Its seems as though every Japanese made game I have played is plagued with archaic gameplay and technology. Here just a few of the annoyancesThe camera angles for the majority of their games are simply awful. Either their are no camera controls or horrendously placed cameras.
Their storytelling tends to be stale and predictable. And what makes it worse is the emotionless voice acting and unbelievable dialogue.
The main character is cut from the same cloth as every other Japanese game. The are overly badass and nothing bothers them or blindly passionate about saving the world.
Because of their inability to tell a story; and the strong belief that their story is very interesting, they bombard gamers with constant and meaningless cutscenes which frequently interrupts the game.
Horrendous loading times. It seems to me that very very few Japanese games have acceptable loading times. Its almost as if the game was not tested because the loading times for some their games are so long its hard to believe that it was tested. To make matters worse is the lack of re-instancing of a level when you die or fail the mission. Because the level is not being re-instanced, it is reloaded as if the data is not in memory, further lengthening the loading times.
It has gotten so bad that I avoid Japanese made games for these reasons and this has been my experience over the last ten years or more years of playing their games. Am I the only one that has this grievance with their games?Pedro
You can apply that very same argument to Western games:
-The camera angles for the majority of their games are simply awful. Either there are no camera controls or horrendously placed cameras.
-Their storytelling tends to be stale and predictable. And what makes it worse is the emotionless voice acting and unbelievable dialogue.
-The main character is cut from the same cloth as every other Western game. The are overly badass and nothing bothers them, or they're just plain emotionless bald space marines.
-Because of their inability to tell a story; and the strong belief that their story is very interesting, they bombard gamers with constant and meaningless cutscenes which frequently interrupts the game.
-Horrendous loading times and numerous bugs. It seems very very few Western games have acceptable polish or loading times. Its almost as if the game was not tested because loading times for some of their games are so long and the bugs too numerous, it's hard to believe that it was tested.
See, it's not so hard to generalize.
Mass Effect might not be a game in which your choices impact the core storyline (and I never claimed it does), but it still has meaningful choices regarding your character and how you interact with other characters and the gameworld. Various Western RPG's employ different types of choices. Some focus on your character, some on the storyline, some on the gameworld...the point is the all try to enable the player to leave his own mark in one way or another. Even Mass Effect, which is hardly a shining example of great RPG's, does more in this regard than the vast majority of Japanese RPG's.Regarding what you said about Shepard, I think you are simply not good at role-playing, perhaps even lack the understanding of what role-playing is all about. Shepard is not even supposed to be much more than an extension of the player, a vessel with whom the player interacts with the gameworld. If you don't invest yourself into the character then you kind of fail at role-playing.
I didn't find Mass Effect's storyline to be that great, really (the first encounter with Sovereign was the highlight for me), but it still has far better WRITING and STORYTELLING than pretty much any Japanese game ever made. The Japanese might be good with CONCEPTS, but all efforts are completely ruined with atrociously bad writing and voice acting save for a few select exceptions. It's like telling jokes. Tell a hilarious joke in a drab and monotone manner and no one will laugh. Tell a mediocre joke with verve and you will bring the house down. All stories are already told and most revolve around simple themes, they're just repackaged to make them seem fresh. It's how you tell them what really counts.UpInFlames
In other words, your only complaint against Japanese games is their English translated dialogues and dubbed English voices? So your basically attacking Japanese devs over the English localizations, something they have no control over? I hate to break it to you, but it's Western localization teams that are mostly responsible for the quality of the English translated dialogues and English voice dubbing. Just because the English dubbing might be good or bad, that tells us nothing about the quality of the original Japanese voice acting. In most cases, the original voice Japanese acting is vastly superior to the English dubbing, due to the original script being written specifically in that language with that culture in mind. That's the reason why so many anime and JRPG fans always demand dual-audio voice tracks.
And even if the English localization team does do a very good job, as is often the case with Square Enix titles, even the best localizations will never preserve the original script and meaning in its entirety due to the very nature of translation. For example, there are many words in a language that have multiple meanings, but during a translation, only one of those meanings make it through, thus any script translated from one language to another, no matter how faithful, are highly subject to the interpretation of the translators and will always lose the subtlety present in the original script. Furthermore, a direct translation from Japanese would often sound awkward in English due to the very nature of the language being different in addition to the cultural differences, so a high degree of interpretation from the translators is often required for it to make more sense to a Western audience.
