Showing posts with label final fantasy tactics. Show all posts
Showing posts with label final fantasy tactics. Show all posts

Wednesday, May 31, 2017

First Things First: Best Openings in Gaming - Part Four

Last week we took a look at some of the best gaming title screens in gaming's history. Today, we're gazing our eyeballs at the thing that usually come at the start of the game, those wondrous game openings! If a title screen is a like a book's cover, then would that make an interesting opening its prologue chapter? Ooh, the analogies go deep here! This edition of Best Openings in Gaming features Persona 5 (we can't seem to get away from that game!), Final Fantasy Tactics (a series in general we can't seem to get away from), and Super Street Fighter IV, to start things off!

Check out the three previous parts of Best Openings in Gaming with these links:


(And just click on each game name to watch its opening!)



Let's begin with a recent release that oozes style, from its title screen, to its characters, to its menus, and yes, to its opening. Persona 5's opening shows off the main cast involved in dancing and other shenanigans throughout a red, black, and white color schemed city. The characters are introduced one by one as they paint, dance, move mysteriously, type furiously, and grind through Tokyo. All the while an insanely catchy vocal theme plays. Despite its relatively brief 1 minute and 35 second running time, Persona 5 packs a lot of vivid imagery and magic into its opening.



Starting off with a sensational confrontation between Ryu and Ken in a heavily artistic clash along the coast, waves pounding, Hadokens launching, Super Street Fighter IV's opening mixes with pure fist and foot fighting with some moments of levity. Showcasing countless characters in engaging scenes like Chun-Li and Cammy taking on Juri, the aforementioned Ryu and Ken battle, and Cody breaking out of jail to be part of the festivities, this opening is one that has stayed with me and many Street Fighter IV fans long after the game came out and will continue doing so even with Street Fighter V being the newest flavor.



Searching for a cure to his deathly-ill daughter, our main character in Nier isn't the typical protagonist for a Japanese game. He's quite old, and Nier's opening isn't your typical opening either. It shows off both story elements (though without context) and gameplay sequences, including lots and lots of action. The haunting choir theme that plays during everything makes the scenes even more striking and strong to witness. It gets one pumped to play Nier, and as its successor Nier: Automata recently shipped 1.5 million copies across retail and digital, what better time than the present to jump into the rousing and riveting adventure that was the original Nier?



Of all of the openings on this edition's list, Final Fantasy Tactics' opening is probably my favorite of the bunch. I'll never forget the chills down my spine as the music went into a crescendo, the Final Fantasy Tactics name appeared letter by letter, and the main theme blared as the full name appeared. The opening itself is a means to show off the main staff of the game while showing a squad of Chocobo-riding soldiers on their way to a destination. Through forests, rock beds, plains, and more, the squad closes in on their desired location which ends up being a monastery. This will be the beginning to the flashback chapters of Final Fantasy Tactics, one of my favorite openings and one of my favorite games in the franchise.



Shifting from fantasy to phantasy, Phantasy Star Online: Episode I & II released on the Nintendo GameCube and Xbox with a totally different opening compared to the Dreamcast original. While the Dreamcast opening focused a lot on the events leading up to the story in the game, Episode I & II puts its focus on the world of the game and its characters, particularly its classes. The different classes are highlighted, showcasing their abilities and all the various combinations of costumes and weaponry players can outfit their custom character with. This is accented by a slightly altered but still powerful rendition of The Whole New World (No, not the Aladdin one). 



While the North American version of Gran Turismo 4's opening enters into its own jam (specifically Van Halen's Panama) after the introduction of series theme Moon Over the Castle plays, the Japanese version of the game plays the entire piece. Gran Turismo 4 starts out like an indie art film, with a director who really, REALLY loves race cars. The pans and rotations around the various cars in landmarks locations and seeing a white majestic car pull out of the garage while the chorus sings is a glorious start to the opening. Then the rocking part of Moon Over the Castle jams in as fast-paced imagery flies by, views of tracks, cars effortlessly taking corners and turns, and races of unimaginable excitement. An opening as solid as the driving simulator the game markets itself as, Gran Turismo 4 has got the goods and wraps up this edition of Best Openings in Gaming. 

Tuesday, February 21, 2017

The Worst Things About SuperPhillip Central's Favorite Games II

The easiest thing to do when reviewing bad games is ripping them to shreds, taking all of their faults and going through each, one by one, eviscerating them. However, it's much harder to look at games that you have a great love for, perhaps irrationally so due to them being an important part of one's childhood, and picking out the things that just don't work so well in them. That's what this series of articles from SuperPhillip Central is all about: figuring out what didn't work-- no matter how small-- in the games that I love so much.

If you'd like to see five of my favorites from the first installment of this article series, click this link.

Final Fantasy VII (PS1)


We begin with a game that has the gaming world excited for its upcoming remake, though with Square Enix's history, we might be sitting here five years from now still waiting for it (okay, okay, maybe that's a bit of an exaggeration). Of course, I'm talking about Final Fantasy VII, one of the most popular entries in the storied Final Fantasy series and many players' first foray into the franchise.

