Sunday, December 8, 2024

Joe's Monologues - 12/8/24

Hello, everyone, and welcome to another Joe's Monologues that has an announcement that I am happy to share today. Before we get to the announcement, I have other topics to talk about first. Without further ado, let's dive right in.

PlayStation 30th Anniversary:

The celebration is in full swing so far. The PS5 got an update that given us an option to switch between themes of older PlayStation consoles. I liked the PS2 theme the best because of one thing besides the fact that it's the best selling Sony console. It's the charming environment platforming PS2 games have, like Jak and Daxter. We currently have them on the catalog. And we are gonna get more of them in December 10, which is when three more PS2 games get added as part of the milestone celebration.

During PlayStation's 30th year, PlayStation Plus Premium will get more classics monthly and that's something that will make the celebration even more exciting, so no more just sticking with playing our remasters bullcrap with the execption of one game that is faithful to the original's charming environment despite being remastered. That's Ty the Tasmanian Tiger, which I got to beat before playing the sequel.

What I like to see the most on the PS2 department are Crash Bandicoot: The Wrath of Cortex, the Budokai trilogy and the Simpsons: Hit & Run. These games are the ones I loved as a child and been holding them to my heart with the exception of the 3D-era Mortal Kombat games because I was too young to play them and Mortal Kombat is a franchise only suitable for mature audiences because there is extreme violence with gore and strong language on games on the NRS-era, which consisted of hearing the f word. Hopefully, I can be able to revisit them if Sony ever brings them to us.

Seasons of Mana:

Of course, I have did my pitch for the next Mana title. What makes it so special is that I have been coming up with avenues it can really take, like Unreal Engine 5, the party of six characters, etc. But I have one piece of information left over that I have not talked about in my Seasons of Mana pitch yet. Like how Mario & Luigi: Brothership involved relighting the four Great Lighthouses in a way to restore Concordia to its former glory and Tales of Symphonia involved activating all eight elemental temples, you would activate all eight Elemental Lighthouses.

So when you are at the point when you have all eight Alms, you would be tasked to activate all eight Elemental Lighthouses. Each lighthouse has a Benevodon you must fight. Activate all eight Elemental Lighthouses and the portal to the Sanctuary of Mana would open at the naval of the world located in the land of four seasons.

Again, we don't know if Seasons of Mana is potentially the next mainline Mana title. We will be in the know for the next one when 2026 comes.

Big Announcement:

Alright, folks, it's time for the big announcement. I have officially bought my new gaming laptop. The specs are good that it can not just play games smoothly, but also enhance multitasking with little to no slowdown. With it, I can be able to start my journey to also become a PC player, do video editing to create my own video game logo combos, speed up my Wrapper Offline career and send an invite to my online casual. I was playing MultiVersus on it as a test run and it turned out to be smooth. I am doing a PC streaming test on MultiVersus. Because this is a test stream, there will be no commentary and I will be playing against bots throughout the test stream.

I plan to get games I have on console on PC, like Marvel Rivals. Great hero shooter. I will be posting video game clips and VODs on my gaming channel on YouTube, so don't forget to subscribe there. Here's the link to my gaming channel.

https://www.youtube.com/@KnockDownJoeGaming

Conclusion:

As we approach the end of 2024, this is potentially the final Joe's Monologues of this year before we head into 2025. I am excited to start this journey to also become a PC player. You have a wonderful day.

Tuesday, December 3, 2024

PlayStation 30th Anniversary is Here

Ladies and gentlemen of the gaming community, PlayStation has just turned 30 today. That's right. It has been 30 years since PlayStation was first established in 1994. It has been an insane road for the beloved brand. They have great games they have been made for 30 years from the polygon model to the realistic model by games played in 4K. 30 years in the making.

The PS5 got a free update that gives us the option to switch between the PS1, PS2, PS3 and PS4 themes under PlayStation 30th Anniversary in Settings and when you boot the PS5, you'll re experience the PS1 startup screen every time. It only lasts during the celebration. If I want to choose between the themes, it's gonna be the PS1 and PS2 themes.

All developers that worked with PlayStation are also a part of this, except one developer, Firewalk Studios. They were developers of the flopped short lived FPS game called Concord. They will not make it because the studio was shut down after the developers couldn't explore options to better reach more players. That means Concord will always be forgotten because of it. It went under that Firewalk is gonna miss the celebration because their game flopped by having its bland cast of characters and maps, the $40 pricing on a hero shooter game and slow-paced gameplay. However, it will remain on Secret Level despite that.

These first and third party games have become gems of PlayStation that they are cherishable. We love these games and been holding them to our hearts for so long. If you have been losing track, the first PlayStation has great games. Then the PS2 followed suit and it is backwards compatible to every PS1 game. When the PS3 came out, some models can play PS1 games while some others can play PS2 games. Its storefront has a lot of PS1 games, but has a small library of PS2 games.

The one thing on how the classic titles were fizzled out after the release of the PS4 is due to the shift to the modern era. That's why Sony came up with a service, PlayStation Now. That service was terrible because of its limited selection of PS2 games and the lack of PS1 games. It's worth noting that the PS3's architecture is hard to work on, which is why the PS4 lacked backwards compatibility while the PS5 is only backwards compatible to both current and future PS4 games.

That's how PlayStation's previous anniversaries in the 20s didn't turn out to be exciting, and playing remasters of games originally released on the classic trio of consoles is just bullcrap that it is not nearly enough to make the previous milestone celebrations even more exciting since they work on modern consoles. But Ty the Tasmanian Tiger is an exception because the game and its sequel are faithful to their charming environment despite them remastered. You have to understand that.

But PlayStation 30th Anniversary will be even more exciting because of one thing that revived retro gaming in 2022. That is PlayStation Plus Premium. Before I explain how, I like to tell you one thing. 

There was supposed to be a patch that brings the PS Now version of PS2 games the PS Plus Premium treatment to have emulation features, but apparently, the PS Now version of PS2 games are gonna remain available while the PS Plus Premium version of them are present. But it's fine. I am deleting the PS Now versions of them and replacing them with the PS Plus Premium version so that I can take advantage of the handy rewind feature to rewind back to the point where I made that mistake and watch logos over and over again and switch between the NTSC and PAL versions.

