Why I’m Certain Final Fantasy XV Will Be Just Fine at Takuchat.com

by our user Isiac DaGraca

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Earlier today user Jacob K wrote an article expressing concerns of the quality of Final Fantasy XV after recent news that the game had “Casual” features in the battle system. This is based on previous assumptions of the battle system based on the games previous trailers.

To the contrary I found the previous trailers, and current ones worrying because of the kind of game play I expect from Final Fantasy Games. Essentially I don’t want Final Fantasy to be a hack and slash game like Kingdom Hearts.

What Final Fantasy Is to Me

Final Fantasy to me is all about strategy, and using abilities to defeat a boss and get around problems. Games like Final Fantasy XII had many interesting abilities like reversing damage, numerology, and traditional ones like haste, or immobilize. FFXII is widely regarded as one of the best games in the series. But it has an auto attack, which isn’t much different from what we’ve been told is in Final Fantasy XV.

That’s because while attacking is often a useful part of a Final Fantasy battle, it is by no means the only thing you do. The majority battles in all Final Fantasy titles till now could not be won by attacking alone. This is the major key that separates Final Fantasy from a game like Kingdom Hearts. I love Kingdom Hearts and always have, but turning Final Fantasy into that would ruin what makes the game so great.

In Kingdom Hearts, the vast majority of battles can be won with attacking and combos alone (besides the occasional Cure), usually the exception is only special boss battles, not main ones. You also only need to worry about your party in the context that they can heal you, not have abilities you need. With the exception of Critical mode, the majority of the game is like this.

In final fantasy you have factors like Blind, Silence, Immobilize, Haste, Slow, and other attacks that force you to constantly change strategies or attacks and rely on ALL your party members to defeat a boss. It is twitch based only in your response time to the attacks the enemy is doing.

Why Final Fantasy XV Has Little to No Cause for Worry

The first thing is that the one button system is only for attacking and defense. Nothing else is mentioned.

“With Final Fantasy XV, I do want to make it more casual,” he said. “Of course the depth of the game is going to be there, but I want to make it so players can easily experience the satisfaction of the depth of the game.” – Gemastu

This states that the depth I’ve mentioned before is very much there. But here is the part for concern.

“It’ll basically be a one-button action, and the AI intuitively outputs an action that kind of satisfies, gives you that instant gratification, and it connects with the simple touch of a button.” – Gemastu

All this means is that attacking and defending will be simple, there’s no mention of Magic, or other abilities, just attacking. Its Auto-Attack with a button, but its a lot fancier than that. The game will adjust the attack based on the enemy and situation. This permits the entirety of what we’ve seen in the recent trailers.

1375055857640[1] “I also want to utilize the intelligence of the hardware spec, and not have to go through too much hassle or trouble in order to execute moves.”

In short this system permits context sensitive attacking, where when you need to attack the game can do cool stuff without you needing to consider what buttons to press. This is a very important feature! Because it permits more awareness for other things you need to be worried about, like what your team mates are doing, and what status effects or attacks the enemies are casting. Something that can be extremely difficult to do when needing to press a lot of buttons.

This is also coupled with the fact the game is supposed to have a Gambit like system similar of FFXII’s Gambit system, and the need to input your own commands you can see the game can become very complex despite the simple attacking.

The game is focusing on RPG elements rather than Hack and Slash, and to me that makes for a much better Final Fantasy game.

But also this is what permits the lovely cinematic feel the game is maintaining. Auto-Attack looks super cool now, and I’m sure there’s lot of amazing things that will be shown to us. This also likely ties in with the Team Attacks we’ve been seeing as well, which also seems some what automatic based on what the AI is doing.

tumblr_nc9sfvdYnI1qbdgqxo1_500[1] “You have to think about baiting it to attack forward, but then break its stance and attack it from the side. I wanted to make it so you’re fighting a real animal, but with easy-to-manipulate controls as well as dramatic effects. My basis was to keep it grounded in reality.”

