I spent, totalled up, about 5 hours playing Anachronox yesterday. DAMN this is a sweet game.
What you say? Well, once upon a time there was this guy named Tom Hall who REALLY REALLY liked Chrono Trigger, and though ‘Why the hell can’t we do a game like that on PCs and in english?’. And thus, Anachronox was born.
It’s bizarre, playing what’s essentially a console style RPG game with non-anime characters and dialogue that’s clearly in the language it was written for. You just don’t realize how smoothed out and unimpressive dialogue is in your average Final Fantasy game until you play this; all the puns and verbal tweaks and jokes work tightly with English from the start. It really boosts the emotional response as a result.
Now to relate it to my writing, what I’m doing with Sailor Nothing and Unreal Estate is very much like this. Tom Hall took a genre standard (console RPGs) and coopted it for his own culture and his own ideas. The end result is a refreshing mix of the familiar and the familiar, if that makes sense, to produce something very unfamiliar but familiar, if that makes even less sense.
Original game inside a Japanese style of genre gaming. F’ING SWEET. If only the flying camera didn’t make me dizzy whenever I take an elevator from Fountain Spiral to the Tenements. @_@;
Work on the Unreal Estate Encyclopedia goes well. I’m getting some ideas for the series while I write up ideas for various worlds and characters. There could be a fanart challenge in here, since one of the cultural artifacts I designed is a series of 256 character cards that Mallory likes to collect… it would kick incredible amounts of ass if people ganged up to do art for each one as a collective whole. Of course, I may not define all 256, but you never know. :)