krahulik have the kind of analytic sense to know how to deliver their style of comedy, and if you’ve ever watched PA TV it may surprise you to see how collaborative the effort is. I know it surprised me; I was under the impression that Jerry did the writing and then passed it off to Mike to illustrate, but after viewing the snippets of documentary I know it’s rarely the case.

However, if there is one domain that is truly Jerry’s, it’s the news posts that accompany each comic. In them we’re (sometimes) given the context of the comic, as well as his latest musings on the industry or, more recently, the respective lives of the creators in their new-ish capacities as fathers. I look forward to the news posts just as much as I do the pretty colours, sometimes more. The reason behind this is down to Jerry’s unique style of wit. This is a nerd who rarely pulls punches, and it’s a beautiful thing to observe. If I was completely honest, I’d admit I styled myself on him in my early blogging attempts. But I’m not, so I won’t.

In a recent news post for the comic ‘Turnaround‘, I think there’s some of Jerry’s best writing (at least since the whole Warcraft vs. Warhammer thing). To put this in context, a new trailer for a game in the ‘Hitman’ series depicted a bunch of nuns pulling out guns, getting their sexy on, and subsequently being obliterated. The following quote comes after Jerry has discussed how ridiculous the ensuing reaction from the gaming press has been:

“The answer is always more art; the corollary to that is the answer is never less art. If you start to think that less art is the answer, start over. That’s not the side you want to be on. The problem isn’t that people create or enjoy offensive work. The problem is that so many people believe that culture is something other people create, the sole domain of some anonymized other, so they never put their hat in the ring. That even with a computer in your pocket connected to an instantaneous global network, no-one can hear you. When you believe that, really believe it, the devil dances in hell.”

Chew on that for a little while, if you feel like it makes sense. It’s been said previously, I’m sure, and will probably continue to be said for as long as art hangs around; that is, until we humans are gone and done for. But it’s a powerful sentiment nonetheless. It’s easy to forget that we are living in an age where the barriers to the creation of art are as solid as the air through which we are able to wirelessly communicate said art. The possibilities, as they say, are endless.

And yet the rise of the social network and the quest for recognition often means that we spend more time commenting on other people’s art than we do creating our own. I am party to this fascination with external analysis; the time I spend reading or being critical about other people’s art is phenomenal. If I were to give an example, my vice would be the analysis of fan-fiction; I just don’t see the purpose, and I’ve spent a good deal of time mired in bitterness over the ability of authors of fan-fiction to draw in a seemingly endless supply of readers. But there’s no point in lamenting this or that mode of expression since, as Jerry says, the answer is always more art.

I think it’s important to note that there is no mention of any qualifiers to the object in that statement. It isn’t that the answer is always more marketable art, or even that the answer is better quality art. And it certainly isn’t more art that people won’t find offensive. No, it is just more fucking art. And that’s a concept I can get behind.