Remember This Is Only the Beginning

Tabata has a great record for making great games, and I’m very confident this is only the beginning. There’s so much we don’t know.

But we know the game looks amazing, we know they’re implementing a lot of classic elements into the game, and we know there’s a lot more to a Final Fantasy game than just attacking.

There’s still so many unknown elements, and what we’ve seen seems to only scratch the surface.

Why I’m scared that Final Fantasy XV will suck. at Takuchat.com

by our user Jacob K

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For the past 8 years Final Fantasy Versus/XV has been my most anticipated game, not for any given year but for all of them. Then came TGS 2014 and with it a glorious beautiful new trailer, and with it my heart soared. But then with a few words from the New Director it sank.

“It’ll basically be a one-button action”

Or in much longer form-

“It’ll basically be a one-button action, and the AI intuitively outputs an action that kind of satisfies, gives you that instant gratification, and it connects with the simple touch of a button. I myself am not getting any younger. I don’t want to be frantically pushing buttons. I also want to utilize the intelligence of the hardware spec, and not have to go through too much hassle or trouble in order to execute moves.”

ukDVdc5ASo basically in order to attack you simply hold down a single button, no combos no strategy no timing. Just hold the button down, and watch as the game does everything for you. Gone are the days of a more grounded hybrid version of Kingdom Hearts and Final Fantasy combat, no longer do you have to worry about timing attacks or choosing your weapons, now it is all automatic, basically you no longer have any choice for combat, now you just watch it happen. In an interview Tabate spoke of the Adamantoise taking 30 in game days to beat. really though, how much fun would that be if you just hold a button down the entire time? To me that sounds horrific beyond measure. I mean, a 30 day battle sounds pretty intense and draining. Now just imagine everything fun from the battle being taken away, and what does that leave you? A horrible time suck and 15 hours wasted of your life, it will simply be a long painful grind with very little strategy or action, if any at all.

Now, lets just look at his supposed reasoning  “I myself am not getting any younger. I don’t want to be frantically pushing buttons. I also want to utilize the intelligence of the hardware spec, and not have to go through too much hassle or trouble in order to execute moves.” Let’s be honest, that is not a good reason, frankly it is actually a horrible reason, the game has been in development for the past  8 years, and all 8 of those years they have promised a certain type of combat, for them to abandon that now  because Tabate is getting to old or wants the game to be more “casual” is just somewhat sickening.To put it simply  it is a betrayal  of their word and really that sucks for the avid supporters of the game who have waited these long 8 years to get it.

Then there’s the games evasion system, and it is seemingly just as terrible as the attack system. In the game dodging is executed by “defensive movement” which is a stance the player goes into when holding down the defense button. This, like the attacking is done automatically, by the AI, meaning you no longer have to worry about timing, or getting out of the way of monsters, instead you hold down the button and Noctis just dodges for you.

But that’s not the only dissapointing things! Of course there is more, more being the weapon switching that looked so good that we had seen in previous trailers, now this one really annoys me-

“Weapons are set in a deck. During battle, the deck will choose the most appropriate weapon for the battle based on the situation.”

The weapons are set on the deck in the menu, and during combat the most appropriate weapon in the deck will be used based on the situation. You do not get to choose anymore, it chooses for you. Gone are the days of you strategically choosing weapons for the situation, now you just hold one button and the game will do it all for you, this is not good. I like to be able to control what happens in my games, I like to do combos, I do not want to hold down a single button and let the game play its self. I adored the idea of choosing which weapon to use, the idea of changing weapons depending on whichever one I just feel like using.

“There are no menu commands in combat. It controls like an action game where players switch between offense and defense. You can only control Noctis.”-1

Now this would be forgivable if there is enough depth to Noctis, it would still bother me but I could get over it with time, but the thing is, we were promised the ability to play all the characters, and in the Ps3 demo we got to see how the other players would control, and it looked amazing. Getting rid of this is a horrible idea, and makes me even further lose hope in the game.

