Why Game? 1 - TextFiles.com
Why Game? 1 - TextFiles.com
Why Game? 1 - TextFiles.com
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part. I had a lot of help in getting through my<br />
problems from family, friends, and even people<br />
in local government who believed I could make<br />
it through. It was because of them that I’m still<br />
alive, in the sense of an upright human being as<br />
opposed to a downtrodden one. They gave me<br />
hope for the future and the will to carry on. But<br />
Phantom Brave was the turning point, the kick I<br />
needed to help the depression pass.<br />
Really, what I needed was to have a little<br />
bit of fun. Phantom Brave was exactly that:<br />
pure, concentrated fun - enough to stick my<br />
head above the depths of depression and begin<br />
to tackle the problem. How could a game have<br />
this powerful an effect?<br />
It’s apparently simple as pie if you’re Nip-<br />
pon Ichi. Take one part knowledge of the basics<br />
of gaming, flesh that out with a tablespoon of<br />
tough, rigid strategy fiber, add a touch of cre-<br />
ativeness, throw in a pinch of lightheartedness,<br />
and mix well. The result is my favorite game of<br />
all time. It does everything Disgaea does right<br />
and adds an inventive flair to the mix with its<br />
“Confine” system (ker-cha), adds more char-<br />
acters and more ways to play, and does it with<br />
the same exact understanding of the basics that<br />
made Disgaea so great.<br />
When you play Phantom Brave, you feel<br />
like you’re in a whole world that was designed<br />
just for you. There is even evidence that Nippon<br />
Ichi wanted you to feel that way; Phantom Isle<br />
can be designed with whatever characters and<br />
items you have, making for a unique “home<br />
base.” I myself established little cliques of char-<br />
acters who got along well, but disagreed with all<br />
the others; the secret characters were secluded<br />
on their own part of the island, not deigning to<br />
interact with the homegrown ones. And once in<br />
battle, it felt like Nippon Ichi had thought of ev-<br />
erything they could to make the battles difficult<br />
but smooth: confining your characters to objects<br />
onscreen produced effects that were obvious,<br />
each character had a specific role on the team,<br />
and many maps had their own little strategy to<br />
them that would lead to victory. It really was a<br />
self-contained world, albeit one much more fun<br />
6 The <strong>Game</strong>r’s Quarter Issue #3<br />
and perfect than the real one. Moreover, the<br />
story was heartwarming, to answer the “what<br />
story?” question about Disgaea.<br />
Phantom Brave, from beginning to end,<br />
is a piece of art. Art as something that is<br />
executed with precision and flair in order to<br />
make someone feel or think a certain way. The<br />
greatest works of art in human history are the<br />
ones that change us, even for a moment, as we<br />
gaze upon them. Phantom Brave does this with<br />
ease. We get a feeling of pleasure from playing<br />
it. It’s more than a necessary distraction from<br />
modern life; it <strong>com</strong>es alive just as Disgaea does;<br />
a tiny world where we can play until it be<strong>com</strong>es<br />
necessary to head back into today’s society. Is<br />
providing this kind of refuge so skillfully not an<br />
art? I say it is. When I play it, it provides me<br />
with strong emotions, and nothing anyone says<br />
about the nature of video games as a medium<br />
can belittle the feeling I get when playing.<br />
As I was about to fall asleep, my last few<br />
thoughts ran along one remaining line. Nippon<br />
Ichi is more than a developer of games; they<br />
are artisans of them. They aim not to sim-<br />
ply create video games as diversions, but to<br />
produce ones that give us such fundamental<br />
feelings as joy and hope. They understand that