The game has a lot of variety to it, an excellent story, and one of the best casts of characters in the entire series. Everything from the memorable locales, then-impressive visuals in both gameplay and CG cinematic form, the stellar Nobuo Uematsu-composed soundtrack, and rewarding Materia system makes for a wonderful and lengthy RPG that seldom outwears its welcome.

Certainly, it was an arduous proposition to come up with something truly bad about Final Fantasy VII, but then I remembered something that stops me from regularly replaying the game. After the intense and excellent introduction of VII inside Midgar, many players found themselves bewildered by the fact that Midgar was just the tip of Final Fantasy VII's iceberg. They were thrust into a world map that meant that Midgar was but a small part of a much grander and ambitious game.


However, soon after arriving on the world map, the part of Final Fantasy VII that brings me pause upon starting up a new play-through so easily rears its head into the picture. I'm talking about the approximately 40-minute flashback sequence that occurs upon arriving in Kalm. There are good things about this moment in the game, such as showing off Sephiroth's amazing power in battle by killing a giant dragon with one attack while the soldiers joining him can hardly put a dent into its HP, as well as establishing character relationships and some back story (as well as making a later revelation in the game have a much larger impact).


However, upon repeated play-throughs, it's a section of the game I wish I could skip sometimes. Even then, that's big praise that a quick fraction of a gigantic game is the thing that bothers me the most about Final Fantasy VII.

Final Fantasy Tactics (PS1, PSP, iOS, Android)


While Final Fantasy VII's Kalm flashback sequence can stop me from doing a run of the game, Final Fantasy Tactics has something that can stop beginning players from successfully continuing their first run of the game.

Final Fantasy Tactics' various missions generally take place isolated from one another. However, occasionally within the game, there are missions occur one after the other without the option to return to the world map. That isn't a problem so far. The problem here is that you're given the option to save in between these missions. What's wrong with that? You can find protagonist Ramza's party too underleveled or not strong enough to tackle a mission in these successive battles. With no option to return to the world map upon losing (you get a game over instead), you can find yourself stuck with no possible means to progress in the campaign.


The first set of battles that this can become a problem is Riovannes Castle, a setting housing three successive fights. The second, against a transformed Wiegraf, is quite possibly one of the toughest encounters in the game, much more a massive jump in difficulty early in the game. Without proper knowledge of this, beginning players can find themselves having to start a new save data from the very beginning of the game if they weren't aware to make a second save ahead of time. I know my early struggle with this problem caused me to drop Final Fantasy Tactics for months. Thankfully, I went back to it and found myself thinking Tactics is one of the greater games in the franchise, mainline, spin-off, or whatever.

Metroid Prime (GCN)


Retro Studios and Nintendo seemingly did the impossible-- not only take the then-previously all 2D Metroid franchise into 3D with fantastically epic results, but it was done with a team that was inexperienced at best. Really, Metroid Prime is one of my favorite games of all time, but it's not without an issue that many players might find frustrating.


This particular segment of Metroid Prime occurs late in the game. Samus Aran is tasked to venturing to the Impact Crater of Tallon IV after exploring all other areas within the game. There she finds a series of nine pillars that require you as the player to venture (see: backtrack) through the areas of Tallon IV to find the Chozo Artifact designated to each pillar. You get a clue for each artifact's location from each pillar.


Personally, I found this little end game scavenger hunt enjoyable, but just imagine other players' perspectives, thinking they were at the end of the game, ready to take on the final bosses, only to be stopped by this late game collect-a-thon. Many found themselves turning to places like GameFAQs and the like to rush through this section of the game to finally get the chance to take down Meta-Ridley for good (at least in the original Metroid Prime "for good") and then go on to face Metroid Prime itself.

The funny (perhaps I should have put that in quotes) part about this late game scavenger hunt is that it would be used in the Metroid Prime games succeeding this one. I found them fun, but then again, I found the Triforce Quest of The Legend of Zelda: The Wind Waker somewhat tolerable, so I have my own issues!

Mario Kart 8 (Wii U)


Mario Kart 8 is the latest in the long-running and most successful arcade kart racing series on the market. With every iteration, Nintendo delivers fun and fast racing that is accessible to all skill levels while possessing enough depth to remain engaging for gaming veterans.

This is a rather humorous inclusion to this list of my favorite games with problems because the problem I am going to talk about is getting fixed with the Nintendo Switch's Mario Kart 8 Deluxe, coming out at the end of April. That problem is one many players of the Wii U original know all too well-- the omission of Bowser Jr. Okay, no, while that was an issue I had with the Wii U original, the real problem is the Battle Mode.


