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About Me

Episode 07: Duke Nukem 3D - PC
Episode 06: Resident Evil 2 - PS1
Episode 05: Deus Ex - PC
Episode 04: Mega Man Legends - PS1
Episode 03: Jet Grind Radio - Dreamcast
Episode 02: Mega Man 4-6 - NES
Episode 01: The Neo Geo Pocket Color - NGPC

Nostaljourney is a retro gaming podcast that features an new cast every episode. Each episode is based on discussing a particular game or series, then finding people who are nostalgic for it and people who have never played it before. If need be we go so far as to donate all the necessary gaming hardware to the newcomers. We compare the experiences of the two groups to find out how well a game has really aged as well as discuss its history.

For younger community members it may be a chance to learn what gaming was like in the past. For older community members it may be a chance to discover what games are truly classic and what games are not. In general the show exists to evaluate and discuss the nature of nostalgia and for everyone in the community to get to know each other better. Because the show involves giving out free games, it only records once every couple of months.

Recent changes to the game plan will hopefully entail the show recording every 2 weeks.


Shadows of the Damned - Multiplatform
Alice: Madness Returns - Multiplatform
Dead Rising 2 - Multiplatform
Radiant Historia - Nintendo DS
Legend of Zelda: Spirit Tracks - Nintendo DS
Ace Attorney Investigations - Nintendo DS

Wryviews are my personal review series where I try to do things different from the norm by asking myself how well the game achieved its goal, instead of if I liked the game or not. Wryviews are a personal challenge to stay objective and identify who would enjoy a certain game, rather than complain about who wouldn't. I feel that being a good reviewer entails being able to identify each game's audience.


Mega Man and Bass - Gameboy Advance
Maken X - Dreamcast

Gemnalysis is a series where I hunt down lesser known or neglected games and make a case for playing them despite the fact that they're older. Instead of flat out reviewing these games I look at them from the perspective of a collector and go over the game's history, and special trivia it may have.


Boss Battle - Mark of the Wolves
Boss Battle + Final Match - King of Fighters 98

Fatal Impact is a series of community tournaments revolving around SNK fighters; rather, it was. I happen to host the tournaments, but only once in a blue moon when I have the free time. I accept any and all callers, though I am not an entrant. Instead I am a trainer who organizes my entrants and helps to improve their game while introducing them to new and lesser appreciated fighting games.

The Fatal Impact tournaments will likely not continue until SNK releases games with better netcode. With recent promises from Atlus, King of Fighters XIII is likely to become the next big Fatal Impact game.


King of Fighters 94
King of Fighters 95
King of Fighters 96
King of Fighters 97

The King of Fighters Love Letter is a series dedicated to the storyline and history of SNK fighting games. Many people don't know anything about SNK in general, and with King of Fighters XIII on its way I'm going to bring everyone up to speed on the story in the series thus far.

Now that King of Fighters XIII has an actual release date this series may continue beyond the first story arc (Orochi Saga), but it's difficult to find solid information on the series' backstory.





Podsumaki Episode 09: Mortal Kombat Special
Podsumaki is a fighting game podcast that I hosted on and organized. There was a lot of random smack talk but it was a fun show. Currently it's on hold and none of the hosts are sure if it will ever come back. Our last episode was our highlight, where we spoke with three of the best Mortal Kombat players in the US and discussed the Mortal Kombat community and the upcoming game. If you were to listen to any one episode of Podsumaki, I'd recommend it be this.

The Top Three Things "Gamers" Should Care About Less
Somebody on Call of Duty: Black Ops screamed at me for not being good enough at the game, even though I wasn't on his team. Thanks to that I decided to write an article on some of the biggest problems with the gaming community, mostly their inability to care about things that actually matter.

Tainted Beauty: The Death and Rebirth of a Genre
What we have here is an article revolving around the 2D fighting game genre, the path one must go through to become good at the games, and all the obstacles in the way of this that I feel eventually led to the temporary death of the genre prior to the release of games like Street Fighter IV and BlazBlue.