I really hope this doesn’t replace actually jumping.

But of course, there is yet another thing causing me immense worry, and that is of course the lack of manual jumping in the trailer. Now some people might be thinking that it seems like something that isn’t important, but really, jumping in an open world game is a very good thing to have. While the teleportation might work as a roundabout way to do similar things, it also would get tedious having to do it for small things like rocks or hills. This all might be coincidence that it wasn’t shown, but it is still something that should be pointed out.

The lack of jumping does add another problem for Final Fantasy XV, and that is from it’s original concept ( seemingly abandonded) of climbing/scaling your enemies. Without jumping it would just seem off to do this, I mean sure you can teleport onto a creatures back, but that’s not very grand or epic, that feels to easy for an epic battle and just seems to lack the grandeur of climbing and jumping up some epic beast.

I’m not the only person mad about this, there are many people flipping out over this complete betrayal of the games original promise, in fact there is a Japanese petition to get the games combat back to what we were promised these past 8 years.
If you would like to sign it, as you should just click this link.

Well, in the end we don’t know everything about the games combat, or  how it works. But all we can do now is hope it is better than it sounds and make as much noise as possible and pray that Square listens to its fans and makes the game we have all been waiting for all this time.

tumblr_nc84v2Rupk1tqsbtgo1_500–Sources- 4Gamer-Kotaku-Famitsu-Game Informer-Gematsu

Destiny-Guaranteed level 27. (guide) at Takuchat.com

by our user Jacob K

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Over on Bungie.net, user David Dunn, made this super heplful guide for Destiny, so here I am spreading his good work. Check it out.
For those who haven’t figured this out, and who have my kind of luck)

• Leveling above 20 relies on high level armor. To increase your level you need armor pieces with Light

• The first pieces with light will be blue tier items.

• The blue tier armor pieces will have a base light stat near 15 or lower.

• Having 15 light on all pieces will not be enough to level above 24.

• Now realize you can only have one exotic armor piece equipped. Therefore you are now looking for purple (legendary) tier armor.

• Your final armor will consist mostly of legendary pieces.

• You will buy this armor at your vanguard mentor. You will need VG marks and level two vanguard rep. (Doesn’t need level three). -One exeption applies. See below.-

• You will buy the exotic armor piece from Xür. You will need 13 strange coin.

• Important: You will see that the base Light on the legendary armor piece is 18. This is probably not enough to get you above 25. Does this mean you should get other legendary pieces with more light?
-No, actually, what you have to do is level up your armor through its upgrade tree.
It says “upgrades defense” but really it upgrades Light as well!

• You will need: Glimmer, Spinmetal, Relic iron, Helium filament, Spirit bloom, ascendant shard, ascendant energy. Most, if not all of these can be attained by running around in Patrol and doing missions while you pick up materials AND complete bounties. If you know the schedules of the public events, you can get the rare stuff too.
This is one such schedule: http://www.destinypedia.com/Public_Event
Doing this also gets you vanguard rep. (thats where the missions and bounties come in).

• Do a bunch of strikes on as high a level as possible for you. And the weekly, and the daily. This gets you the vanguard marks you need. And some coins. Also It is possible to go from public event to public event now that they buffed the rate. PEs give you VMs.

• Enjoy the vault of glass.

Edit: Important: You can also get your legendary armor from Faction Vendors. The most prominent difference is that the faction armor seems to focus on two stats, whereas vanguard armor evens it out on three stats. In this case you wil need Faction rep and Crucible Marks.
Example: New Monarchy armor is good for Intellect and Strength. Vanguard armor is good for Intellect, strength and discipline. (but has less).
Thus the faction armor from New Monarchy (as an example) may be better for you if you want to focus on super and melee, and not so much on grenades.