What made previous entries of Mario Kart so engaging with their Battle Modes were dedicated arenas to pursue, hunt down, and attack opponents on. In Mario Kart 8's Wii U incarnation, the Battle Mode consisted of tracks from the Grand Prix mode of the game with no real alterations that could be traveled on in both forwards and backwards fashion (i.e. no major glider sections that could only be traveled one-way). While the varied geography of the battlefields weren't inherently awful, the size of them meant opponents took much longer to find one another and confrontations weren't as thrilling as they would otherwise be in an arena setting.


Thankfully, a big part of the appeal of Mario Kart 8 Deluxe on the Switch is the return of the classic arena-style Battle Mode. Sure, for many who owned the Wii U original, it might not be worth a second purchase. However, at the same token, most gamers and consumers didn't own a Wii U, so the package will be an entirely new game to them regardless.

[Poochy &] Yoshi's Woolly World (3DS, Wii U)


I recently reviewed the Nintendo 3DS port of the Wii U's tremendously creative and charming Yoshi's Woolly World. To me, both versions of the game are modern classics that rival even the original Yoshi's Island on the Super Nintendo. One of the major things I like over the SNES classic is that getting 100% in a level doesn't need to be performed by doing every task in one run (getting all five flowers, collecting all 20 red coins, or badges in Woolly World's case, or having full health by the end of a level), making for a much less stressful experience.


However. Yoshi's Woolly World isn't without its faults. Let me focus on the main one that can drive many completionists crazy. A good deal of collectibles within the game are found in hidden cloud bubbles. I'm talking literally hidden in that they're invisible to the eye until Yoshi brushes up against them. This means that in many levels and in order to find everything, you need to obsessively jump in any suspicious space to have the bubbles appear.


Inside the bubbles are usually things that are required to fully complete a level, such as a flower, a collection of colorful beads where one or two of them are badges you need to nab, or a yarn spool. While there are items you can spend beads on to reveal their locations, it feels disappointing that the collectibles almost require you to do that for so many levels. It's like the developers knew how much they overdid hiding secrets in the game and gave themselves a way out. Nonetheless, even with this problem, I find Yoshi's Woolly World on Wii U and its Nintendo 3DS port amazing platformers worthy of any fans of the genre's time and money.

Thursday, November 24, 2016

Bad Boss Battles in Gaming History - Part Seven

WARNING: POTENTIAL SPOILERS FOR THE FOLLOWING GAMES AHEAD!

  • The Legend of Zelda: Skyward Sword (Wii)
  • Hyrule Warriors (Wii U, 3DS)
  • Bloodborne (PS4)
  • Final Fantasy Tactics (PS1, PSP)
  • Mega Man 2 (NES)

Thanksgiving was celebrated for a lot of folks in the States, and while you may have had your fill on turkey, dressing, and all the fixings, I would like to talk about a different kind of turkey. No, it has nothing to do with the feathered creature at all. I'm talking about boss battles that are turkeys-- fights that are annoying, badly designed, or just plain "ICK!" Check out past parts of Bad Boss Battles in Gaming History with these links:


The Imprisoned - The Legend of Zelda: Skyward Sword (Wii)


The Legend of Zelda: Skyward Sword is a pretty polarizing entry in the franchise. That's the case either because of the motion controls or the game's need to hand-hold for a significant duration of the adventure. I'm on the side that really enjoyed the game, finding the motion controls to be an extension of my own movements, really feeling like Link doing away with enemies and solving puzzles either in the overworld or in dungeons.

By and large, Skyward Sword features some of the most entertaining boss battles in the series. That's why it's so disappointing that one of the worst bosses in Zelda's history doesn't just show up in the game once but three times!


This boss is the Imprisoned, a big black beast that either marches slowly or slides and slithers around on its belly. While each encounter with the Imprisoned has some variations, the fact that you have to face it three times turns a game I can go back to easily into one that makes me think twice about doing so. Everything from how annoying it is to deal damage to the time constraints you have to beat the boss in time creates one Zelda boss that I hope I never have to fight again.

The Imprisoned - Hyrule Warriors (Wii U, 3DS)


...DAMMIT! Here's a first for Bad Boss Battles in Gaming History-- the same boss appearing two times in one volume! While the Imprisoned was indeed a tedious pain in Skyward Sword, it managed to be just as obnoxious and maybe even more so with its various appearances in Hyrule Warriors for the Wii U and Hyrule Warriors: Legends for the Nintendo 3DS.


In Hyrule Warriors, whenever the Imprisoned appears on the map, you know you're in for a fight. It's a battle of attrition as you slash, slice, or slam away at the standing beast's toes. Once those have been eliminated, the Imprisoned falls onto its chest. It's here where the boss's health gauge is vulnerable. The fact that even with a relatively strong character you're still slowly chipping away at this foe's health is one to be aware of and dread. Then, when it rises back up to its two feet, it starts sending out utterly painful shockwaves with each step, making getting in to take out its respawning toes all the more annoying. The Imprisoned is a creature that had a lot of promise in Skyward Sword, whiffed at that (thrice), and then whiffed at it again with its appearance in Hyrule Warriors.