Let's not forget that the PS Plus Premium version of PS2 games are faithful to the PS Now version of PS2 games, but have emulation features. There is a tell that hovering over a PS2 game displays the PS4 logo to represent that it's the PS Now version while hovering over a PS2 game displays the PS5 and PS4 logo to represent that it's the PS Plus Premium version.

With that out of the way, let's explain how PS Plus Premium is gonna make the milestone celebration even more exciting. Besides a bigger selection of classic games and adding new classics monthly, there are three reasons.

First reason is straight up an early look at the lineup for this month's retro games coming later this month. It was revealed to be Sly 2: Band of Thieves, Sly 3: Honor Among Thieves and Jak and Daxter: The Precursor Legacy. The lineup has sequels to Sly Cooper and the Thievious Raccoonus in the original Sly PS2 trilogy and the PS Plus Premium version of the next existing PS2 game. These are the games that I rented from Hollywood Video and they are on my wish list.

Second reason, a padding that we had this year with Sony is that they like to announce a lineup of new classics on each special event. This year's Days of Play announced Sly Cooper and the Thievious Raccoonus, Star Wars: The Clone Wars and Tomb Raider: Legends. The recent State of Play announced Dino Crisis and Blood Omen: Legacy of Kain. And PlayStation 30th Anniversary announced sequels in the original Sly trilogy and the PS Plus Premium release of Jak and Daxter: The Precursor Legacy. To my knowledge, there haven't been a new PS2 game so long since the launch of the new PS Plus, so they had to release a lot more PS2 games, including the lineup of three PS2 games coming this month to make things up.

After all, the PS2 is my most favorite PlayStation console because of games that have their charming environment, like Jak and Daxter, which will be the next existing PS2 game to get the PS Plus Premium release to have emulation features and Crash and Spyro games, the characters' smooth and thinned out look, the Dolby and THX logos, Radical's two Simpsons games, video game companies that were established and got defunct during the 6th era and the way copyright screens and logos flow.

Also, the catalog of PS1, PS2 and PSP games is continuing to grow because of the special events, so they have divided it into three separate catalogs. One for PS1 games, one for PS2 games and one for PSP games in time for the brand's 30th year milestone. However, there are some flaws in them. They have remakes and remasters and games that require the Extra tier on there and they seem a bit off. I feel like that they need to be updated to have latest classics and remove games that are part of PS Plus Extra, remakes and remasters for clarity because having remakes and remasters on the Classics Catalog makes it confusing and they work on more powerful consoles and so is having PS Plus Extra-eligible games on it.

Thirdly, playing PSP games on the big screen for the first time marked history, and it's largely applied to playing GB and GBA games on the big screen on with Nintendo Switch Online. Now, if I am correct, Sony is working a new PS5 portable console that is gonna compete with Nintendo's upcoming Switch 2 and Valve's Steam Deck. This is the first time Sony is finally returning to the handheld market since the PSVita launched in Japan back in 2011 until it was discontinued back in early 2019 in Japan before the PS5 was released, but remains available in North America. This means the PSP games will be played on the new handheld.

Reasons above, PlayStation Plus Premium is how PlayStation 30th Anniversary is gonna be even more exciting. Just so you know, if PS Now still existed in any way, shape or form, the celebration of the brand's 30th year milestone would never be even more hype. But that will never be the case because since PS Plus Premium is in order, it will continue to receive more classic games, meaning if and when the brand's next Anniversaries come, we will see new classics get announced on them.

And I know you are asking what about the sequels in the Jak and Daxter trilogy and its racing game. Well, they exist, but they are the PS Now versions of them. Since the PS Plus Premium version of the first game is coming, the sequels and the racing game will follow up.

One last thing to point out. We fans of PlayStation have enjoyed the tradition we all adore. It has been a wonderful product for 30 years. What I'm trying to say is that PlayStation will change you. You could be a part of this massive community. Let's look at the brighter future and not let go of the past together as friends and family.

Monday, November 25, 2024

Seasons of Mana Pitch

Visions of Mana is a game that I enjoyed as much as I enjoyed the Trials of Mana remake, whether it's the fact that it became the first mainline new Mana game in 18 years since Dawn of Mana first came out in Japan for the PS2 and the fifth mainline game, cinematic Class Strikes, Elemental Vessels or fun parts like the one where Careena, Palamena and Julei acted emotional, the other where Val was appointed as the Alm of Light while a Soul Guard and of course, Sly Cooper-esque moments we've experienced.

Before I get started with this pitch for the next mainline Mana game, I'm gonna talk about how Visions of Mana became the first new Mana title in 18 years. I'll be talking about only mainline games as the spin-offs are not mainline games and they come in different genres and varieties.

If you rewind back to the point when they were Square on that time, Final Fantasy Adventure is the spin-off of the Final Fantasy series and the first mainline game of the Mana series released on the Game Boy on 1991. Then Secret of Mana came along to be a sequel on the Super Nintendo in 1993 to shake up the gameplay a bit by having the player character and their two teammates and a ring system. Followed by Trials of Mana released in 1995 for the Super Famicom (also known as Super Nintendo in North America) and was an inside game, never released outside of Japan. Followed by Dawn of Mana released on the PS2 in 2006 in Japan as the first title under the Square Enix name and the first 3D game. To my knowledge, there has not been new mainline Mana game for the 7th generation consoles for ten years since Dawn of Mana came out. That's why the series had to be on a ten-year hiatus.

After the series' ten-year hiatus, Square Enix enlisted studios to make 3D remakes of their old games. And it went well with Adventures of Mana being the first 3D Mana remake that is a 3D remake of Final Fantasy Adventure, first Mana title. Then Secret of Mana followed up to have 3D graphics, but faithful to the original gameplay and story. Then Trials of Mana also followed up to not just have 3D graphics, but also shake up the gameplay by being open world rather than have a top down view and have the new class system and a new and improved combat system kind of similar to Rogue Galaxy that you earn EXP, money and items after defeating all enemies in an area. But I don't mean in terms of attacking because you can't attack outside of combat and the HUD appears during combat in Rogue Galaxy.