Wry Guides: Goozex Training Manual
Wry Guides are a series where I try to educate the people of the community by writing about something that I in particular know a lot about. More than anything else though, it's just me unleashing a bad pun upon the world.

Top 11 Dreamcast Games You Probably Didn't Play
In this article I recap my experience as a guy who loved the Dreamcast, because he grew up with it as one of his primary forms of entertainment. The games listed aren't the popular and trendy choices so much as the lesser played B-list and C-list games that only true Dreamcast veterans touched.

Hey, I liked it: Mega Man VII
Hey, I liked it was a series where I reflected on games that I'm fond of that weren't appreciated by many people. As opposed to Wryviews which are meant to be impartial, this was a much more personal series. This series might continue some day but I could really not think of a bigger black sheep game than Mega Man VII.

Wry's Dreamcast Homebrew Guide: Pre-Brewed
There was a time when I was extremely, extremely into my Dreamcast. I didn't just play tons of regular games that I found on sale, I also researched the wealth of bootleg Dreamcast programs. These days I'm a collector and I'm not concerned with unofficial software. I'm too busy playing games I actually own. Still I created a quick guide to some of the easiest and best programs available for the Dreamcast that can be used with no hassle.

Untapped potential: Stop breaking my balls
I suck at games: But not forever
My Expertise: The Grand Jackass of Obscurity
Nothing is sacred: Sequels
Groundhog Day: Can you feel the sunshine, Sonic?
I started writing about games roughly a year and a half ago, and since then my viewpoints and my writing style have changed. Destructoid's Monthly Musings were a good way for me to get started when I didn't have many article ideas. These are all the ones I wrote that were promoted to the front page. I'm not super proud of them anymore, but if you want to see my writings evolve a little bit you can compare these to my more recent articles.
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Wryviews: Fire Emblem - The Sacred Stones
Mike Moran | 12:33 PM on 09.27.2009 17 comments


Wryviews were created in the face of the illogical manner in which video game reviewers score games. In principle they are meant to strike out the bias inherent in most video game reviews by judging a game on what it aspires to be, as opposed to what the reviewer regards it should be. They are meant to inform the readers, and especially so not try to make decisions for them.



Welcome to another Wryview; my continuing challenge to objectively judge games by what they set out to be, and not what I might prefer they be. For the first time we're going to jump into the handheld ring and go over Fire Emblem - The Sacred Stones for the Gameboy Advance. Before going into this I knew next to nothing about this series aside from one major point: It's a Strategy RPG and when one of your characters die, they stay dead. More so than anything else this seems to be the single tidbit of information everyone knows, and at first glance the Fire Emblem series doesn't do much to jump out and grab your attention. Most people simply know that the series is challenging, and it definitely is; but I don't believe the characters die simply for the sake of making the game harder. What most people won't tell you is that every character--keeping in mind I can only speak from my experience in Sacred Stones-- has a personality and unique traits. It breeds a sense of attachment and personal responsibility when even the weakest soldier in your army has a history. Every one of your characters represents a personal investment; if not in one way, then in another.

As far as the plot is concerned you follow Eirika, the blue haired princess of a crumbling nation. Her country has been invaded by a previously peaceful neighbor, and her father has commanded that she flee and request aid from other countries. Initially Eirika seems to play the role of the damsel, but though she's repeatedly told to keep herself safe she gathers up a small army and takes on dangerous missions to help save her country. There is more to the plot than just that and its by no means bad, but the premise isn't exactly a new concept. That aside, the massive cast present helps fill things out.

The plot is relatively simple, but teeming with new faces that play their own small role in the story. Sacred Stones is actually the sort of game where it's easier to appreciate the story on a second run after you've gotten to know everyone. Thanks to the sheer size and speed of which you're introduced to some of the characters, it's easy for things to initially fly over your head. That's not necessarily a bad thing as the game lends itself to having strong replay value. There's an alternate scenario you can embark on about a third of the way through the game, allowing you to play as Eirika's brother in an entirely different part of the plot. What's more the game has varying difficulty levels and far more characters than you can manage to fit in your party, even with the ability to swap out characters at any time.