——————And there you go! Now get out there and kill some stuff!——————-

Spyro the Dragon: A Lookback at Takuchat.com

by our user Shaun Pennin

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Very recently, I picked up the Spyro Trilogy on PS1 from the Playstation Network Store. It was cheap to get all three games, and when I was younger I had a lot of fun with Spyro: Year of the Dragon. However, I’ve heard the reputation over the years of the entire trilogy being a worthwhile and entertaining experience; So when I had the chance, I decided to get them.

Beginning with the first game in the series, let’s see how well it holds up. A word of warning, I’m playing it on the Vita, so controls are a minor issue due to the lack of a second pair of shoulder buttons.

Spyro the Dragon

61v4CXiLksL._SX300_[1]Spyro the Dragon, released in 1998 by Insomniac Games, is a 3D, third-person platfomer. The game begins with dragons being interviewed and asked about a character named Gnasty Gnorc, whom the dragons proceed to insult. As a result, Gnasty encases the dragons in crystal, with the exception of the protagonist, Spyro, a young dragon who avoided becoming trapped.

It now rests on Spyro’s shoulders to free the dragons and defeat Gnasty Gnorc. The aim of the game is to free the dragons, though if aiming for 100% (120% in total after the final bonus level), the player must also collect gems in each world and recover dragon eggs that have been stolen by thieves.

Visuals

tumblr_mucdquKAJF1s15uz0o5_1280[1]

Firstly, the big triumph of Spyro the Dragon as a fully 3D PS1 game. The draw distance. This aspect holds up incredibly well, being one of the first 3D games I’m aware of to use the ‘low-poly’ trick. Essentially, the further away from an object or character the camera is, the less polygons are used to render it, making it less detailed as the distance increases. This leads to some incredible views for a game released in 1998, with Cliff Town being a particular point of note, where it’s possible to see the entire map from a high area and is required that the player glide across, allowing the effect to be seen in greater detail as the distant buildings become more distinct upon approach.

Graphically, Spyro holds up very well. The colours are bright and vibrant, Spyro is distinct and stands out from his surroundings so the player should rarely, if ever, lose track of him. The models are well animated, with the exceptions of some of the dragons that require rescue. Though this is a minor point as they remain on screen for less than 30 seconds each.

Sound

In terms of audio, Spyro is a joy for the most part. The voices are mostly simple, as you’d expect with a fantasy adventure involving dragons aimed at children, but they’re reasonable and are certainly better than other examples of voice acting from 1998, though not quite up to the standards of Metal Gear Solid. The music is generally enjoyable, with tracks that fit the mood to most levels, from the jaunty beats of Sunny Flight, to the more rhythmic style of Tree Tops. The music remains upbeat and fits with every level, though I find most of it to be forgettable. That is just my opinion, however, and I’ve heard people comment that it is one of their favorite soundtracks.

Gameplay

SpyroLevel design is well-balanced, starting off simple in the Artisans Homeworld with Stone Hill and Town Square, but increases in complexity in later levels with Misty Bog and Lofty Castle to name a few. The difficulty curve, as a result, is well paced, increasing steadily as the player moves from hubworld to hubworld, collecting dragons and gems. Though, personally, I do think that some of the gems are placed deliberately to frustrate the player, and one world in particular was rather irritating with the requirements to get to an out-of-the-way dragon to rescue, though again, that’s only my opinion, and only if you’re aiming for 100%.

A crystalized Dragon A crystalized Dragon

The controls have aged fairly well. The main problem a new player is most likely to experience is that the camera control is set toe the L2 & R2 buttons, as in 1998, the right analog stick wasn’t particularly well utilised and not every player had access to analog controllers. That said, the game does support analog control, and as a result, Spyro controls rather well. Combined with using the L1 & R1 buttons to roll to the side, Spyro is an agile and capable protagonist to control.

My main problem tended to stem from the camera being stiff and unresponsive at times, though I was using the ‘Active’ camera option since I was playing on Vita and didn’t have access to the second pair of shoulder buttons (my shoulder buttons were used for rolling), so this may not be an issue with a controller and ‘Passive’ camera mode.

