Wednesday, July 16, 2025

MIDI Week Singles: "Castle Cornelia" - Final Fantasy Pixel Remaster (VSD)

 


"Castle Cornelia" from Final Fantasy Pixel Remaster on Windows, Android, iOS, PlayStation 4, Nintendo Switch, Xbox Series S/X (2021)
Composer: Nobuo Uematsu
Arranged By: Ayumu Murai
Album: FF PIXEL REMASTER: FINAL FANTASY Original Soundtrack
Label: Square Enix Music
Publisher: Square Enix
Developer: Tose, Square Enix


Since I'm finally getting around to playing the pixel remaster series of Final Fantasy Pixel Remaster and obviously starting with the first game, I decided to use one of the arranged songs instead of the original 8-bit music written by Nobuo Uematsu.  While looking through the soundtrack, I discovered that multiple people worked on the arrangements, with Ayumu Murai contributing the arrangement for "Castle Cornelia."

What I enjoy about this arrangement is the approach that it could be performed by a quartet or larger, as you wander through this and other castles in the game.  Four or more musicians were tucked away in a corner of the castle.  What I like about this particular arrangement is that even when it diverges from the original song and starts to go off on its own, the feeling of the song is still there, and then when the original melody comes back in, there is a heart-wrenching/warming swell of emotion.  The only negative thing I have to say about this arrangement is that the song ends, and doesn't blend in with the beginning, which makes the start of the song feel like the start of the song again and not like it's continuing the same song that started playing when you entered the castle grounds.

Maybe it's just me being overly picky, but that's partly why we're here, and because I've been enjoying the music of Final Fantasy for the last 34ish years, so I can be a self-entitled curmudgeonny old man about this one thing, or at least until next week.



~JWfW/JDub/The Faceplantman/Jaconian
Instrumental


Friday, July 11, 2025

Game EXP: Last Guest (VSD)

[Disclaimer:  I received a review key for Last Guest through Keymailer, a third-party website/company that connects publishers and developers with content creators.  The game was given without promise or expectation of a positive review, only that the game be played and content be created through the playing of the game and the experience.  Unless otherwise noted, all content in the following article is from my own playthrough of this game.]

Last Guest
Systems: Windows, Steam OS
Release Date: May 28, 2025
Publisher: Room13Games
Developer: Room13Games
Time Spent: 47 Minutes
Playthrough Videos on YouTube

Last Guest plays like a combination of visual novel and walking simulator, which isn't supposed to be a dig at either genre.  While there isn't a whole lot to do in Last Guest besides talk to a couple of people, it does deliver on being a moderately unsettling game.  In Last Guest, you follow the story of a man who stops at a motel while driving somewhere between Portland and Seattle (it's about a three-hour drive), although they mention that "have to get back to Takomu," which maybe is supposed to be Tacoma (which is only an hour or so south of Seattle, depending on traffic), or it's just a fictional town in the Pacific North West.  The narration also mentions that they've been driving all day, hence them being tired and needing to stop, so geographically, I have no idea where the story is supposed to take place*.  That doesn't really matter, though, because the setting of the game is a small two-floor motel off a highway, so it really could just be anywhere, which is just as well.

Part of what makes this game slightly unsettling is that I'm not always sure if the characters and dialogue were purposefully written that way or if there was something that happened during the localization process.  The dialogue from all of the characters always feels a bit off, both in terms of what is said and how the response relates to the expected reaction to the previous comment.  

You: Good evening. Do you have a room available for the night? I'm exhaused after driving all day.

Concierge: Number 7. Available.

You:  Great, I'll take it. How much is it? Is there anything closer on the second floor?

Concierge: Pay in the morning.  Room 7, on the first floor. There are no others. Keep the key.

Because there is no voice over when the characters speak, it's left up to the player to interpret how the dialogue would sound coming out of each character's mouth, be it spoken hastily with an unsettled urgency, or a slow and friendly manner, like someone doing a poor job of trying to conceal nervousness.  I read the Concierge's dialogue in a slightly slow and monotonous tone, like they're doing a bad job of reading a script.  I can't quite place it.  Like, it seems intentional, but at the same time, not.  The dialogue of the Concierge feels just off enough that it nearly gives me chills.  Similar to how disjointed the voice on the phone in Stephen King's short story "1408" comes across.

