The 2025 Desert Island Video Game Draft

R9.P1 (#97 Overall)
XENOGEARS
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(Art source: https://www.pxfuel.com/en/desktop-wallpaper-nmkcd )​


Format: PS1
Year of Release: 1998
Developer: SquareSoft (Square Co. Ltd)
Genre: J-RPG
Why I picked it: Theme and Ambition


Many classic games which have already been drafted here have a case for being the best J-RPG ever made. Anyone who likes this style of game and has not played Xenogears needs to rectify that immediately! The lineage of Xenogears intersects with all of the titles mentioned before and it has achieved a similar legendary status among J-RPG fans. I can only assume that the reason this game has not been drafted yet is that no modern ports have ever been released that I know of (maybe there was a PS3 version?) which makes it basically abandonware at this point. I'm lucky then that this crowd appears to skew more Nintendo because it seems like everyone who has played this game will not shut up about how it changed their life.

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Am I one of those people? Well no, actually. I didn't even finish it on my first playthrough and somehow I forgot to include it on my 40 game short-list of titles I maybe wanted to draft. I had another game slotted here with all of the pictures and words ready to go and then it struck me like a bolt of lightning out of the blue that not only do I need to draft this game, I need to draft it right now before someone else gets to it! Even if that means scrambling to put together a write-up and collect screenshots at the last possible minute. Heck, I even feel compelled to go find my old PS1 and pull it out of the box for the first time in a decade to play through this whole game right now! What could possibly be going on here? Suffice it to say this is a game experience that can work it's way under your skin.

The basics: Xenogears was a one-off science fiction and fantasy RPG from SquareSoft that was developed in parallel to Final Fantasy VII. The story was conceived by Tetsuya Takahashi and Kaori Tanaka, a married couple who had both worked as graphic designers on Final Fantasy VI. Tetsuya Takahashi would then go on to serve as a graphic artist on Chrono Trigger and maybe at one point this was planned as a sequel to Chrono Trigger? It's complicated. The story that Takahashi and Tanaka came up with starts with an amnesiac protagonist named Fei who discovers soon enough (in the opening scenes) that he's really really good at sliding into a giant Mecha suit and wreaking havoc. Right away this introduces one of this game's coolest features -- a variation on the Active Time Battle system which uses button combos to trigger signature moves like you would see in a fighting game. And it's really damn cool!

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As an impressionable youth I was obsessed with re-watching two 1989 movies which I don't often see cited as core texts among my contemporaries. The first movie was Cheetah (no real relation to Xenogears here) and the second was Robot Jox --a soapy b-movie about a group of mech pilots who fight arena duels with other mech pilots as proxy wars to settle disputes between countries. I can't tell you much else about the movie now. I think that I mostly just liked watching giant robots fight each other. So at some level I'm hard-wired for this kind of thing and Xenogears uses the magnetic allure of Gundam-style pilotable robot tanks to smuggle in a massively complicated storyline about theology, philosophy, psychology, and the origins of the human race which spans eons of history. Where else really are you going to find a game script which references Star Wars and Neon Genesis Evangelion in the same breath that it ruminates about Jungian psychology and Friedrich Nietzsche with allusions to Christian Gnosticism sprinkled throughout? That is both fantasy and science-fiction and has a whole middle section which is basically just a 3D mech fighting game? I guess there are other Xeno- titles you could turn to but this is the ur-Text.

Because I never finished the game I didn't make it to the massively flawed second half which I've only heard about. Apparently the development team spent their entire budget building the first half of the game so when you swap in Disc 2 for what should be an epic continuation and satisfying conclusion to a time-twisty sociological treatise about the nature of belief and how it intersects with power and personal responsibility what you get instead is a bunch of cut scenes which whisk you through the best plot points in fast-forward with very little actual gameplay to accompany them. Something something Icarus, yadda yadda yadda. You get the idea.

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A phrase I'm fond of saying when explaining my reactions to movies is that I would prefer an ambitious failure to an artful facsimile. What I mean by that is that I want an artist to tell me something -- about yourself, about the way you see the world, about life and death or maybe just about your favorite spot to get coffee every morning and why it's so special to you. Just give me something. There are a lot of skillfull artisans in the world who are expert in recreating the surface flourishes of somebody else's artistic statement whether that be playing every Jimmy Hendrix guitar solo or writing in the style of their favorite author. Or in a movie context that might mean crafting a pastiche of a hip genre (let's say the Jean Pierre Melville crime movie) which really doesn't have much to say other than "isn't this all cool?" I appreciate the work that goes into a well made replica but ultimately what I'm actually interested in is not these stylistic touches but what's going on in the mind of the author. Xenogears may be an ambitious failure in some ways but there is also contained within about 40 hours of sublime J-RPG gameplay from a studio that was just cresting a wave of creativity and there's no question that this game is about something.

