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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

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