The setting is a classic medieval fantasy world. When most people hear that phrase they tend to start thinking of a world populated by Tolkien styled Goblins, Elves, and Dwarfs. Sacred Stones is decidedly more classic, sticking almost strictly to human characters and a rag-tag army fighting to save several Kingdoms. The fantasy is still there with elements like Mages, Monsters, and the occasional Dragon and Pegasus; but these elements are in the minority. These sort of otherworldly elements serve to add variety to what would otherwise be a cast of stylish, but normal characters. I found this a refreshing change of pace. Both the plot and the world have a sort of classic styling to them, and fantasy settings rarely use fantasy itself conservatively. The character design doesn't suffer for it either. As I said, some of the game's designs are pretty stylish.

I'm sure most people are familiar with the concept of a Strategy RPG. It takes all the elements of a traditional RPG and transfers them to a glorified board game where you move your army along a large map. Sacred Stones does its best to likewise make those maps feel like a small part of the world, littering each level with forts, rivers, mountains, treasure chests, villages, shops, and more. Villages in particular are interesting, as the townsfolk within often have information or give you items as thanks. The terrain of each level is drastically different--which again--lends to replay value. Still what really sets this game apart from others is the way characters are approached.



Sacred Stones and Fire Emblem in general doesn't let you touch a single generic unit. Every character has their place in the story and is introduced to your army by the course of the plot. You can expect to be given the opportunity to obtain two or three new units in each mission, which adds up very quickly. Not only do all of these new characters have their own personalities, but they can form bonds with eachother. When characters with compatible personalities spend enough time near each other on the battlefield they can actually converse. Each of these conversations are very well written and greatly expand upon the already existing dialog in the game's main storyline. What's more characters with bonds grow stronger in eachother's presence.

I didn't deliberately seek out the conditions for conversations, and no doubt they would have helped me get through the game much more easily. I only unlocked about 15 conversations, and the game was kind enough to inform there were several hundred I'd missed out on. Close to three hundred in fact. It really goes to show that everyone in this game has a distinct identity, even if in the bulk of the game they amount to little more than pieces on a chessboard. As I keep on saying, this likewise lends itself to replay value. Not necessarily to collect every conversation (that's crazy talk), but to create a different army with different friendships. Even if you don't seek to get to know your army better from a personal standpoint, you will make yourself acquainted with these characters if you intend to see the game through. Through the normal course of events these units must be properly managed, and very quickly you'll become familiar with them on a first name basis if not just for that reason alone.

Each character has one of many classes, their own set of perishable equipment, their own potential bonds with other characters, and their own set of stats and levels. Let one of your units fall behind in experience and they'll grow weak. Let another unit's weapons wear out and they'll be defenseless on the field. You'll really kick yourself if you wear out a RARE weapon while you're at it. You even need to make sure to observe and train a character's weapon proficiencies so they can get more advanced equipment.

Actually playing the game is simple: Move allied unit; attack enemy unit. Thankfully it's not overwhelming at first, but all the information you need to follow and direct may take time to get used to depending on who you are. Eventually though you will have to enter a level of extreme micro-management to be effective. It can happen very naturally should you have a personal interest in the characters, but either way you'll become familiar with dozens of characters and guide them with careful consideration of their unique traits.



It's not going too far to say that when you choose to add a certain character into your primary platoon, you decide to make a personal investment. Aside from the fact that you put time into developing someone in your army; in a game of this fashion it's almost inevitable you'll be happy to see when two of your favorite characters become friendly, and worried when you take any risks that might endanger someone's life. The game isn't easy, and making mistakes can seriously cost you. Eventually any player will be hit with a scenario where they have difficulty winning without a unit dying. Players then have to make the choice to either move on or restart the level.