The reasoning for the 3D remakes is to call attention back to the Mana franchise to pave the way for new mainline Mana titles to have 3D graphics going forward, with the first being Visions of Mana, the first new Mana game in 18 years since Dawn of Mana first came out in Japan and became the second open world action RPG. The process started when the demo version came out with the part where Square Enix teamed up with One Tree Planted to plant 25,000 more trees globally once the goal of 60,000 hours of watch time on the demo version is met. It succeeded as the goal was met to plant more trees worldwide.

The main reason for bringing more trees across the world is to fight deforestation and encourage reforestation. Trees produce oxygen, right? So when there are leaves, trees also produce mana across the world. When Autumn comes, the leaves change their color and they fall from certain trees and they will not have any leaves until the Spring when trees grow new and green leaves. Without trees, there is no oxygen and without leaves, there is no mana and healing. The only fun thing about forests is that they make me think of Elora from the Spyro franchise because she is one with the forest with her leaf dress and healing powers. Only during the Spring and Summer.

Now, my playthrough of Visions of Mana became pretty darn spectacular. But my Morley: Renegade Moon joke has pretty much flopped. I'll tell you how later. But the Palamena: Water Princess joke has succeeded that her name has an -ena suffix at the end and it's a successful joke of Xena: Warrior Princess and Fena: Pirate Princess. And so do falling on bottomless pits making me think of Spyro: Reignited Trilogy. Then Julei came along to serenade the party with his guitar. While a no brainer, he is believed to be a fun character to play kind of like Umbrella from Skullgirls because of the fact that he can wield his umbrella and he uses it to glide. Unfortunately, I have not experienced any Maggie and the Ferocious Beast vibes. Not even one. But thankfully, I came across multiple vibes other than the Ape Escape and Xena: Warrior Princess vibes. I'll tell you what they are later, so stay tuned for that.

I could just relax, do some side quests and take on Elemental Aeries while learning about Liza's petrification and the calamity of the Earth Village and mourning the loss of Hinna. But what really annoyed me is when I'm about to ride on Flammie on the way to kick Daelophos' butt in the final battle again after I defeated Aeve Zalaha, I realized that riding on Flammie quickly overheated my PS5 despite equipping it with a cooling accessory. I had to hold my PS5 near my portable air conditioner until I exit Flammie. I would just groan and stick with riding on Vuscav. But a hotfix was released and that will hopefully keep my PS5 from overheating while riding on Flammie.

I did enjoy Visions of Mana a lot that it became the first new mainline Mana game since Dawn of Mana first came out on the PS2 in 2006. The best part about it is that the developers made a new Mana game that is perfectly on par with the Trials of Mana remake in terms of the open world perspective, combat and the class system. They have the formula to do so, meaning that if and when the next Mana title potentially Seasons of Mana goes into production, they can know how to make a great new Mana title just by copying and pasting the coding and physics used in Visions of Mana and start from there rather than retooling it from the ground up.

But there is one minor problem I had with Visions of Mana, and it's not developed in Unreal Engine 5. Ever since we entered the PS5 and Xbox Series X/S era, Unreal Engine 5 was announced. It is a far superior version of Unreal Engine that uses Nanite and Lumen to produce photorealistic lighting and rendering on games. It pretty much succeeded with Fortnite being a testbed for UE5. Then MultiVersus came along to have it at launch, but it only used Lumen to produce realistic character lighting. The reason why Visions of Mana doesn't have photorealistic lightning and rendering is because it was developed in Unreal Engine 4 like Trials of Mana. It's considered lukewarm that it lacks realistic rendering and nuance.

So, what if we spice up the graphics up to UE5 standards so that the game would have photorealistic rendering, ray tracing and realistic effects within the 3D environment? Maybe the elementals can have real world elements. For example, if Undine was summoned, you would see the realistic rendering on the water effects. And if they are in a desert, you would see the realistic rendering of the oasis, cacti and sand. Maybe you would experience the realistic rendering of the forest to resemble the ones in my old stomping grounds and other States where forests are found at like in Mylos Woods. And maybe the characters can have wetness from the rain and dirtiness. I believe that this can be done in the style of... Ys X: Nordics, maybe?

Objectively, the best game engine out of others tied with RE Engine is Unreal Engine 5 because of Nanite and Lumen. If and when Unreal Engine 6 comes into fruition, there's no telling how even more realistic future 3D games would be once they are developed in it. The PS5 Pro has launched, so if this game gets chosen to receive PS5 Pro enhancements, that would make the environment even more real. That is one thing so far in this blog post. I got plenty more to give you, so with that being said, it's time to begin my pitch for Seasons of Mana.

The next thing I like to see that is from Secret of Mana, a land of four seasons on the world map. You know that Secret of Mana has the land that has four seasonal themes of Spring, Summer, Autumn and Winter. This one applies to the name of the next Mana title, hence Seasons of Mana. But it is gonna be a lot bigger and more dedicated than Secret of Mana's.

Now, the four areas would depend on the elementals' power. If they are in the Spring area, Dryad's powers get buffed. In the Summer area, Salamando's powers get buffed. In the Autumn area, Gnome and Sylphid's powers get buffed. And in the Winter area, Undine's powers get buffed. No matter which area, Luna, Lumina and Shade's powers would remain the normal amount. This land is how you get to the Tree of Mana. To get to the Tree of Mana, you would go through the land of four seasons, starting with Spring, then Summer, then Autumn, and finally Winter. Then you would arrive at the area where the Tree of Mana is at dwelling the Goddess of Mana and the legendary tool, the Sword of Mana.

The land in Seasons of Mana has a lot of scale that it's gonna be much bigger than Secret of Mana's.

The next thing I like to see in Seasons of Mana is a party of six characters with an even gender composition. Let me stress a little bit. Even gender composition. What I mean is that a party of an even number of characters has several male characters while it has the same number of female characters as the male characters and vice versa. Trials of Mana handled having six characters with an even gender composition, but you can choose up to three characters. Picture the next Mana title to have a party of six. While you can only have three characters in battle, the other three characters can also earn 100% of the EXP like the inside characters, similar to Ys: Memories of Celceta where it involved a party of six with an even gender composition and all characters in a party earn 100% of the EXP.