Micolash, Host of the Nightmare - Bloodborne (PS4)


Generally the bosses in FROM Software's highly acclaimed series of Souls games feature fun, frenetic action with a challenging-but-never-unfair difficulty. I say "generally" because one of the bosses in the much beloved PlayStation 4 exclusive Bloodborne does not meet these qualifications.

Micolash, Host of the Nightmare-- I'll just call him Micolash for short, as he isn't really deserving of such an extravagant moniker-- is a boss that has you slowly pushing through enemy after enemy while trying to navigate a labyrinth. The enemies are annoying to contend with, and the maze itself is a confusing mess.

Upon catching up to Micolash, the "fun" continues, except this time it's in the form of an attack that can kill with one strike. May I also add that this boss absolutely loves to use this one-hit kill move over and over and over again? Micolash from Bloodborne is a rare miss from the developers as an entertaining boss battle, as he is anything but.

Wiegraf / Velius - Final Fantasy Tactics (PS1, PSP)


Final Fantasy Tactics is an often loved spin-off in the famed RPG franchise. Its ability to craft an engaging narrative while giving players a robust turn-based tactical RPG is something that many developers still try hard to beat, and often fail at doing. While the majority of the game makes it my favorite tactical RPG around, there is one sticking point for many a-beginner that if you don't have prior information to, you're probably going to find yourself cussing like a sailor.

Riovanes Castle is a three-part area in Final Fantasy Tactics. The second part is the most challenging, having Ramza face off against villain Wiegraf in a one-on-one confrontation before moving back to his starting spot. Then, he pulls out the Aries stone and transforms into the hell demon Velius. While it may be comforting that Ramza's party enters into the fray, it's short-lived, as Velius summons three Lesser Demons to settle the score.


Velius and the Lesser Demons are extraordinarily tough customers, but that would be fine and would make for a challenging boss battle. What makes this battle bad is how Final Fantasy Tactics' save system works. You are able to save your data between each of the three parts of Riovanes Castle. The problem is that you can become stuck in an unwinnable fight by being under-leveled with no way to return to the world map, because when you lose the fight, you get a game over, forcing you to reload your save. If you saved in between the first part and the second part of Riovanes Castle, you're stuck doing the second fight. Many promising save files were put to an abrupt end by not only not having a second save before entering Riovanes Castle, but also the largest jump in difficulty seen in the game yet. Some really weird oversight must have slipped by the developers, because for many, the many hours it takes to get to this point of the game meant that some just gave up and didn't get to enjoy the rest of this otherwise fantastic game.

Boobeam Trap - Mega Man 2 (NES)


Ending on a game that is a part of the recently released NES Classic Mini from Nintendo, Mega Man 2 is one of the greatest adventures the Blue Bomber has ever had. (Though I do prefer 3, but that's an article for another day.) However, there is one boss in the game that makes the game less than perfect: the Boobeam Trap, found at the conclusion of Dr. Wily Stage 4.

The boss is like a puzzle. Sounds cool so far, right? There are several Boobeams that are positioned out in the open and behind walls. These enemies require Mega Man to use Crash Bombs to destroy them, all the while they occasionally launch projectiles at our hero. The problem comes from the limited amount of weapon energy for the Crash Bomb that Mega Man has. He can only shoot seven bombs before his weapon energy is empty. The puzzle comes from being required to destroy all Boobeam targets before Mega's weapon and life energy runs out.

The problem here is that many Boobeams are placed beyond walls that also require the Crash Bomb to destroy them. So, in essence, you have to use all seven of Mega Man's Crash Bombs smartly and perfectly to solve the puzzle, or else you'll not only be unable to beat the boss, but when you are put back outside the boss room, you'll have to tediously round up enough weapon energy capsules from fallen foes to have a full supply of Crash Bombs to try the boss fight again. Sorry, but puzzles like these not only have no place in a Mega Man boss fight, but it makes for a really sizable sore spot in an otherwise excellent game.

Monday, March 14, 2016

SuperPhillip Central's Favorite VGMs - Pi Day 2016 Edition

Welcome to a new week of posts at SuperPhillip Central. I caught a massive head cold midweek last week, but I'm feeling well enough to resume posts once again. At least during this period of my sickness my hands aren't constantly touching snot-stained tissues.

...With that lovely picture in your head, let's focus on SuperPhillip Central's Favorite VGMs! Here, I try to bring to my readers five great video game songs a week. This week, we start off by partying like it's 1999 with Mario Party 2. We then go serious for a moment with a boss battle theme from Tales of Symphonia. Following that is a return to something sillier with Super Monkey Ball 2. Bringing us back home on this edition of SuperPhillip Central's Favorite VGMs is a duo of Hitoshi Sakimoto composed themes, one from Valkyria Chronicles II and one from Final Fantasy Tactics, taking us to our 1,100 VGM volume.

