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Chelsea 2 United 2 (1-4 on penalties)

Manchester United lost the first trophy up for grabs in the 2009/2010 season after losing a penalty shootout against Chelsea in an unusually entertaining Community Shield match. (Reports: Guardian, BBC, ESPN.) This was scarcely an important affair but it did raise some questions about United this season.

The biggest question of them all  this season is not, as the pundits will have us believe, how United will cope without Ronaldo. United have coped without Robson, Cantona, van Nistelrooy, Beckham, and Keane, and have even prospered. The names may differ, the faces may change, the tactics may be altered but only one man is bigger than the club and there will be real trauma when the time comes to replace him.

No, the big question this season for that man, the one and only Sir Alex Ferguson, is what to do with Berbatov. Ferguson seems to have convinced himself United played Berbatov wrongly last season but perhaps United were wrong to play him at all. United are at their very best when surging forward with speed and conviction, leaving backpedalling defenders little time to organise. Berbatov’s languid style, his penchant to take one moment more than necessary to craft the most elegant and eyecatching pass, doesn’t gel with the United way.

My prediction is Ferguson will bear with Berbatov for the first half of season — you don’t spend 30 million pounds on a player only to sit him on the bench for extended periods — but will reluctantly opt for Michael Owen when crunch time comes around. Owen may not be as zippy as he once was but he still has the ability to unsettle defenders with his off-the-ball movement. In contrast, Berbatov, for all his touted style and class, looked very ordinary out there against Chelsea.
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Posted in Football.


The Force is strong in this one

Shin Megami Tensei III: Nocturne

(Original image source: Atlus.)

Having put over 100 hours into Persona 3 FES, I was somewhat familiar with the framework of the Shin Megami Tensei series, and thus had a head start when playing Shin Megami Tensei III: Nocturne.

I knew my Agi, Bufu, Zio, Hama and Mudo, and I knew what the big deal was with Dia. The Persona in P3F had demonic counterparts in Nocturne, so I knew what to expect from Thor when I first went up against him. I also knew fusion — the act of crafting new demons with specific skills — would be an essential part of the game.

I knew all that and, as they say in the ‘toons, knowing is half the battle. The other half is cursing passionately when you realise you know jack.

The first Nocturne foe to give me real trouble was a boss named Matador, an arrogant skull-faced showboater. The first time I went up against him I was well and truly whupped as my three most-powerful demons (who were naturally by my side during the battle) were vulnerable to Mazan, his party-wide Force spell. Figures.

Much like P3F, Nocturne battles are all about weaknesses: exploiting them offensively and mitigating them defensively. If you know your opponents’ weaknesses and have the means to exploit them, victory is yours for the taking — often without taking any damage in return. Determining weaknesses is a simple matter of using the Analyze skill, which not only provides that crucial information, but pretty much tells you everything you’d want to know about a foe right down to its current health. It’s highly useful right up until you meet a boss at which point the Analyze skill becomes utterly useless.

(Why? Because providing a useful skill then depriving the player of it just when it would be truly useful is a very JRPG thing to do.)
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Posted in Games, PS2.


Shin Megami Tensei III: Nocturne

Shin Megami Tensei: Nocturne

(Original image source: Atlus.)

After the weak gameplay of Spore, I was pumped for something more engrossing and complex so I duly got Shin Megami Tensei III: Nocturne. I haven’t played it much but there are a couple of things about the 2004 PlayStation 2 RPG that astonished me even before I got it.

Nocturne comes from Atlus, a company with a habit of producing relatively small runs of its games—something that holds true even for its most popular titles. Though Atlus does re-release titles every once in a while, a popular title like Nocturne usually fetches a high price in secondary markets in-between reprints. We’re talking eBay prices to make scalpers lick their lips and rub their hands together with glee. I know this because I was hunting on eBay for a copy of the game before Play-Asia, thankfully, replenished its stock recently.

In Nocturne’s case, the demand even extends to the strategy guide. As of writing, used copies of DoubleJump’s 400-page guide are going for comedy pricing with one seller optimistically holding out for USD139 dollars. I cannot think of a PC equivalent of this astonishing situation.

You’d think that DoubleJump would want to take advantage of the demand by reprinting the Nocturne guide whenever Atlus reprints the game but the sheer size of the guide makes reprinting it financially unviable. The obvious cost effective alternative would be an e-guide and that’s the route DoubleJump took. Unfortunately, due to piracy, the e-guide must be read online instead of being a simple downloadable PDF. On the plus side, the e-guide is going for USD9.99, which is a steal if the 23-page PDF sample is anything to go by.

I doubt I’ll be getting the guide since I prefer going it on my own when playing a game for the first time. My core, it is unquestionably rock hard. Still, it’s reassuring to know somewhere out there exists a comprehensive tome with the answer to any and all questions that might stump me.

Posted in Games, PS2.


Elsewhere

Betty and Veronica. Favourite: Jim Pearson’s take.

Posted in Web.


Spore: the evolution of the gamer

Spore: Snakas Evolution

The startling reality of Spore is that, while it sells itself as a laboratory in a box, the actual subjects of the experiment aren’t the virtual creatures, but the real players.” – Seed Magazine.

While Spore presents a muddled view of evolution, somehow managing to irritate scientists and intelligent design advocates alike, it does perhaps fare better in representing the evolution of gamers. Far from being appreciative, the gamer is likely to be irritated as well.

The main game sees players take a single cell organism originating from space and evolve it to a space-faring species. This evolution sees the player experience gameplay in five distinct stages, each derived from classic game genres. The player will go from a simple arcade game to action adventure to RTS to 4x strategy to MMO with these transitions increasing complexity and scope.

The criticism here is, much like Spore’s science, Spore’s gameplay has the trappings but not the essence. The Cell and Civ stages may be evocative of classic games like Pac-Man and Civilization but frustratingly, Spore waters down the gameplay to such a degree it does a poor job in conveying the appeal of the originals. Spore may draw upon Web 2.0, but it is not, as gamers hoped it would be, Game 2.0.

It is not in science and gameplay that evolution is best represented in Spore; it is the gamer who undergoes the greatest evolution while playing the game.
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Posted in Games, Spore.