I have mostly been treating this exercise similar to @Padrino as a way to point to the video games which I find exceptional and explain why they matter to me. But I also think @Mr. S£im Citrus made a good point about curating a list of games I would be happy with if they made up the entirety of my library for all time. This pick is about serving both masters -- I loved the portion of this game that I did already play because it lives in the same sandbox with so many of my sci-fi, fantasy, intellectual, and prosaic interests. But there's also quite a lot here left for me to experience for the first time, perfect for a spot on the desert island.

Note: I tried to pick a good sampling of screenshots but they don't really convey what it's like to play this game so here's some gameplay footage to help with that:

 
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Main inspiration for Fallout reportedly A Boy and His Dog (1975). Only saw the first 10 minutes in which a kid and his telepathic mutt argue in a post-nuclear wasteland. Have to get back to that one. Apparently the dog that can join the party is a nod to this.

And of course, working the other way is Six-String Samurai (1998) which has so much in common with Fallout, I refuse to believe the writer/director didn’t rip off the idea wholesale.

PS: 1997 must have been an incredible year in gaming for you.

lol, yes it was! I think I could have easily made all of my picks from 1997 and 1998 and been happy.

I have seen A Boy and His Dog. It's more of a "check the box" movie for me than something I would return to intentionally. I had a big post-apocalyptic movie phase because of my love of Fallout and even wrote a college paper about the genre at one point. If you haven't seen it yet, my recommendation is Le Dernier Combat from Luc Besson. It's cool, you would dig it. And also Delicatessen I guess? That's got some of the same quirky dark comedy. I guess French filmmakers are my go-to for apocalyptic fiction. And obviously any Mad Max movie but especially Road Warrior.

I have not seen Six-String Samurai though it involves almost everything I was into in my 20s and I've been aware of it's existence since it was available on video so I can't explain why I haven't watched it yet other than I'm convinced it can't possibly live up to what I've already imagined it to be in my head.
 
lol, yes it was! I think I could have easily made all of my picks from 1997 and 1998 and been happy.

I have seen A Boy and His Dog. It's more of a "check the box" movie for me than something I would return to intentionally. I had a big post-apocalyptic movie phase because of my love of Fallout and even wrote a college paper about the genre at one point. If you haven't seen it yet, my recommendation is Le Dernier Combat from Luc Besson. It's cool, you would dig it. And also Delicatessen I guess? That's got some of the same quirky dark comedy. I guess French filmmakers are my go-to for apocalyptic fiction. And obviously any Mad Max movie but especially Road Warrior.

I have not seen Six-String Samurai though it involves almost everything I was into in my 20s and I've been aware of it's existence since it was available on video so I can't explain why I haven't watched it yet other than I'm convinced it can't possibly live up to what I've already imagined it to be in my head.

It can’t. It’s a cult B-movie fully self-aware that its greatest aspiration is to be a cult B-movie. Takes away some of the earnestness, but it’s still a load of fun and I love it despite myself. It’s free right now on YouTube actually.
 
R8.P12 (#96 Overall)
FALLOUT
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Format: PC
Year of Release: 1997
Developer: Interplay
Genre: C-RPG
Why I picked it: Art Design & Tone


When this game came out in 1997 it completely blew me away. Similar to my Interstate' 76 pick in round 5, the design team behind Fallout just absolutely stepped up to the plate and delivered a complete top to bottom commitment to a distinctive visual style and narrative tone which is almost without equal in how successfully each component part reinforces the whole. The box art (seen above) is instantly transportive with a mix of visual touchstones borrowed from the gritty survivalist future of Mad Max 2: Road Warrior and the surreal Parisian hellscape of City of Lost Children. I mentioned how much I liked the print manual that came with Interstate '76 and the Vault Dweller's Survival Guide that came with the original Fallout is equally pitched as a recovered artifact from right out of the game's world. You know you're in good hands when all aspects of a game's presentation speak clearly with the same voice.

Because I occasionally watch recordings of post-mortem talks from the GDC conference, I'm a little bit aware of the serendipitous history of Fallout's development. What began as a simple idea to build an RPG game engine around a 60/30 visual perspective grew against all odds into a franchise spawning IP which now boasts 6 main titles and a live-action Amazon streaming series. And I think I know why this game has had such staying power. One of the most difficult tasks to pull of for any project director is consistency of tone. The retro-future aesthetic (1980s nuclear paranoia filtered through 1950s Americana). The dark comedy and kitschy 1930s comic-strip references. The grainy newsreel opening video sound-tracked by the Ink Spots. It all arrived right here at gestation and hasn't changed much over the following 30 years. This is a game that has a point of view on the world and is as generous as a game can be about inviting you in to share it.