If you're yearning for even more VGM goodness, check out the VGM Database!

v1096. Mario Party 2 (N64) - Pirate Land


Mario Party 2 took on an amusement park/costume party theme with each of the game's six boards taking place in a different themed area with the party participants wearing different themed costumes. Pirate Land is the first board of Mario Party 2, set across three main isles separated by bridges.

v1097. Tales of Symphonia (GCN) - Fatalize


Fatalize is the type of theme that gets you pumped and primed for battle. When you hear this boss theme for Tales of Symphonia, you know it's time to get serious-- that is, if you weren't already. Whether it's against big beasts or ancient evil, draw your weapons and get ready for a fight!

v1098. Super Monkey Ball 2 (GCN) - Amusement Park (World 5)


Super Monkey Ball 2 introduced plenty of new things to the familiarity of rolling a monkey ball through obstacle-laden courses. The biggest addition was a story mode that might not have been needed, but it wasn't anywhere near as egregious as making a whole game with a story like we later saw with Super Monkey Ball Adventure. Super Monkey Ball 2's music kept an uptempo feel, perfect for carefully tilting each course to guide Aiai and friends (hopefully) safely to the goal.

v1099. Valkyria Chronicles II (PSP) - Exciting Battle


Valkyria Chronicles as a series had an interesting release pattern to it. While the first Valkyria Chronicles released on the PlayStation 3, its sequels would release on the PlayStation Portable. The third game wouldn't even get localized. Now, the original game is seeing a remastered version on the PS4. Regardless, though the graphics took a hit on the PSP, Valkyria Chronicles' arrival on the system didn't allow its soundtrack to be held back. No, Hitoshi Sakimoto's wonderfully composed tunes shined brightly with this portable sequel.

v1100. Final Fantasy Tactics (PS1) - Antidote


Another song by the fantastic Hitoshi Sakimoto, this time from what I consider my favorite video game soundtrack ever composed, Final Fantasy Tactics. I continue to replay this game when I get the chance with any excuse. Of course, new games always take priority, as I have to keep up to date on what's out on the market. Still, it doesn't mean I can't listen to the great music from FFT while writing reviews for said new games!

Friday, July 3, 2015

The Top 50 Game Soundtracks of All Time - #10-1

Here we are! After four previous weeks of ten of what I consider the best gaming soundtracks, we have arrived at the final night! This list will feature numbers 10-1 on the top 50 game soundtracks of all time. As usual, there are but two rules that I follow: 1) The music must not be mostly made up of licensed tracks, and 2) I must have played the games in some extended capacity.

Before we get to the top ten, here are links from the past four weeks to get everyone up to speed!

Check out entries #50-41 here.
Check out entries #40-31 here.
Check out entries #30-21 here.
Check out entries #20-11 here.

And now on to the final ten!

10) The Legend of Zelda: A Link to the Past (SNES)


We kick this final list of ten game soundtracks off the same way we did for the past two weeks-- with a Legend of Zelda game. A remarkable game, and one of my all-time faves, The Legend of Zelda: A Link to the Past sports a soundtrack full of wholly memorable themes that resonate with players and remain some of the greatest classic songs in video game history. Koji Kondo deserves nothing but immense praise for his fantastic work on this game's soundtrack.


9) Wild Arms (PS1)


Michiko Naruke composed the music to this early PlayStation RPG. Wild Arms consists of rare orchestral soundtracks at special scenes during the game, while everything else is based off synth. What this combination brings is a high amount of memorable themes, emotional songs, and unforgettable tracks to anyone who plays this very unique Wild West RPG.


8) Ys: The Oath in Felghana (PC, PSP)


Falcom's sound team is one of gaming's best, offering amazing music that mixes hard rock, heavy metal, and classical music to create a sensational sound. Ys: The Oath in Felghana is what I consider the best of the bunch when it comes to Falcom's work. Everything is memorable, all is basically catchy, and no note is wasted when it comes to this blissful soundtrack.


7) Mega Man X (SNES)


Another Super Nintendo soundtrack that is full of tremendous music, Mega Man X is another instance of being one of my favorite games of all time, so it makes sense that it would show up somewhere near the top of my list. The killer themes heard throughout the action-oriented Mega Man X deliver thrills and chills as Mega Man X busts through Maverick stages, eliminating threats, and saving all human and reploid-kind.


6) Kid Icarus: Uprising (3DS)


A soundtrack made up of a menagerie of sensational Japanese game music composers, such as Motoi Sakuraba, Yasunori Mitsuda, and Yuzo Koshiro, for starters, Kid Icarus: Uprising blew me away with its beyond stellar soundtrack, action-oriented tracks, orchestrated glory, and catchy motifs. It's a soundtrack that heightens the game, making the entire package something truly very special.


5) Donkey Kong Country 2: Diddy's Kong Quest (SNES)


David Wise is some kind of wizard as his Donkey Kong Country 2: Diddy's Kong Quest soundtrack shows. The ability to compose such great sounding music from the Super Nintendo's modest sound card is absolutely amazing and still astounds me to this day. Though all the technological prowess and mastery means nothing if the songs aren't catchy and memorable. Thankfully, with DKC2, this is no issue whatsoever as evident by the enormous collection of terrific music that comes from the game.