Story

Finally, there really isn’t any story to talk about. The dragons insult Gnasty Gnorc, Gnasty traps them in crystal, and that’s it. When the game is completed, Spyro is being interviewed about fighting Gnasty Gnorc and that’s all the story there is. But that’s not exactly a bad thing. A platformer doesn’t really need a story to be enjoyable. Look at the many Super Mario games with barely any story beyond ‘kidnapped princess’.

Conclusion

Overall, I believe Spyro the Dragon is an enjoyable platformer, aged well, though not as well as it could be. A 3D platformer that is worth a look if you have never tried it, though there is still room for improvement. As a first adventure, it is very enjoyable and should be approached with a degree of patience, and possibly a walkthrough for those few awkward to find gems.

Final Fantasy XII Just Popped up on Steam for PC, Launches October 9th at Takuchat.com

by our user Isiac DaGraca

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In a unexpected twist, Final Fantasy XIII just popped up on Steam this sets a better precedent that future titles could come to PC as well. This is certainly not the first time a Final Fantasy title has hit PC recently, since Final Fantasy VII & VIII re-released on steam last year. But the expectation for Next-Gen Current-Gen Final Fantasy titles to hit PC has been high.

The game is priced at $15.99 but its 10% off if you purchase before its launch date of October 9th.

The required specs are rather low recommending only a dual-core processor, and 1GB of RAM. The game is fairly large at requiring 30GB which is likely still mostly CG cutscene data and hopefully maintaining its glorious 1080p resolution. So provided you have the hard-drive space the vast majority of modern computers should be able to play this game.

Regardless of your thoughts on Final Fantasy XIII’s quality as a game, this is nothing but good news. And  I hope for a solid PC launch for Square-Enix.

Here’s a trailer if you somehow have no idea what this game is.

Final Fantasy XIII Just Popped up on Steam for PC, Launches October 9th at Takuchat.com

by our user Isiac DaGraca

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In a unexpected twist, Final Fantasy XIII just popped up on Steam this sets a better precedent that future titles could come to PC as well. This is certainly not the first time a Final Fantasy title has hit PC recently, since Final Fantasy VII & VIII re-released on steam last year. But the expectation for Next-Gen Current-Gen Final Fantasy titles to hit PC has been high.

The game is priced at $15.99 but its 10% off if you purchase before its launch date of October 9th.

The required specs are rather low recommending only a dual-core processor, and 1GB of RAM. The game is fairly large at requiring 30GB which is likely still mostly CG cutscene data and hopefully maintaining its glorious 1080p resolution. So provided you have the hard-drive space the vast majority of modern computers should be able to play this game.

Regardless of your thoughts on Final Fantasy XIII’s quality as a game, this is nothing but good news. And  I hope for a solid PC launch for Square-Enix.

Here’s a trailer if you somehow have no idea what this game is.

Final Fantasy XV Finally Gets a Trailer, Final Fantasy Agito Comes to Vita and More at Takuchat.com

by our user Isiac DaGraca

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Here you go guys! There it is, after a year of waiting for more news, we get a beautiful new trailer and some nifty details!

Namely that Director Tetsuya Nomura

“In reviewing our development structure, we have decided to assign Hajime Tabata as the new director for Final Fantasy XV. Currently, Tabata and the entire development team are working, whole-heartedly towards completing the production of Final Fantasy XV and ensuring the delivery of the highest quality Final Fantasy title to date,” said Square Enix CEO Yosuke Matsuda regarding the staff changes. “We invite every one of our fans to view the fruits of our labor through Final Fantasy XV’s demo, and promise to present a game that further surpasses expectations when the finished product is released.” – Niche Gamer

Hajima Tabata was the director of titles such as FFVII: Crisis Core and FF: Type-0 which is coming to PS4 March 17th 2015. So he definitely has a good track record but this will be his largest most ambitious game yet.

The other good news is that this likely means Kingdom Hearts 3 will be coming sooner than expected seeing as its main director can give the game his full attention.