In other words, localizing a game from one region and language to another is a much tougher job than you think. But at least Japanese devs and their Western localization teams at least make an effort to bring their titles Westside, whereas Western devs never make any effort to do the same in the opposite direction, which is why Western games are never popular in Japan. The very few Japanese dubs I've heard of Western games, most recently Uncharted 2, generally seem quite bad compared to the original English voice acting, so don't be surprised at the lukewarm reception Western games often receive in Japan.
If you're to use that broad definition than every game is a role playing game because I play the role of Mario in SMB Galaxy, I play the role of a Quarterback in Madden 2011...yadda yaddda yadda.
However if you take what Pen and Paper RPG's were...a bunch of people sitting around acting out whatever they wanted using only the confines of a rule set, then that would be different. If you then take the founding fathers' vision of computer RPG's and see they tried their best to emulate the PnP roleplaying games using the confines of technology and programming....your definition really doesn't fit....
Soin the early Ultima's when you had to live by the virtues, let's say honesty, did you forget that you can lie to people in dialogue choices and get dinged on your honestly and then when dealing with blind shop keepers, give them the correct amount of coin and make up for your bad deeds? The whole game was about balance and the game gave you the ability to do what you want but you still had to lean to the good side. It was the reason I was able to kill a hobo that I just gave coins to, just so i could get those coins back, make up for it later in the game and still beat the game.
and wrong. There are situations when talking to team members and I can give them orders to do something (renegade points) or ask them nicely (paragon points) neither of these options are good/evil/whatever you want to call it and neither have any moral bearing.
And are you still being a review jocky and getting your opions after not playing the game? how did that work out for you while playing the GOTY Red Dead Redemption. The issues with Mysteries of Westgate is that it was supposed to be one of the first expansions finished, yet came out last so it didn't have the bells and whistles as the later expansions. The majority of people were able to play it with no bugs. When you use reviews to to attempt to back up your opinion, try to go to more varied sources than professional reviews. try looking up user reviews from places like RPGcodex. your statements would be more accurate that way.
Also you fault WRPG's for shipping shoddy while patches are able to fix these problems. JRPG's will always remain static, safe and typical...while games like New Vegas (a game i strangely ran with only two bugs despite all the problems the reviews told me i would have) only improve in time while driving the genre further.smerlus
The earliest computer RPGs were all linear, rogue-like, dungeon crawlers. They never had anything even remotely resembling the branching plot choices you see in modern RPGs. It wasn't until a decade after the first computer RPGs appeared that they began offering dialog "choices" of some kind, and even these had no impact on the plot, which was still linear and would always have the same outcome no matter what. It wasn't until at least a decade and a half after the first computer RPGs that we eventually began seeing RPGs offering branching plot choices that affect the outcome. In other words, no, I don't buy that "founding fathers" claim.
"RPG" in the videogame sense does not refer to "role-playing", not even close. The definition for an RPG video game for the last few decades has always referred to the RPG-derived gameplay mechanics, not the way the story is presented or even whether there is a story at all. Like with all videogame genres, the videogame RPG genre is determined by the gameplay mechanics, not the storyline. If anything, the videogame genre that specialized in dialogues were adventure games, not RPGs. The concept of dialogue choices was itself something that RPGs borrowed from adventure games, not tabletop RPGs.
Besides, if WRPG fans are going to argue that JRPGs are not "real RPGs" because they don't let you make "choices" (even though many do, but let's pretend they don't for a moment), then by that same logic, a Japanese visual-novel adventure game is far more of an RPG than a WRPG. In contrast to most WRPGs which only give you an illusion of choice that has very little influence on the storyline, the choices you make in a visual novel has an impact on the entire direction of the storyline, and this is usually the norm rather than the exception. It's because visual novels are already very non-linear and quite popular in the East that it's not a necessity for JRPG devs to include branching plot choices in ever RPG they make, since visual novels already do them better.
With that said, countless JRPGs do in fact offer "choices", and I'm not just referring to Atlus games either. In fact, this is usually the norm when it comes to tactical JRPGs, where most of the major franchises in that subgenre have been offering plot-altering choices since at least the SNES era. And these choices are often more plot-relevant and morally ambiguous than the kind of choices you often see in most WRPGs. Recent examples of this include the Tactics Ogre remake and Radiant Historia released last month, both of which have evolved the non-linear branching plot concept much more than any WRPGs in recent years have done.
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