4) Star Ocean: The Second Story (PS1)


Motoi Sakuraba is a wonderful game music composer, and I absolutely adore his Star Ocean: The Second Story soundtrack. The synth samples provided in the soundtrack give off a nice warm feeling that is hard to explain unless you listen to several songs of the score. It fills me with such happiness listening to the various themes, even those that aren't meant to be so happy sounding.


3) Super Mario Galaxy (Wii)


Mario entered the seventh generation in style with an otherworldly 3D platformer that took the Super Mario series to new heights and introduced a masterful orchestral score to most of the game. While Super Mario Galaxy 2 has more quantity, Super Mario Galaxy has more quality with its smaller amount of themes. It's without a doubt my favorite Super Mario soundtrack to date.


2) Final Fantasy VI (SNES)


Nobuo Uematsu is one of my favorite video game music composers. He's so consistent that it's hard to find a bad soundtrack he has done-- if such a thing exists. It's more so hard to find a soundtrack that I could pick as his best. Well, I think I have done so with my selection of Final Fantasy VI (aka Final Fantasy III on the SNES). So many nostalgic moments come calling when the songs and themes of this soundtrack are played. Whether it's exploring a town, participating in the iconic opera scene, or facing a powerful boss, Final Fantasy VI has a tremendous amount of great themes in it.


1) Final Fantasy Tactics (PS1)


Yes, the Final Fantasy series holds the top two spots on my list due to their wonderful quality and quantity of excellent tracks. There isn't a song that is wasted on either soundtrack, and given how many there are total, that is one heck of an impressive feat. Final Fantasy Tactics holds some of my most precious gaming memories, and it's because of the soundtrack that backs these moments that makes it all the more special. The music sets the dramatic and action-packed tone for the game, and for all of these reasons it is why I have selected Final Fantasy Tactics as the best gaming soundtrack of all time.


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Now that you've witnessed and gone through each of my greatest soundtrack selections, what do you think? What would you add to the list? Let your voice be heard in the comments section below!

Monday, February 17, 2014

SuperPhillip Central's Favorite VGMs - Valentine's Day Hangover Edition

We're still reeling from Valentine's Day, but we do have a new installment of SuperPhillip Central's Favorite VGMs to share with our readers. We've tried to create a collection of the best video game music ever released, and our list has been made up by hundreds of series and games for consoles and handhelds new and old. We add five more VGM volumes to our list with such themes from such games as Final Fantasy Tactics, Final Fantasy IX, and Sonic Unleashed.

v566. Final Fantasy Tactics (PS1) - A Chapel


This is from one of Phil's favorite soundtracks. Final Fantasy Tactics is a musical tour de force to him, that he considers composer Hitoshi Sakimoto's best work. Of course, Masaharu Iwata is credited as co-composer on the soundtrack, so it's not as if Sakimoto-san did all of the work. A Chapel is one of the themes heard in random encounters in Ivalice.

v567. Sonic Unleashed (PS3, 360) - Empire City - Day


The fun thing about Sonic the Hedgehog soundtracks is that they don't focus on just one or two musical genres. Sonic Unleashed's Empire City - Day is a funky little theme that makes great use of the harmonica. It's important to note that Empire City and its subsequent Sonic and Werehog levels only appeared in the HD versions of Sonic Unleashed. Hence, why the Wii and PlayStation 2 are not mentioned in this volume.

v568. The Legend of the Mystical Ninja (SNES) - Boss Battle


We're going back to the 16-bit era with the Super Nintendo's The Legend of the Mystical Ninja, the first in the Ganbare Goemon series to reach the West. The game is a mishmash of RPG, adventure, and platforming elements to create a title that is a must for 16-bit fans. The oriental soundtrack is superb, too, with the game's Boss Battle theme being one of the best of the very capable bunch.

v569. Final Fantasy IX (PS1) - Feel My Blade


Nobuo Uematsu is one of our favorite video game composers, offering some of the most memorable music in the medium by far. Feel My Blade, an early piece in Final Fantasy IX, is just another fantastic piece that is a part of Uematsu-san's impressive resume. It is a greatly paced theme that begins with a dramatic flair before leading into a fast-paced instrumental track.

v570. Dynasty Warriors Gundam (PS3, 360) - Speed and Tension


We aren't really interested in Japanese history, so the Dynasty Warriors series of games do little to excite us. However, playing a Dynasty Warriors game featuring an abundance of colossal mechanical suits of armor doing battle on land and in space does. It did so much that it made us seriously reconsider our relative indifference for the Dynasty Warriors series in general. One part of Dynasty Warriors Gundam that shines the brightest is its music. It stands strong, even through repeated plays of the same themes, which one who plays the game will definitely hear repeatedly.