Now, the next thing that is a returning thing I like to see in Seasons of Mana is a Soul Guard and their Alms. Visions of Mana's story involved having Soul Guards and Alms, so they would also be part of the next Mana title. Why Soul Guards and Alms are important? Well, I'll tell you. Alms are beings that are appointed with the elementals and they can have access to the Tree of Mana, not Soul Guards, which guide Alms to the Tree of Mana.

If you played through the story, Hinna was appointed as the Alm of Fire. Then Careena came as the Alm of Wind. Followed by Morley, appointed as the Alm of the Moon. Then comes Palamena, appointed as the Alm of Water. Then Julei followed up as the Alm of Wood. Followed by Aesh, appointed as the Alm of Darkness. Oh and the cherry on top, Val was appointed as the Alm of Light while a Soul Guard, which received a huge praise because a Soul Guard can also be an Alm like Liza, who was a Soul Guard and also the Alm of Earth.

Now, picture the next Mana game to have Alms and they can't be lost in situations like what happened to Hinna and Liza. And since the party of six with an even gender composition is a part of my pitch, the party of six must have Alms of Fire, Water, Wind, Earth, Moon and Wood while those outside of the party would be Alms of Light and Darkness and one of them in a party would be both a Soul Guard and an Alm, like Val. One of the Alms in a party of six is the main character.

I know you are asking what about Final Fantasy XIII. Sure, it's an RPG that has the party of six with an even gender composition, but they each have Eidolons and that's the coolest thing about it. Sadly, the Eidolon-esque creatures that characters would have to earn will not be in my Seasons of Mana pitch, so into the dumpster it goes. But what will be done for Alms in Seasons of Mana is that the Soul Guard must gather the Alms of Fire, Water, Wind, Earth, Wood, Moon, Light and Darkness before going to the Tree of Mana, which would be located at the land of four seasons.

Over to the next thing I want to see in Seasons of Mana, a consolidation of handling and behaviors of the Class Strike gauge between two open world games. Trials of Mana handled each character having their own Class Strike gauge and they have up to four Class Strikes and subsequent Class Strikes go either the darkness side or the light side while Visions of Mana handled having one Class Strike gauge for the player character to burn and they only have one Class Strike for each character depending on the vessels they equipped. So what if we consolidate the Class Strike gauge handling and behaviors between Trials of Mana and Visions of Mana?

I think that consolidation could work like that so that all three characters in battle can have their own Class Strike gauge and one Class Strike in four levels that measure by intensity. If Trials of Mana handled three characters having their own Class Strike gauge while Visions of Mana handled having cinematic Class Strikes, then Seasons of Mana would consolidate that so that the player character and the two teammate characters can each have their own Class Strike gauge, but they can only have not four, but one Class Strike in four levels depending on the intensity. And they would have one class that comes in four levels.

Instead of me just telling you, I am also going to show you what the ingame HUD would look like in Seasons of Mana. The middle meter HUD is for the player character. Both ends are for the player character's teammates. The right one is for Teammate 1 and the left one is for Teammate 2 to emulate the HUD style in Trials of Mana that is easier to read. The bar below the MP gauge is the Class Strike gauge coming in multiple levels. The blue diamond with a 1 on it means your level 1 Class Strike is available to use and the blue fill up is for your level 1 Class Strike considered to be a Base Class Strike.

The green fill up is for your level 2 Class Strike and the green diamond with a 2 on it means your level 2 Class Strike is ready and the intensity increases a bit as an Arcane Class Strike.

The yellow fill up is for the the level 3 Class Strike and the yellow diamond with a 3 on it means your level 3 Class Strike is ready to go and the intensity increases up to the penultimate point and it's considered your Burst Class Strike.

And last but not least, the red fill up is for the level 4 Class Strike, or the Ultimate Class Strike and the red diamond with a 4 on it means your level 4 Class Strike is ready to go while the red fill up is for the level 4 Class Strike. Level 4 Class Strikes would be so cinematic that they grant the character's power to unleash their ultimate potential and they would be far far more cinematic than Trials of Mana's level 4 Class Strikes. Consider them their Mystic Class Strikes. There is a special rule on how to unlock a level 4 Class Strike that I'll explain later.

At the begining of the game, you would start at level 1 to perform a level 1 Class Strike. Then you would go to the next level by interacting with the object to go up a class level, but a special item is required to go up a class level. Trials of Mana handled having four Class Strikes, but Seasons of Mana would have one Class Strike in four levels that measure by intensity. The higher the level, the higher the intensity.

Here's the next thing that is another one of the things I want to return in Seasons of Mana, Elemental Vessels. They are cool items Visions of Mana handled. Equipping it changes their weapons, classes and magic depending on the vessel and for use in battle. And to equip Val the Lumina Lantern makes him quite core with him being the Alm of Light while a Soul Guard. So if Visions of Mana had eight playable characters in a party to include Hinna, Liza and Aesh, I would equip Hinna the Salamando Candle, equip Liza the Gnome Shovel and equip Aesh the Shade Sight to make them quite core with them being Alms of Fire, Earth and Darkness.

While Seasons of Mana can have Elemental Vessels, equipping it doesn't have to change their weapon choice or change their class. They would stick with one weapon and one class once equipped with an Elemental Vessel. Once equipped with an Elemental Vessel, their level 1, level 2 and level 3 Class Strikes would be elemental while unequipping it would perform non-elemental Class Strikes. But not the level 4 Class Strikes. Instead, they can give the character power to unleash their true potential as an Alm. Think of Corporeal Magic Attacls in Blue Dragon where the characters' shadow unleashes their true potential.

Here is the next HUD pass for the Elemental Vessel HUD. The diamond shape represents the HUD for the equipped Elemental Vessels. The HUD disappears when an Elemental Vessel is unequipped. But a separate gauge for Elemental Breaks would be located on the left and fills up when collecting Mana particles that appear from using Elemental Vessels against enemies.

The next thing that is something that is never featured on previous Mana games, Triple Strikes. This is something that has never before seen in a single Mana game. Triple Strikes are combined attacks that allow three characters to perform their cinematic combined moves. Triple Strikes have different combinations depending on the composition.