And while a lot of gamers might have been distraught that Type-0 won’t be coming to the Vita Final Fantasy: Agito+, a title initially exclusive to mobile devices will. The “+” added hopefully means some expanded gameplay features. So its something, and we should be happy for that at least.

Game Art for Gamers 104: Color Theory at Takuchat.com

by our user Isiac DaGraca

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This week we’ll be taking a basic intro to Color Theory before getting into the more subjective topics relating to color. This introduction is important because we need to have an idea of why artists choose certain combinations of colors when it comes to presentation. Be sure to check out earlier articles focusing on “The Elements of Art” and “Principals of Design

Some of these topics i’ll be bringing up below do apply meaning to scenery and characters, but that’s not the focus of this article. Look forward to next weeks “Color Meaning” article for that.

A Brief Explanation of Color

I have no doubt you’ve seen a color wheel before. The color wheel is a representation of the spectrum of colors the eye can see. Below is a primary and secondary color palate using red, green, and blue.  Kind of looks like a Venn diagram right?

image01

This is what happens when you merge the primary colors of the spectrum. Merging red, green, and blue 100% creates white light. Here you also find the secondary colors of the spectrum Cyan, Magenta, and Yellow that are created when mixing only two of the primary colors.

So if you’ve used image editing programs like Photoshop and tried to make colors with a slider, you now understand why setting all the sliders to their highest results in white, and other variations create other colors. It is all based on the spectrum.

So the short explanation is that the color wheel is composed of the spectrum of visible light.White light contains all colors. The primary colors red, green, and blue can essentially be used to create all colors by adjusting each primaries value.

The Color wheel

So here we see the color wheel, this is our reference for a lot of what we’ll talk about in this article and in the future. As you can see very similarly to the image before, you have your primary and secondary colors, along with tertiary colors.

image05

Now this is nowhere near a commonly used color wheel, but it does a great job of breaking down the colors. When it comes to creating color schemes you’d use a wheel that’s more advanced. Like the one below.

image04

There are also some very important lines in the first diagram. A triangle outlining the three different primary colors. And then another line drawn to adjacent colors, for instance blue and yellow. These lines represent complementary colors.

Complementary Colors

Complementary colors are colors that tend to look good together, and provide contrast.  Blue and Yellow, or Azure and Orange are easily the most commonly seen in media because of skin color; And also explosions…

If you look at the color wheel you’ll find that these color combinations I named are on opposite sides of the wheel.

image08

Complementary is the most basic of color schemes. It’s very frequently used in Battlefield promo images.

Warm & Cool

If you were to draw a horizontal line across Violet and Chartreuse Green on the color wheel you’d have warm colors on the top then cool colors on the bottom. Clearly redder tones are warm, bluer tones are cool. This is an example of feeling generated by colors.

image09

Here in this scene from Kingdom Hearts 2 you see Kairi’s home town outside of Destiny Islands, a similar setting can be found in Twilight Town also in the game. The tone of this scene might feel comforting and welcoming

image06

The majority of SSX 2012 stages are bathed in tones and tints of blue or cyan, note how the rails and arrows are red since the complementary of cyan would be most visible. The tone here is clearly less homey, you certainly feel exposed to the elements.

Tints, Tones, and Shades; White, Gray and Black

Keeping this brief, in the context of the color wheel, tints contain white, tones contain gray, and shades contain black. Can’t get any simpler than that. These terms are often used wrong, I think people ignore tint and tone most of the time and just use shade for everything.

So adding white, gray, or black to a primary would give it one of these three names.

Other Color Schemes

Lastly on this topic I’ll talk about some other basic color schemes often used. As with the previous concepts these can also present feelings and moods.

If you want to experiment with seeing these color schemes on characters or scenes I’d recommend using Adobe Kuler to play around.