Wednesday, July 17, 2013

SuperPhillip Central's Top 100 Games of All Time (40-31)

On June 5, SuperPhillip Central turned five years old. We're celebrating big the only way we know how, with a list of our favorite 100 games of all time. SuperPhillip Central's staff has come together to come up with this list. These don't necessarily have to be the best, but they are indeed our favorites. Coming up with an order for these games has been an immense challenge. We're sure you won't agree with our order-- heck, we don't even agree with our order. That said, we hope you'll at least agree with our picks, and if you don't, at least you can read our rationale for our choices. Regardless, for ten weeks, we will be counting down our favorite games of all time. Please join us for this great undertaking.

If you missed a previous edition of our countdown, look no further than these links:

Games of All Time (100-91)
Games of All Time (90-81)
Games of All Time (80-71)
Games of All Time (70-61)
Games of All Time (60-51)
Games of All Time (50-41)

Let's return to the countdown!

40) Animal Crossing: New Leaf (3DS)


The most recent game to be released that is one this countdown, Animal Crossing: New Leaf turns from a video game into an addiction quite quickly. After hearing the criticism of City Folk (the Wii game) players that there were far too few changes to the Animal Crossing formula, the developers behind the game decided for a huge change in the form of becoming the mayor of town. This allowed you to create public works projects and enact ordinances for your town. The level of customization was one that hadn't been seen in an Animal Crossing game-- a series that already had plenty of customization options. Now players could alter the look of their house, create unique patterns that could be placed on clothing, signs or the ground, and even create custom-patterned furniture. We here at SuperPhillip Central have already clocked a total of 160 hours to New Leaf in the span of one month and one week. To say Animal Crossing: New Leaf has become an addiction isn't too far off. Be forewarned before you play or you could end up like us!

39) God of War (PS2)


It's amazing how we enjoy a series whose main protagonist is a some male adolescent power fantasy come to life in virtual form. Kratos may be a total jerk who is hard to like, but his games are anything but hard to like. While not our absolute favorite God of War game, the original God of War was an epic roller coaster of a ride, all beginning with Kratos leaping from boat to boat being rocked back and forth by the choppy sea waves while having to deal with the multi-headed Hydra. God of War turned the action dial up to 11, offering action sequences so intense and thrilling that many competing games just paled in comparison and seemed tame. Sprinkled throughout the action were small puzzles and platforming sections to create a nice sense of pacing to the entire game. All of this was tied up together into an ultraviolent package, making God of War one of the most entertaining action games of all time.

38) Castlevania: Symphony of the Night (PS1, SAT)


Before Castlevania: Symphony of the Night, Castlevania games were mostly linear affairs with brutal difficulties. The first Castlevania game in the 32-bit era was Symphony of the Night, and it completely changed how future Castlevania games would be created. Many would try to outdo Symphony of the Night, and most would fail. Following the formula that Metroid and Super Metroid created, Symphony of the Night had players controlling Alucard through a nonlinear castle. As he defeated bosses and earned new abilities, he could venture into new portions and areas of Dracula's behemoth-sized castle. Alucard could obtain new weapons and equipment and even earn experience to level up his strength, defense, among other attributes. Unfortunately, it seems this manner of Castlevania game is in hibernation, but we hold hope that one day the series will return to this preferred Super Metroid-inspired formula.

37) Pokemon Red/Blue/Yellow (GB)


Not everyone on the SuperPhillip Central staff got as into Pokemon as much as Phil did. He was in middle school when Pokemon Red and Blue released, and he bought (i.e. had his mommy buy for him) the Blue version with Blastoise on the cover. He was so engulfed with the Pokemon mythos that he woke up really early every weekday morning just to watch the Pokemon anime, he drew his own line of Pokemon comic books and he collected every figurine and trading card he could find. The original games seem so ancient now and slow. Still, there's this wide sense of nostalgia that makes the trio of Pokemon games so cathartic to play. We didn't have to worry about IV training. We worried about catching 'em all and finding a friend to hook up Game Boys with to trade Pokemon that we couldn't get in our version of the game. Many called Pokemon a fad, but it still goes strong to this day, especially with the upcoming release of Pokemon X and Y.

36) Ratchet & Clank: Up Your Arsenal (PS2)


Not the best Ratchet & Clank game, but it's pretty darn close. Ratchet & Clank: Up Your Arsenal is our pick as the second best Ratchet & Clank game in the entire series. It featured a glorious mix of platforming and shooting action, and it didn't sacrifice its tone to do that mix either. (We're looking at you, Jak & Daxter!) Up Your Arsenal featured more expanded levels than in past games, a wide array of awesome weaponry (approximately 20) that could be leveled up upon repeated use, and the same trademark humor that makes the Ratchet & Clank games so endearing. It introduced one of our favorite villains, Dr. Nefarious, a hater of all squishies (aka organic life). Up Your Arsenal was the first game in the series to offer online multiplayer. While the PS2 servers are long gone, those that have the Ratchet & Clank Collection for PlayStation 3 can online multiplayer out. It's truly a blast, much like the entire package that is Ratchet & Clank: Up Your Arsenal.