Now, picture a Triple Strike in Seasons of Mana. Here are two examples. If there are three male characters in battle, their Triple Strike would increase their manpower and unleash a frontal assault against enemies. And if there are three female characters in battle, their Triple Strike would offer temporary immunity of enemy attacks. I think they could work like that in a Mana game.

However, there is a bit of a snag to this. We had to press the right trigger to perform Class Strikes and the left trigger to use Elemental Vessels. But what if we press the left and right triggers simultaneously to perform Triple Strikes? That could work.


This is what the character HUDs would look like in full form when you have an Elemental Vessel eqipped to each character, have three characters in battle and came to the point when you are granted to do a Class Strike. When you have three characters in battle, the Triple Strike meter appears in a circular form that the gauge fills up clockwise when dealing or taking damage. It's doesn't make sense for both meters to fill up when dealing or taking damage, so what will make sense is collecting CS particles fills up the CS gauge while dealing or taking damage fills up the Triple Strike gauge on the right. However, the gauge is greyed out when one teammate dies or turns into stone. So again, this is what the in game HUD should look like in full form for Seasons of Mana. In fact, the HUD is easier to read.

And last but certainly not least, an extra story chapter. When you beat the game for the first time, an extra story chapter unlocks and it's to backtrack to the part of the story to have a new event that takes place before the final battle. Trials of Mana's extra story chapter backtracked to the part of the story where we switch to Class 4 to defeat Anise before saving the Goddess of Mana again. Visions of Mana's extra story chapter backtracked to the part of the story to reveal the answer on who is the true mastermind behind Etaern's tragedy after hearing that Morley is not the one responsible.

If you have been living in a pineapple like SpongeBob or living under a rock like Patrick, it revealed the true mastermind behind Etaern's tragedy, and that is Passar. Now, Passar was one of the characters who was quite the judge of character. He became so iconic that removing him would make things any less core to the backtracking part. If you played through the extra chapter, you would know that according to Morley's horror, Passar was revealed to be a true scumbag responsible of causing Etaern's tragedy by stealing the orb from the giant hourglass that he would plot to turn Illystana into his dastardly base using Aeve Zalaha. I mean, come on!

Sure, Passar would've gotten away with it too if it weren't for those meddling kids. Or in Visions of Mana's case, meddling Alms. So when Passar was revealed to be true mastermind, everything is great, right? Sure, everything is just peachy keen. If Seasons of Mana is gonna have the extra story chapter when you beat the game to backtrack to the part of the story to have a new event before the final battle, what's it gonna be? The answer is unknown. But we do know one thing, that if you beat the game for the first time, the extra story chapter in Seasons of Mana would unlock and would entail acquiring a very special elemental item required to go up to Class 4 to grant you the power to unleash cinematic level 4 Class Strikes and defeat the true penultimate boss before defeating the final boss again.

For vibes I experienced in Visions of Mana, I said that there are multiple vibes other than the Ape Escape and Xena: Warrior Princess vibes I experienced. The vibes I have experienced are the Inside Out, Scooby-Doo and Johnny Test vibes. Inside Out vibes is when Careena, Palamena and Julei acted emotional, Scooby-Doo vibes is when Passar was revealed to be the true mastermind behind Etaern's tragedy, and Johnny Test vibes is when Palamena appointed her brother, Iain as the King of Illystana. It's like hearing the sound of hitting collectibles in Crash Bandicoot making me think of the old Nick Jr. logo, probably. If Seasons of Mana is going to get existing vibes and Simpsons vibes or something, I'll be hyped for that. And this will count as an optional thing I want in Seasons of Mana.

Making a pitch is easy, but it can be hard for me to come up with a lot of ideas on this post because there are a lot of avenues Seasons of Mana can take and I can't afford to crush any creativity when it comes to having a barrel of ideas. What is really hard is analyzing ideas that I like and don't like, so I just want to cover the ones that I want in Seasons of Mana.

There is a padding that we had with Square Enix. They like to release a 3D remake of the original mainline titles and the new titles each even year. 2016 was Adventures of Mana, the 3D remake to Final Fantasy Adventure, first mainline Mana game. 2018 was Secret of Mana. 2020 was Trials of Mana. 2024 was Visions of Mana. And 2026 will be Seasons of Mana and that will be the year when the series celebrates its 35th Anniversary. Let's not forget that 2026 will be the year when the Mana series celebrates its 35th Anniversary because Final Fantasy Adventure is the first Mana game of the franchise released in 1991 despite having "Final Fantasy" in the title. They haven't released a new mainline game in 2022, so they put in a new spin-off, Echoes of Mana as a buffer between the remakes and the new games to give the companies time to develop new mainline titles.

However, there is one catch. The next Mana title is potentially Seasons of Mana. What this means is that the name may or may not change. We will have to wait until 2026 to be in the know for the next mainline Mana game.

Tuesday, October 29, 2024

MVS Appeased the Smash Community + Feedback

I think MultiVersus has appeased the Smash community. No, I mean it. MultiVersus appeased the Smash community. Yes, I know that this is a bold take. I know that they are a bunch of naysayers that are against that, but it's alright. I am going to explain how, so let's get right into it.

Still here? Good. The main thing that they are gonna say is that MultiVersus did not appease the Smash community, but Smash Ultimate did. Sure, Smash Ultimate has an insane amount of sales since release and has every character released throughout the franchise, but the game has ceased active development after Sora from Kingdom Hearts came out. Then Smash Ultimate had landed in a very awkward position that makes things unbearable.

Because Nintendo is not gonna deliver future content to the game anymore, it took a turn for the worse when Steve from Minecraft remained OP. Fans that partake in tournaments were going to town as him because he is so OP that they would use him as a trump card to win tournaments. They want him nerfed, but there is no way to fix this because Nintendo is not patching the game anymore. Which means that Steve will stay that way forever. But TOs have taken drastic measures to globally ban Steve from tournaments and that's agreeable, right? Sure, people who partake in Smash tournaments would like to play as Steve as their trump card, but he had to be globally banned because he is OP and the game won't receive future balance changes.