Monochromatic

You might immediately think “Black & white” but the usual ‘near death’ indicator isn’t restricted to just those colors. Monochromatic can be used for any primarily single color scene.

image10

Probably one of the most well-known examples is the nuke scene in the original Call of Duty: Modern Warfare.

And while CoD isn’t known to be a colorful game, this scene still provided an impressive contrast to the world you saw before. Grim and dust-covered. But monochrome isn’t just for depressing or dark scenery. It all depends on the colors used and context.

Some scenes use it to display fond memories and past events, or represent a change in emotion.

Analogous

The short description is three colors on the color wheel next to each other. For instance Cyan, Chartreuse Green, and Green. Which is a good color scheme to represent a forest and sky. Like this screenshot from The Witness on PS4.

image07

Triadic & Split Complementary

Triadic is an interesting color scheme that gives good color variety, It’s good to point out that more complex color schemes are where ideas like tint, shade, and tone become necessary to unify the colors. It’s important to identify where those colors start and what they’re mixed with.

Split complementary is cool because like complementary it uses opposing colors for contrast but in this case it uses two colors instead of one.

Imagine the points creating an elongated triangle on the color wheel, rather than the triangle we saw pictured before.

image03

Kite from .hack//Infection is a great example of a Split Complementary color scheme, his color scheme is essentially Red, Yellow, and cyan seen here in the “Tri-Edge” version of his character design. I used this version cause I still think this design is bad ass…Just sayin.

Rectangle and Square

This one is interesting because the points would make a square on the color wheel rather than a triangle or line. Possibly one of the more complex and difficult methods to use effectively.

image00

The best example I found is Lightning from Final fantasy XIII which uses a color palette that includes the 3 primary colors, and yellow tones.

Accent Colors

Accent colors are colors used to emphasize parts of a design. They don’t make up the main color of the design, but they provide a contrast from other elements.

image02

A good example is Milla Maxwell from Tales of Xillia on the PS3, You can see the pink ribbons and patterns on her arms are used to build interest on that aspect of the character.

1UP

For this week 1UP think of a character you’ve created in a game. So for games like Tony Hawks Pro Skater, an MMO RPG, or some other game that permits custom characters.

What colors do you usually use on the characters you create and why?

I for one have a particular fancy for dark-skinned characters with a bright hair color like white, light blue, or pink. The outfit usually varies for me but i usually go for a black outfit with red and blue accent colors.

Next Week

Next week we’ll take a look at color meanings, and how its affected many of our favorite games. We’ll also talk about how those color meanings change between cultures and countries.

For instance, white flowers are a sign of love in countries like america, but in japan and many other cultures white flowers are a sign of death given on funerals. So in MGS3/4 a Japanese game, an american soldier Big Boss puts white flowers on The Boss’s grave. Is this merely affirming her death? Or displaying Big Bosses love for The Boss?

We’ll look at this more next week.

AKB48 are in this random Super Smash Bros. 3DS promo at Takuchat.com

by our user Jacob K

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This sure is weird, and it’s really just like a clip show, but if it’s you’re thing watch it-

Final Fantasy 8 review at Takuchat.com

by our user Jacob K

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Another day another Final Fantasy Review, this time I’m reviewing the controversial Final Fantasy 8!

The Story

“At the forefront of a rising tide of violence brought on by Galbadia’s war declaration is a SeeD cadet named Squall Leonhart. Serious to a fault, Squall has earned himself the reputation of being a lone wolf.
A chance encounter with the free-spirited Rinoa Heartilly, however, turns his universe upside down. Having thrived on discipline, Squall finds Rinoa’s carefree attitude fascinating. Yet there is no time to ponder these thoughts, for the job of dealing with the sorceress behind Galbadia’s irrational hostility has fallen to SeeD and Squall.”Official Introduction

While the story in final fantasy 8 is seemingly rather straight forward at first, the game does not keep that going throughout its entirety. The story quickly takes on a more grandiose feel to it, with it traveling across the world in epic fashion.