The telephone continued to grind and spit, the voice coming from it now the voice of an electric hair-clipper that has learned how to talk: "Five! This is five! Ignore the siren! Even if you leave this room, you can never leave this room! Eight! This is eight!"**

A big "Ooph" for me, and apparently a lot of people, was the appearance of the mechanic, who has a nasty habit of clipping into the wall.  If you watch either of my videos (linked above), you'll notice that it's particularly bad in the partial video where the mechanic is half in the wall and his face keeps clipping into the towel rack.  In the full video, it's not so bad, mainly his shoulder, but it's still distracting.  My uneducated guess is that it has something to do with where the player is located when they click the shower, to where specifically the mechanic spawns, in that it's not a set spawn point but is reliant on the location of the player.  I'm also not certain if the mechanic's eyes were supposed to be double-pupilled a la the Axe Maniac from In the Mouth of Madness, or if it was just a bad character model/asset.

I also experienced a game-breaking glitch, viewable in the partial video at the 15:10 mark.  Something about where my character was positioned when I clicked on the car in your character's first attempt to escape the motel, and where you respawn.  I can only guess that I was somehow too close to the car, and when the character model respawned after the screen cut to black, I might have respawned slightly inside the model of the car, rendering my character immovable.

One small thing that bothered me was that there were several houses clearly across the street from the motel if you walked as far out of the driveway as possible.  Maybe the houses came with the location and were not purposefully placed there, because then why else wouldn't the character just go across the street to use the phone after witnessing a murder?  I get that the location of the motel is supposed to feel remote based on the opening text, but seeing several houses, literally across the street, made it feel more suburban than rural.  Yes, it didn't look like there were indoor lights on during the night scene, but I guess that's just the backseat driver during a horror movie part of my brain working.

There were a couple of typos, too, throughout the game.  In one instance, the dialogue had the "Concierege" as the person talking when it was clearly the player.  In another instance, a character was described as a "man" when the character model was clearly a woman, which means that either it's a simple typo or that the character model was changed at some point during development.  These alone or altogether were not enough for me to write off the game, but it did make the game feel significantly less polished.

Overall, I actually enjoyed the story behind Last Guest as it reminded me of a short story Stephen King might come up with.  Out of the way motel, weary and tired driver, creepy and cryptic concierge, murderous neighbor, strange local mechanic.  All of the components are there for a fun and creepy short story, and I could tell that that was what Room13Games was trying to convey, but Last Guest just didn't feel as complete or refined as it could have been.  Maybe with another couple of passes from an editor and a couple of tweaks after some playtests, there really could be something here.



~JWfW/JDub/The Faceplantman/Jaconian


* Although, I guess if you wanted to take an indirect coastal route from Seattle to Portland, then it could take you just over seven hours, although that doesn't answer if Takomu is supposed to be Tacoma or not.

** King, Stephen. “1408.” Everything’s Eventual: 14 Dark Tales, Pocket Books, New York, NY, 2003. 

Wednesday, July 9, 2025

MIDI Week Singles: "I Don't Want to Set the World on Fire" - Fallout 4 (VSD)

 


"I Don't Want to Set the World on Fire" from Fallout 4* on Windows, PlayStation 4/5, Xbox One/S/X (2015)
Performed By: The Ink Spots
Album: Not on any official Fallout 4 soundtracks*. Released as a B-side with "Hey Doc"
Label: Decca


To me, this song and "Maybe," not coincidentally, both songs by the Ink Spots, are quintessentially Fallout songs.  Something about the leisurely-paced trotting rhythm of the guitars lends itself to casually walking around whatever wasteland you find yourself in.  The title of the song also feels appropriate to how I often played Fallout 4, just minding my own business walking from one end of the Commonwealth to the other, likely while overencumbered, and find myself fired upon by a half dozen raiders, which then forces me to kill nearly two dozen people as half way through the firefight I am also beset upon by more raiders in hiding, a group of Super Mutants in the building next door, and a roaming group of robots hellbent on saving the people of the Commonwealth the only way they've calculated how.  I just wanted to deconstruct a literal half-shit-ton of scrap, and I end up committing my third mass-murder-shooting of the day.

Interestingly, I actually rarely heard this song while playing Fallout 4 since I only found myself listening to Diamond City Radio and Radio Freedom a couple of times, instead opting for the score composed by Inon Zur instead.  Even then, I can't help but think of Fallout whenever this song crops up.


~JWfW/JDub/The Faceplantman/Jaconian
And The World Has Turned Around Again


*This song was included on "Featured Selections from the Fallout 3 Soundtrack," released by Bethesda in 2008.  It was also used in Fallout 76 and the Fallout Amazon series.

Friday, July 4, 2025

Monthly Update: July 2025

 


I'm sure that I'll probably write more about the Switch 2 as a system in the coming weeks, although maybe I'll relegate it to Monthly Updates as I don't see myself having much of any kind of technical information regarding screen ghosting, 4K visuals, or how the Switch 2 version of Cyberpunk 2077 compares to a liquid cooled RTX 5090 with 256 GB DDR5 RAM.  Right now, I'm only playing Mario Kart World as a Switch 2 exclusive and playing a couple of other digital releases (Car Quest) that I'm not playing on the Switch OLED (see Monday).