Another awkward spot was encountered for the Smash community before this one. There is an ongoing trend regarding people hating Fire Emblem characters. The source started when Corrin was released on Smash Bros. for the 3DS and Wii U. Then the hate continues when Chrom made his debut to Ultimate and made things worse by sharing his moveset with Roy. Then things took a turn for the worse when Byleth was announced as the final Fire Emblem character and became the most hated character reveal. This hate became the fact that there are a lot of characters who use swords. That became a plothole on Smash. Except that all of this was debunked.

Smash has been a staple of EVO since 2007. But back in 2022, Smash has been taken out of EVO. It's not because Sony bought EVO. It's because Nintendo had to distance themselves and they have no intentions of working with Sony since they purchased the most prestigious tournament of the Summer. We haven't seen Smash being at EVO for three straight years. It turns out that Smash may not be at EVO ever again.

And there is a fun fact to this. Sora from Kingdom Hearts became the final DLC character for Smash Ultimate. Sakurai worked for Sora Ltd. The company name he worked for became a meme that Sora is the cherry on top. It's bold, but satisfying. Not that lukewarm mind you, but it all satisfies the fanbase of Smash. It's sad that Smash Ultimate is the final game of the Smash franchise that has every character introduced across titles.

After the release of Sora to close out the Smash franchise comes other Smash clones with different characters from franchises, like Nickelodeon All-Star Brawl and the critically acclaimed MultiVersus. How is it that MultiVersus has appeased the Smash community in general?

At an end of the Open Beta era, Player First Games creator, Tony Hunyh has announced that they would take down the Open Beta to prepare for launch after he said that they had a lot of work to do and had a clearer view of what they needed to focus on, specifically the endless content cadence of new characters, new maps, new game modes, better netcode, balance changes and more possibilities. This is where you would be disappointed that the servers had to be taken down. Well, it's a wise decision. It's probably one of my most favorite parts during MultiVersus' development and it's considered their moment of silence.

As we approached to the point when we get a big announcement regarding MultiVersus' development, their X account did some testing to make sure things are working properly for the big announcement. Lo and behold, MultiVersus has returned for launch with drastic changes, like the removal of Gold in favor of multiple currencies, the removal of the same attack decay, the shift to Unreal Engine 5, new eight-week Season cadence and Rifts and additional characters like Banana Guard from Adventure Time and Joker. These characters are considered a solid pass. The cast of characters is the main reason why MultiVersus had to be considered the best Smash like game. While this seems like a bold take, MultiVersus is the insanely Smashing game. No pun intended. I have a feedback to give to Player First Games later on this blog post, so you'll have to stay tuned for that.

And now, where it stands, Season 3 is going strong today and the midseason patch got some interesting developments. We got two new queues that I'll go over now. First is the Wacky Weekend game mode. It's a special game mode that have a randomized assortment of specialty game modes like Cart Racing, Volleyball, 3v1, Spotlight, Counter, Splat, etc. It is considered to be the Toys for Bob Labs of MultiVersus. Because it is called Wacky Weekend, the game mode gets available every Friday, Saturday and Sunday. And there's another queue that we've been asking since the game launched, which is the Casual game mode. This is a game mode where we play against bots in 2v2 as a practice session for when we are not ready to play against real players yet. I have been using it to grind my Battle Pass and rewards.

Now let's go on to an even more interesting development, which is the release of the 7th DC character, and that is Nubia, Queen of the Amazons. Nubia is a heroine on DC Comics that wields the Staff of Understanding. For those of you who may not know, she is Diana's sister in Themyscira. That's what makes this an interesting development that we now have two Wonder Women, but call her Nubia to distinguish that.

Reason why Nubia deserved to be in MultiVersus is actually not the fact that we got two (four if you split the Powerpuff Girls) more female characters in Season 3. She needs the same level of attention as her sister and she deserves to unite with her sister. All regarding Nubia's debut became beneficial enough to honor the comic book series that feature her available in a comics shop and book store. And that is probably one of the most exciting events since... I don't know, Nelvana of the Northern Lights, perhaps? If we get an 8th DC character, I'll be ready for that. In fact, if the 8th DC character is a female, that would even the DC department by gender.

And yes, for those of you would say what about Iron Giant, well, his default variant tagged him as a DC character because he has an S on his chest. But Iron Giant is not originally a DC character despite his default variant having a DC tag and an S on his chest.

And that's not all. I have finally owned every single fighter permanently before Season 4 releases. It's no coincidence with the part where I unlocked every single Hero and Power in Crash Team Rumble before Season 4 releases because the game has ceased active development due to Toys for Bob spinning off from Activision to be an independent studio. Which means that their future titles will not be published by Activision going forward.

With that out of the way, here is the main point I like to make. Player First Games have been seamlessly giving us new content since the early access launch. They went from the extra mile to make MultiVersus the best game it can be without the need to cease active development, from chaging the currency output to shifting to Unreal Engine 5 and better netcode. That included making Season 3 more developing that we are getting more female characters, starting with the Powerpuff Girls to Nubia.

Because Smash Ultimate has ceased active development after the release of Sora to not patch the game anymore, Steve is gonna stay OP forever. But Player First Games is differentiating their enigma and approach from Nintendo's, meaning that they have the resources to endlessly deliver future patches for years to come, including new characters, new stages and new game modes and balance changes that nerf overpowered characters and buff underpowered characters. Endless possibilities to make MultiVersus the best game it deserves to be, meaning that Season 4 is inevitable to release on November 17. I am hyped to see who are the new characters coming in Season 4 and what will it have in store for me.

I was hyped to see who are the new characters coming to Crash Team Rumble Season 4, but it fell short and ceased active development at 13 Heroes and 10 Powers. But on MultiVersus, it will never be the case, which means Season 4 is inevitable to expand the roster to 33 characters. So is Season 5 to expand the roster to 35 characters and launch early January. Season 3 is winding down as it enters the 7th and penultimate week, meaning that Season 4 is fast approaching and we're a week away from getting a Season 4 trailer on who to expect. If I plan to livestream both Crash Team Rumble and MultiVersus, it's gonna be a fun moment for me. Except that Crash Team Rumble is not free-to-play that I need to have my PS Plus Essential membership and there is no PC release.