While I enjoyed the entirety of the games story the part that is most memorable for me is easily its opening , the pacing throughout the opening of the game is something truly special and rare in the game industry. While the game doesn’t shy away from large action pieces and epic boss fights it uses much of its time to develop the characters and the world. By doing this the games later sequences become far more meaningful than many other RPG’s and games in general.

So in short the story is wonderful, with truly great characters that have actual character growth and feel believable.

The Visuals

“I brought the wrong map…” -Laguna

The Visuals in this game are wonderful, while the character designs are slightly extravagant they don’t feel overdone or awkward, and unlike many games the characters leave a good visual impression and are memorable.

Beyond the characters Final Fantasy VIII has some of the best Monster designs I have ever seen in a game, its Bahamut alone trumps most games entire cast of Monsters.

outside of character designs the world and technology are beautifully designed, there are of course multiple continents in the game and with them unique visual flairs, while they look different in appearance they also feel as if they are in the same world which is wonderful.

The Combat

The way I see it, as long as you make it out of a battle alive, you’re one step closer to fulfilling your dream.-seifer
The combat in FFVIII is easily one of my favorite in the series, while it is vastly different from previous titles it still manages to have a feel of familiarity about it. The largest and most important difference to the combat is the Draw and Junction Systems. Instead of leveling up or buying materia for new spells you instead have to draw them from your enemies and from locations. By doing this you can gain these spells and equip them to your character making them more powerful, the Junction system is a pretty awesome system once you get the hang of it, and it leads to some seriously slaughters of bosses if you know what you are doing.

The game of course also includes summons, while being slightly different from previous Final Fantasy’s they still serve the same basic effect, with the exception that they can be killed if their HP bar is drained.

While many people thought FFVIII’s combat was boring or to complicated I personally thought it was a nice change from the overly simplistic mechanics that most JRPG’s seem to adopt. The combat is flexible and based purely on strategy rather than how much you simply grinded low level enemies. By using the mechanics effectively you can easily beat the game at level 30 without to much trouble, but sadly many people didn’t give the combat a chance or did not full understand the mechanics so it is often disregarded when talking about mechanics or the games as a whole.

The Music

Train Train, Take Us Away, Take Us Away, Far Away, To The Future, We Will Go, Where it Leads, No One Knows-Selfie( is weird)
When talking about Final Fantasys music people will almost always start talking about VII’s, VI or X; much to my dismay people rarely ever speak about Final Fantasy VIII’s music. The music in VIII is truly astonishing, from the “O Fortuna-esque opening to the Gorgeous end song Eyes on me the soundtrack never lets up in being purely amazing.

Below is an example of one of its more peaceful songs-

The Exploration and Everything in Between

“Bwahahahaha”- Random Boy
Exploration in Final Fantasy is a pretty important thing, and luckily for us Final Fantasy 8 has got that handled! In Final Fantasy 8 there are tons of awesome and varied locations, and of course through the game you get to use multiple vehicles, such as a car ( that can run out of gas ) and later on you get the Ragnarok, which is probably the coolest flying vehicle of all time. If exploring is your fancy then Final Fantasy VIII has you covered for sure, just beware The Island closest to Hell, it lives up to it’s name.

Now we are going to talk about my glorious addiction, that of course being the Triple Triad Card game, I’m not sure what about it that kept me coming back, but from beginning to end I kept playing this mini-game. One of the things that make it so great is that you’ll find new challenges for it throughout the whole game, be it different regional rules, or new people to duel, there is always something new, and it is amazing.

Beyond that there is your typical sidequest, like extra summons (though it should be noted that these summon side quest have a bit more to them then your average ones), super weapons and tons of special items and small little character moments spread throughout the world.

Over all

Life’s pretty boring without you as entertainment, my man.-Kiros

To put it simply the game is wonderful, the visuals are some of the best gaming has ever had the music is wonderful and enchanting and the story is something truly speculator with

I feel like a helpless puppet being manipulated in some major scheme.-squall