The level of investment you have to put into your army is actually why if one of your units dies, anyone with a sense of sentimentality is going to soft-reset the game by reflex. The interesting part is that because it's a strategy title, you won't exactly be doing the same thing over and over again even if this happens. You can't just do the same thing twice and expect it to work. Realistically you'll have approach the level from different angles and possibly with different characters. At the very least a dedicated player won't get bored anytime soon, even though it's possible they'll have to overcome a massive hurtle of a battle that can kill them over and over.

In my personal experience there were one or two characters that I let die out of some 30, but the characters are well made and pretty easy to get attached to. I only even let those characters die due to the circumstances. If you become fond of your hand picked army then playing through Sacred Stones will probably become a quest for perfection with no spilled blood. Realistically you could probably make it through the game with only about half of your characters, but I don't think many people would take that route.



There is an absolute massive amount of information to keep track of, and thankfully the game makes sure that all of it is easy to navigate. The R button in particular is extremely useful. Hovering over any unit and hitting the R button automatically sends you to a miniature three page manual of the character's information, and hitting the R button once more allows you to get explanations on just about every piece of that information in that manual to boot. If you ever don't know what an abbreviation means, you can find out. The game has a comprehensive guide available at all times as well. If you don't know how to play this game it's your own fault.

There's a variety of useful options as well, including the ability to suspend the game at any time and resume later. The animations that normally play as your characters fight can also be turned off, though to some this would be blasphemy. The battle animations are beautifully drawn and animated; but for those who want to get down the to actual strategy, turning them off greatly speeds up the game. The game's even kind enough to let you turn off specific characters' animations, in case there's one character whose fight scenes are just too incredible to pass up. The game does about everything it can to make itself easy to play, putting aside its difficulty and complexity. That much is just the nature of the beast.



At Sacred Stone's heart everything comes down to battle. Not counting all the times I restarted the game--which was frequent--my experience with the game amounted to over 20 hours of time on the battlefield. 20 plus hours of extreme micro-management. This is absolutely not a game for everyone. The required extreme attention to detail is a natural trade off for the level of detail each character has. The plot as I said doesn't introduce any really new concepts, but this game is all about the journey. It's an enjoyable experience to see your army fight onward, and the game itself is about as polished as a strategy title can be. Any of my complaints about untapped potential would be moot considering the limitations of the Gameboy Advance hardware, such as the limited manner in which cutscenes play out. Everything this game set out to do, it did so perfectly. Despite the decidedly complex nature of the game, it does everything it can to make the experience easy to enjoy.

I don't know if I could recommend this game to someone without a strong resolve as I never took the chance to play the game's easy mode, which is really only the beginning of what I haven't covered. The actual gameplay mechanics are something I've barely even touched, but that is also something just about any other review seeks to give in excessive detail. Let me just say that despite having a different format, almost all the rewarding elements from a traditional RPG are present in Fire Emblem - The Sacred Stones. What's more Sacred Stones and good deal of Fire Emblem in general adds its own unique touch to the genre. It's not just about a handful of unique characters, it's about dozens. It takes war to a personal level.

5 out of 5 stars
A 5 is a mark of a game that stands at the very top of its genre and gets just about everything right. It stands apart as unique and interesting without being bogged down by its own ideas. While a 4 is still a well regarded game, Wryviews do not hold a 5 as an unobtainable mark of perfection.

In short: The reviewer's calling this a masterpiece.



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15 comments | showing # 1 to 15
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Krow's Avatar - Comment posted on 09/27/2009 12:56
Krow
Using one of the Internet's most unholy abominations, I've got your back bro

It took me a while to get into the Fire Emblem series, but once I did, I was completely addicted.
Zoel's Avatar - Comment posted on 09/27/2009 13:10
Zoel
Wincest

Though to me , this is one of thw worst Fire Emblem games, still decent.
Mike Moran's Avatar - Comment posted on 09/27/2009 13:45
Mike Moran
@Krow: Sir, the workings of your Twitter Internet Beast confuses and confounds me, though I appreciate the support.