And because of the reasons alone, MultiVersus has literally appeased the Smash community by having an endless content cadence of new characters, stages, game modes and balance changes. We are approaching the end of 2024 and the New Year. I am already excited to see what PFG has planned for MultiVersus in 2025, and we know that Season 5 will release early January. It's gonna be an intense moment we've been waiting for. As a matter of fact, MultiVersus will not be the only 2v2 fighting game because the next 2v2 fighting game coming for this generation is 2XKO, and that's something we'll look forward to.

Before I wrap up my monologue, I want to point out that Player First Games is currently accepting feedback, so I have feedback to give to them. And the first thing I like to see implemented is end of match victory dialogues between two certain characters in 2v2s and 2v1s. MultiVersus has a plethora of character specific voice lines that are fun to hear. To make the game more enjoyable, I like to hear some victory dialogues in 2v2 matches and I believe that they are gonna be in a form of BBTAG where two certain characters have a victory dialogue between them. A perfect example for two certain characters having a victory dialogue could include Wonder Woman and Nubia having a victory dialogue between them as sisters. Stuff like that.

To forward this, I also like to see character specific victory lines in 1v1s. They are really fun and awesome to hear and I know you guys love those as much as I do. Now, an example would include that if Batman defeats the Joker in a 1v1 match, you would hear his voice line specific to the Joker. In total, in the voice department, I like to see post-match victory dialogue between two certain characters in 2v2s and 2v1s and character specific victory lines in 1v1s.

And next, the sorting options in the Fighter Gallery. MultiVersus has an ever growing cast and each character is gonna have their mastery level. What if we sort the gallery alphabetically, by ownership and by Mastery level? It's gonna work for sure. It makes things easy to tell. And also the role filter that filters characters by role.

Now for the third thing I want implemented, the overhaul of custom game lobbies. Currently, you can create a custom game lobby, but currently, because they are private, they are only for friends to join, not anyone else and it's a bit lukewarm to create custom game lobbies only for friends to join. Now, we can overhaul the behavior of custom game lobbies so that not just friends, but also anyone can join, making them really public

The fourth and penultimate thing, the pre-match lobby screen. Ever since the game launched, the UI received some drastic changes from the Open Beta era. But there is a Change Fighter button. Every time I select it, it takes me to the Fighters page and that flow doesn't make any sense at all. I feel like that the button should be removed along with the button with a picture of a hanger in favor of the pre-match lobby screen. Imagine queueing up for a match. If a match is found, we would enter the pre-match lobby screen where we select a character and their skin afterwards. If we choose a character, then we would select their skin afterwards. We had that flow in the Open Beta era, so we want it back.

Also, the fighter select screen in the pre-match lobby would look different for the Open Beta era so that it can be similar to Hi-Rez's games, by having role filters and three rows that have ten fighters on each row. Since we currently have 31 fighters, the scroll bar would appear on the right side of the selection, making a new row. So you would see the first three rows.

And last but not least, ultimate abilities. Since we entered the Wii era, the first Smash game that started having super moves was Super Smash Bros. Brawl. The super moves are called Final Smashes and they are performed when one of the characters cracked the Smash Ball open. That's one of the coolest things about it. And in Smash Ultimate, the Final Smashes are very very intense as some characters have cinematic Final Smashes.

However there is something to forward this on my feedback; cinematic ultimate abilities for all characters. Instead of thinking Smash Ultimate, let's think a little in line with Nickelodeon All-Star Brawl 2 where the ultimate abilities were implemented. The ultimate abilities in MultiVersus would be far far too intense and all characters would have intensely cinematic ultimate abilities. How would they use ultimate abilities? Good question. We know that each character has a gauge that is consumed for dodging, parries, teching and the newly announced shielding mechanic, so I believe another gauge for ultimate abilities would suffice. They can fill the gauge up by collecting particles that appear when dealing damage to opponents. Once full, we simply press the special button without inputting a direction.

And this concludes my feedback that I am giving to Player First Games. Here's to a brighter future of the game we all love.

Saturday, October 12, 2024

My Action RPG Idea Pitch

I was on the PS Store looking at RPG Maker. It's a franchise that involved players creating and sharing their own RPG to the world. I would love to try it out and make my own RPG. But I am into action RPGs more. They have more content and more plots and vibes than turn-based RPGs. That's why I wanted to do this pitch for my action RPG idea, so that being said, it's time to begin my pitch.

First off, a open world perspective with 3D graphics in Unreal Engine 5. When the Trials of Mana remake was announced, it shaked up the gameplay by being open world rather than having the top down view to have the Class System and an improved combat system. For Unreal Engine 5, the coolest thing about it is that it uses Nanite and Lumen, two major features that produce realistic rendering and lighting.

Now, picture playing an action RPG game developed in UE5. When the characters are in a cave, you would experience better lighting on them and photorealistic rendering on the stalagmites. When in a rainforest, you would experience its photorealistic rendering on trees. And when in a desert, you would experience the photorealistic rendering on the sand, cacti and oasis. In an objective sense possible, UE5 reigns supreme and it's a superior version over UE4 because of Nanite and Lumen.

Now let's move on to the next thing. A party of six characters with an even composition. When we entered the PS2 era, one of the RPGs that have the party of six characters with an even gender composition was Wild Arms 5. Now, I love Wild Arms 5. The game has a party of six that is even by gender. Three male characters and three female characters. I remember playing this game from back in the day. It's a great RPG.

However, since this is my ARPG pitch and Wild Arms 5 is a turn-based RPG, let's think Ys: Memories of Celceta. And I don't mean follow it up to be similar in terms of having up to three characters in the battlefield and other three outside the battlefield. But imagine an ARPG where you would have more than three characters in battle like in the Last Story, Valhalla Knights 3 and Star Ocean: Integrity and Faithlessness. So again, while it would have all six characters in a party, the battlefield doesn't have to be limited to three characters. It would have all six characters in the battlefield and the player can switch between characters.

The next thing I like to see on my ARPG idea is dedicated combat system. Read my words carefully. Dedicated combat system. Let me explain about what do I mean by dedicated combat system. On the PS2 era, one of the action RPGs that have the dedicated combat system was Rogue Galaxy. What I mean is that outside of combat, the characters in Rogue Galaxy can't attack. And they can only attack during combat because of the attack gauge that depletes when attacking.