35) Sonic 3 & Knuckles (GEN)


Is this cheating combining the two games? We hope not, but even so, we're sticking to our proverbial guns here. After all, the main point was combining Sonic the Hedgehog 3 and Sonic & Knuckles to create this excellent platforming adventure. The pinnacle of Sonic's 2D exploits is Sonic 3 & Knuckles, a game that, back in the day, required players to insert the Sonic & Knuckles cartridge into the SEGA Genesis (or Mega Drive for our PAL pals) and then place the Sonic the Hedgehog 3 cartridge into the S&K one. What all that added up to was a fantastic journey through an abundant number of well designed levels, zones, and acts. You could play as Sonic and Tails or Knuckles, each having their own separate endings to up the replay value. Then there was trying to obtain all of the Chaos AND Master Emeralds via the Blue Sphere bonus stage mini-game. Sonic 3 & Knuckles is everything fans of old school Sonic the Hedgehog adore and must-play-gaming for those who have not experienced this glorious combination of games as of yet.

34) Chrono Trigger (SNES)


How can you not have a game on a Top 100 Games of All Time list that doesn't include Squaresoft's named Dream Team of Hironobu Sakaguchi (Final Fantasy series creator), Yuji Horii (Dragon Quest series creator) and Akira Toriyama (famed artist of the Dragon Quest and Dragon Ball series)? We didn't just include Chrono Trigger on this list because of the men who worked on it. We included it because it's one of the greatest RPGs ever devised. Everything about Chrono Trigger was exemplary, including its many multiple endings, its character-driven story with side quests that fleshed out each character, its drop-dead gorgeous graphics and its incredibly unique and entertaining battle system. It is a total shame that PAL players could not play Chrono Trigger when the game originally released. In fact, the game would first be available to them with the Nintendo DS port released in 2009. We believe that with how great Chrono Trigger is, the wait may have very well been worth it-- no matter how agonizing.

33) Final Fantasy Tactics (PS1)


One of the first Final Fantasy spin-off games, outside of Mystic Quest, Final Fantasy Adventure and Final Fantasy Legend, Final Fantasy Tactics verily leaped over what a Final Fantasy spin-off could be by providing sensational tactical RPG gameplay, a dramatic plot of politics and betrayal and one of the best soundtracks for a video game ever composed. Players joined the ranks of Ramza, an upper class cadet who is thrust into the center of The Lion War, consisting of two factions desiring the throne of the country of Ivalice. Final Fantasy Tactics was a huge departure of what made the mainline games so popular. The game was played on grid-based battlefields that featured an isometric camera angle that could be spun around. Constants from Final Fantasy such as magic, summons, jobs (an idea taken from Final Fantasy V) and items returned, as did various enemies like Bombs, Chocobos and Marlboros. Two sequels came out on Nintendo platforms, but they came nowhere near the level of Final Fantasy Tactics. In all honesty, few tactical RPGs have ever come close to Final Fantasy Tactics's level.

32) Final Fantasy IV (SNES)


Though Final Fantasy IV (or as it was known in the West as Final Fantasy II) is not our favorite Final Fantasy game, it might as well be our most played due to how many re-releases this classic has seen. From the Super Nintendo original, to the PS1 version, to the Game Boy Advance release, to the Nintendo DS remake, to the PSP Complete Collection... yikes. We've played a lot of Cecil Harvey's story of romance, betrayal and crystal collecting. Final Fantasy IV was the first Final Fantasy game to use an Active Time Battle (ATB) system, where when a party member or enemy's gauge fills, they are able to choose an attack. This constant amount of action with little in the way of waiting made for more exciting battles. The ATB would be used in several subsequent Final Fantasy games, and they were made all the better for it. The plot of the game has been called everything from a brilliant early example of excellent video game storytelling to something that modern games can be thankful of. Final Fantasy IV delivers in story, gameplay and presentation-- a hat trick deserving of the series.

31) Mega Man 2 (NES)


Widely accepted as the best classic Mega Man game, Mega Man 2 introduced eight of Dr. Wily's Robot Masters to battle as opposed to the six of the original game. These bosses and their respective levels could be taken on in any order, but for the easiest time, using the weapon that a given Robot Master is weak against was recommended. Choosing the correct order to take down the Robot Masters (as each defeated Robot Master gave Mega Man its signature weapon) was essential to having the smoothest go of it. Of course, one could make Mega Man 2 and its subsequent sequels as difficult as they'd like by taking on bosses using only the Mega Buster, for instance. Mega Man 2 stands as an important title for the series as it introduced new concepts to the games like a helpful password system and Energy Tanks to restore lost health. The former was a godsend, as that meant one didn't need to play through the entire game in one sitting. While not our favorite classic Mega Man game, there's no denying Mega Man 2's influence to Capcom's now neglected franchise.

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We have but three more parts of our top 100 list to get through. The best of the very best is coming, and we hope you'll stick with us to this unprecedented (at least on SuperPhillip Central) list's conclusion.