I did finish a couple of games and one DLC last month, specifically Fallout 4, Super Mario Wonder, and the Morrowind DLC for The Elder Scrolls Online.  I already wrote about Fallout 4 last week, and I'm not sure if I'll write about the other two in a typical Game EXP article.  And it's not from not enjoying either, but Super Mario Wonder was strange in that I played it a lot with The Squire, both in single player and couch co-op.  Sometimes he'll want me to play as Blue Yoshi in single player if he's having a hard time, because that's his favorite color and because Yoshi is nearly invulnerable.  At other times, when we play co-op, he'll want to play in a silly way that isn't really conducive to making progress, and he always wants to choose which level to play, which again doesn't always lead to progress.  For the Morrowind DLC, I spent probably around 150 hours in Vvardenfell, and while I loved returning to that inner island during the 2nd Era, I don't really know what I would write about.

Back on the Switch OLED, I'm jumping back into Triangle Strategy since I'm somewhat self-relegated to playing only physical game cartridges and Virtual Console titles (see Monday).  I was surprised and relieved that I hadn't left off where I thought I had, in a difficult story battle, but instead in the middle of a level-grinding battle.  I think when I finish this game, I'll look up a flow chart to see how the different paths and choices affect the game, because right now, our group is doing about as poorly story-wise as you could expect.  Our duchy has been framed and blackmailed, we've lost multiple attempts to sway a court in our favor, and our region has essentially been taken over by a hypocritical and morally corrupt official from an overly religious kingdom.  I'm really hoping there'll be some positive resolution, and I didn't just accidentally make ALL BAD CHOICES.

With the recent trailer release of Resident Evil: Requiem, I decided to jump back into my chronological Resident Evil journey and started the 3rd-person action shooter with some horror elements, Resident Evil 6, on the Steam Deck.  It doesn't quite replace Fallout 4 as an easy game to jump into and out of, as I found out that reaching checkpoints is not the same as saving, and saving is only done by the game at specific times.  As a winddown game, I'm also playing Final Fantasy Pixel Remaster, as in the first Final Fantasy and the only two negative things I have to say about this game (and collection) at the moment are that I don't like that your character can move diagonally, that just feels weird.  And two, that the "soundtrack" that comes with the pixel remastered collection seems to only be three songs from the arranged soundtrack; mostly disappointed by this but I guess I shouldn't be surprised otherwise the collection would've been closer to $150.

So that's June going into July.

Oh, and I've got lots of words and thoughts about Trump's billionaire tax break and 12,000,000 less people on Medicaid bill, but I forgot my charger at home (I'm not currently at home) and I don't have to time to research, write, edit and publish a coherent rant about how dumb this bullshit is before my battery dies, so I'll just leave it at that, and you're welcome to further extrapolate at your leisure.


~JWfW/JDub/The Faceplantman/Jaconian
Да-ли смерть встречать уж пора

Wednesday, July 2, 2025

MIDI Week Singles: "One-Man Festival Theme" - Cho Aniki: Seinaru Protein Densetsu (PS2)

 


"One-Man Festival Theme" from Cho Aniki: Seinaru Protein Densetsu on the PlayStation 2 (2003)
Composer(s): Koji Hayama, Takeo Yahiro, Aki Hata
Album: No Official Release
Publisher: Global A Entertainment
Developer: Psikyo


If I had thought that Hybrid Heaven was an innovative take on the wrestling and fighting genre, then I don't know what to tell you about Cho Aniki: Seinaru Protein Denstsu, aka Cho Aniki: The Legend of the Sacred Protein.  This is a game about two bodybuilders who have tasked themselves with protecting a legendary protein from various antagonists who want to consume it so they can achieve the ultimate physique.  And it's a side-scrolling shmup like Life Force or R-Type.  Each stage, Adon and Samson protect the legendary protein while it fires barrages of projectiles at the enemies who come to consume the protein, culminating in a boss fight.

Stage 5 takes place during a New Year's festival in Japan, where the two bodybuilders and legendary protein finally go up against The One-Man Festival...which is the name of the boss, or at the very least his title.  There is separate music during the stage, but once The One-Man Festival appears, this song kicks in, and I'd like to think that it is the boss who is singing.  I imagine The One-Man Festival singing this song somewhat drunkenly as he approaches Adon, Samson, and the legendary protein, already confident that he will be consuming the protein to get them gains, and his singing is just now catching up with him.

It's an absurd song to be boss battle music, but this game is nothing but absurd, so it works well, and I will not accept any other statement to the contrary.


~JWfW/JDub/The Faceplantman/Jaconian
And The Gin They Never Had