But to tone down the dedication, let's make it semi-dedicated combat system. Instead of thinking Rogue Galaxy. Let's think of something a little more in line with Trials of Mana because the player character can attack both inside and outside of combat and it involves earning EXP, money and items after defeating all enemies and bosses in area. That's what I mean by semi-dedicated combat system. That's why the two games that produced the best combat system were Trials of Mana and Visions of Mana.

A semi-dedicated combat system would also involve playing the in combat version of the map's music during combat to give regular battles the mood. Think of the original .hack games where the music plays the in combat version and gets out of the in combat state when outside of combat.

The next thing that I want to see on an ARPG idea that is admittedly an asset from Trials of Mana and that can be done in my pitch for the next Mana title, and that is one class on each character. Classes are specific to each character and they give them abilities, so this will be in my action RPG idea pitch. Each character would have one class that have up to four levels and each level would give you a Class Ability and each character would have their Class Ability gauge that can hold up to four levels. You can't level up a class until you have a special item required to level up classes.

For weapons, there are a lot of possibilities that characters can use weapons, so imagine if the male character that would be the main protagonist wields his greatsword like Val does. Maybe the first female character can wield her boots for kicking attacks like Palamena does. Maybe the 2nd male character wields his cards like Morley does. What would be cooler is that the 2nd female character wields fans like Careena does and a 3rd male character that is a young male character wields his umbrella like Julei does. But what about a magic wand? Is it gonna be left behind? Of course not! The 3rd female character would wield her magic wand, kind of like Angela.

The characters in a party of six are gonna play like that and the party of six is gonna work for sure. So would the class system. Which means the classes can be scale-agnostic and can bank off the fact of scaling as well.

Next up is interesting parts. You know that some RPGs have interesting parts. First off, the Johnny Appleseed bit from Wild Arms 5. If you aren't familiar with Johnny Appleseed, he was an American pioneer nurseryman, but in this case, the Johnny Appleseed part would be on my ARPG idea as a place like Wild Arms 5 has. The reason why I'm telling you this is because I enjoyed Wild Arms 5. I want to revisit that game and it's happening in the future because of PS Plus Premium.

Secondly in the interesting parts department is what I experienced on Paper Mario: The Thousand Year Door is getting into a cave located at an island. There is some degree to this when it comes to exploring dungeons. Like we know that we had to go inside the Pirate's Grotto. So what if we go into a cave located at an island on my ARPG idea? That can be a good idea to me, as long as it's not gonna be as tedious as the one in Enchanted Arms.

And speaking of tediousness, this is definetely one of the things I don't want in my ARPG idea. Annoying parts. Parts like these were always a struggle and the Enchanted Arms-style cave is not the only thing I don't want. There are other annoying parts I don't want implemented. First off is tedious puzzles. There has been one game that has the part where we must complete the puzzle in a limited amount of time. It's Genma Onimusha. I loved the game, but what I hate the most is solving the puzzle while a countdown is present. It became a tedious struggle. That's why I don't want any and I mean any bullcrap on my ARPG idea.

Second one under the annoying parts department is tedious directions in dungeons. Now that's another annoying thing I do not want to see in my ARPG idea. Take Tales of Graces f for example. The dungeon in the game is annoying to deal with. You just have to walk around in the dungeon until you finally make progress. To have annoying parts in an RPG is just a hassle to deal with and it's a waste of time. But there is one thing to alleviate that. The icon to represent your destination.

And last but not least, giant creatures for characters. If you played Final Fantasy XIII, it handled all six characters beating their Eidolon to earn it. And a TV cartoon that aired back in 2008 on Cartoon Network that involved teens using giant elemental creatures is Gormiti: The Lords of Nature!. Don't get me wrong. I do love me some Gormiti. Now, the characters have to summon their Gormiti in battle, so I thought that an ARPG would have that. But they would use it during giant battles and I think it's gonna be more Final Fantasy XIII than Gormiti in terms of giant creatures not being elemental.

If I were tasked to develop an action RPG, this is how I would do it by bring assets from other action RPGs to this one. But this one is just on paper and there might be some check boxes that can be left unchecked. So if this gonna convert the Mana fans into buying this game, will they want this? If it was greenlit and the trailer to this game dropped, then people would dislike bomb the trailer to show that they wouldn't want it because their action RPG would be deemed a lukewarm Mana-infused action RPG with its bland cast of characters because of what I said about their weapons, like the 1st female character would wield her boots for kicking attacks like Palamena does and the 2nd female character would wield her dual fans like Careena does, male character 2 would wield his cards like Morley does and so on and the combat.

To my knowledge, Concord became a perfect example of a flopped game. After two weeks, the game has flopped hard and was shut down in favor of Astro Bot, critically acclaimed game. What has happened is that the game has a bland and uninspirational cast of characters having their Guardians of the Galaxy style, slow-paced gameplay and the pricing of $40 on a hero shooter game. Fans are personally glad that Concord has flopped and shut down that they will never want to play this game since both trailers were dislike bombed and instead, wanted to play Astro Bot since its trailer has exploded with positivity. Guardians of the Galaxy is great, but in hindsight, if they planned to keep the Guardians of the Galaxy-infused mindset when Concord returns as a free-to-play title, they could literally make the characters and maps unique and inspirational.

However, if you catch my drift and have been living in a pineapple, any respective company can make an action RPG that would be inspired by Mana, the Last Story, Star Ocean and Valhalla Knights 3 to have several assets from the mentioned action RPGs. Besides, the company made a turn based RPG that was inspired by Final Fantasy, and that is Blue Dragon for the Xbox 360. Great RPG. I sort of want it to be remastered, but the company behind it is no longer on the console gaming business. They are on the mobile gaming business.

Also, this action RPG game I dreamed of may have Mana-infused characters in a party, but the companies must give the characters a lot of inspiration they need. They don't need to copy and paste the coding and physics from Visions of Mana and start from there as Square Enix can file a lawsuit against the outside developers that do. They can develop this game from the ground up and can be just on par with not just the mainline Mana games, but also other action RPGs as well.

I have a pitch for the next mainline Mana title coming soon, so stay tuned for that.