Category: Game Gear


Before I get into the matter of discussing Griffin specifically, I want to acknowledge that the ideas I’m going to discuss here are ones I’ve already discussed to death. In fact, I had my writing on SD Gundam and Steel Empire on my mind (for reasons I hope will soon become clear) while I was taking notes on Griffin. If pressed for reasons why I return to these ideas so frequently, I’d say it’s because they’ve been so incredibly common in games for decades, especially games with military shooting and a heavy emphasis on shooting. But to apply this to Griffin more specifically, there isn’t much else to discuss about the game. A minor shooter released early in the Game Gear’s life, the game is bland, conventional, conservative, etc. It’s an empty signifier; something that makes more sense as a collection of techniques and popular trends than it does as an expression of somebody’s thoughts on the world.

Yet it’s for those very reasons the game is worth looking at in the first place. It may be easier to pick apart contemporary trends in the game industry when the game you’re analyzing is small enough that it follows those trends to the letter, rather than large enough to dictate what direction those trends go in. And by definition, conventional games will play right into the status quo (whatever that may be). This is especially the case with a game as empty as Griffin. Stuck halfway between admiring its own combat and calmly accepting its existence, it never occurs to the game to question its own premises or to think outside them, and the game languishes for it.

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Phantasy Star Adventure

Regular readers will no doubt know how much I’ve come to enjoy the Phantasy Star games since I’ve started writing these blogs. What makes them stand out? A lot of things, actually, like:

  • The admiration for the individualistic will, coupled with warnings of the danger a techno-autocracy poses.
  • The strong thematic through-line and the context that helps to ground it.
  • The bold ways these games are willing to experiment with their form in order to better represent these ideas.

Even side projects like the Text Adventures have earned my respect. Unfortunately, exceptions are inevitable with long-running series like these, and as you’ve probably already predicted, Phantasy Star Adventure is that very exception. I would call the game yet another experiment in Phantasy Star’s illustrious history, but that would overlook a lot of the game’s core flaws: namely, their unwillingness to experiment. Despite following in the Text Adventures’ heels, Adventure makes no effort to capitalize on those gains or to represent any of the previously listed strong points. Instead, the game retreats into the safety of generic convention, unwilling to question or challenge or impress.

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