@Zoel: Well as I said, this was my first Fire Emblem. In a Wryview I'm not going to give a game a low score just for not liking it as much as another. I saw nothing wrong with the game. The sort of things that determine which is the worst and best of a series tend to just be opinion, which I try to keep away from as much as possible.
Zoel's Avatar - Comment posted on 09/27/2009 13:55
Zoel
Well Wry Guy trust me every Fire Emblem is good , you be addicted just playing one of them. So I really glad you're trying the series out. Hear my advice just stay away from the DS one.
Y0j1mb0's Avatar - Comment posted on 09/27/2009 13:56
Y0j1mb0
Fire Emblem games, just about all of them, are win. Good write up. I expect more controversial Wryviews in the future. :)
Mike Moran's Avatar - Comment posted on 09/27/2009 13:58
Mike Moran
@Zoel: Once I decided to get into a series, I can't really ignore an entry unless I cut the entire series off at a certain point. Like I don't collect Katamari after the PS2 games because the original mastermind left and the games went stale, and I don't collect Silent Hill because it's not even being made in the same country anymore. I'm probably going to play the DS one eventually.
FalconReaper's Avatar - Comment posted on 09/27/2009 15:44
FalconReaper
Since you like this one, might I recommend the first Fire Emblem on the GBA. I'm telling you this now, Marcus is the BEST unit you will get, although I will admit he is ridiculously overpowered, he saved my ass a bunch of times. And as a tip : level your Lords, it makes the game so much easier
Deathofthedead's Avatar - Comment posted on 09/27/2009 15:51
Deathofthedead
Great review, you hit upon several factors that are really integral to my own love of Fire Emblem, specifically the way that it's really all a big violent ensemble drama, and the whole character-relationships thing. My first exposure to the series was the first GBA American release, and it's still my favorite, but Yojimbo's right, they're pretty much all great.

I don't know if you ever had a chance to try it, but I just picked up Jeanne D'arc on PSP and it's reminding me of Fire Emblem in all the right ways. Give it a shot if you're able, it's dirt cheap used at GS.
MisterGrieves's Avatar - Comment posted on 09/27/2009 17:17
MisterGrieves
@FalconReaper

WHAT YOU SAY IS UNTRUE.

Except for the lords part.
Naim Master's Avatar - Comment posted on 09/27/2009 17:49
Naim Master
Best. GBA game. Ever.

@falconreaper
SETH.
Monodi's Avatar - Comment posted on 09/27/2009 19:29
Monodi
The replay value is undoubtedly addictive, and I am sad how they replaced the beautiful detailed sprites from the GBA games to lame pre-renderred graphics on the DS game. The action does not feel the same.

@Naim Master

Gilliam, motherfucker
theredpepperofdoom's Avatar - Comment posted on 09/27/2009 20:33
theredpepperofdoom
Fire Emblem games are awesome. great review!
Jack Maverick's Avatar - Comment posted on 09/27/2009 23:25
Jack Maverick
When it comes to SRPGs like Fire Emblem, and on a significantly lower level, Advance Wars, it brings out the perfectionist in me. I have to beat every stage with little to preferably no units dying. And I never beat most of the Fire Emblem games because I would always restart if one of my units died. It really brought out the worst in me during those times.

I really need to jump back into the series, I'm interested in seeing where the story goes now. Good read, man.
copilotlindy's Avatar - Comment posted on 09/28/2009 08:37
copilotlindy
Very nice review, and I couldn't agree more. Fire Emblem is easily my favorite series, and while I preferred the characters/story of the first FE on GBA, this one I had more fun with overall. I'd highly recommend the first FE, as well as the one on DS (Which is far easier than either gba iteration). Path of Radiance on gamecube is a solid game, but doesn't hold a candle to the handheld versions. Radiant Dawn on the Wii is the worst in the series, avoid it.
stewie32887's Avatar - Comment posted on 10/08/2009 19:05
stewie32887
My first Fire Emblem. I loved Sacred Stones, it made me an immediate fan of the series. I'm actually dying to play it again, but alas, time is working against me.
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