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Part of the charm of the original Fallout is the way it includes several hallmarks of the classic Computer-RPG genre that were gradually streamlined out of later games in the series (and C-RPGs in general). In one corner of the interface there is a running text dialog of everything that you encounter and every skill check roll your character has made as if you're part of a tabletop RPG campaign with a fancy graphical sidebar. In dialog scenes you could actually type in whatever topic you wanted to ask an NPC about, a nod to the text adventure origins of PC gaming. Going into the game's PIPBOY menu interface will show you a self-generating 2D world map that deliberately uses retro graphics, green text on a cathode ray screen, to evoke the technological aesthetic of the early operating systems. This was also the rare game which included a setting to turn the level of violence up for a more authentically gruesome wasteland experience and there were no guardrails to prevent the player from being unethical -- most controversially in the presence of children in the environment who can be targeted and killed.

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While combat eschewed the real-time trend popularized by Diablo two years earlier, the turn-based system gets some extra spice from a targeted shot mechanic which has carried over into every version of Fallout released since. Here's where I'm going to court disapproval and admit that I never connected with the more recent Fallout games from Bethesda which utilize a first-person perspective. The first-person perspective is supposed to be more immersive but the visuals in the newer games are actually far worse in my opinion, lacking the wonderfully playful retro tubey vibe that gave this game so much of it's surface charm. The featured NPC character headshots were all physically modeled in clay and then 3D scanned to create the way-ahead-of-their-time animated talking portraits with fully voiced dialog which were absolutely the best looking thing around in 1997 and somehow still look better than their modern 3D rendered counterparts in any of the sequels. I will always be an analog 80s baby and I make no apologies for it! Miniature effects and hand-drawn animation still look better than CGI too.

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I suppose that's enough slagging off other designers' work. We all have different preferences and that's fine. I already have my favorite J-RPG (Final Fantasy VII) here on my desert island so I'm glad to be able to draft my favorite C-RPG too and get that base covered. And as a last remark, one area where Fallout really outshines many of its peers in the C-RPG genre is in the impact of your character design choices. The C-RPG is all about allowing for the flexibility of player choices and while you're not going to survive in this unforgiving game-world without partaking in combat, choosing which of the main stats to focus on (Strength, Perception, Endurance, Charisma, Intelligence, Agility, or Luck) will result in very different gameplay experiences. When you add in the perks and skill upgrades there's more options than one could hope to try in any single playthrough. So at least theoretically there's quite a bit of replay value. Will I ever want to create a character build that is not a stealthy, AP maxing, superspy sniper though? It remains to be seen.

I was a big fan of its spiritual predecessor/game it was an unofficial sequel to which I had on my Apple ][GS in middle school but I actually finished this one. I think I was even having dreams about it. Such a great game. I wish there were more games like this than the later sequels. Especially in terms of every action having a consequence.

Also even though I was plugged into usenet when this came out I don't think I turned to the internet every time I got stuck or had a question about how to play which made it better than anything else.
 
I was a big fan of its spiritual predecessor/game it was an unofficial sequel to which I had on my Apple ][GS in middle school but I actually finished this one. I think I was even having dreams about it. Such a great game. I wish there were more games like this than the later sequels. Especially in terms of every action having a consequence.

Also even though I was plugged into usenet when this came out I don't think I turned to the internet every time I got stuck or had a question about how to play which made it better than anything else.

There was definitely a different feel to playing any adventure or story-driven game which had puzzles to solve when the internet wasn't always there, mere seconds away to answer every question for you. Some of that time spent was frustration but the elation of actually figuring out the answers for yourself made up for it. In a way, that was the intention of the designers to create that experience for you, otherwise why include the puzzles at all right?
 
There was definitely a different feel to playing any adventure or story-driven game which had puzzles to solve when the internet wasn't always there, mere seconds away to answer every question for you. Some of that time spent was frustration but the elation of actually figuring out the answers for yourself made up for it. In a way, that was the intention of the designers to create that experience for you, otherwise why include the puzzles at all right?
And Fallout wasn't strictly puzzles because you could advance through heroic and selfish paths.

There was another similar game where I straddled the line. I don't think its been picked yet.
 
And Fallout wasn't strictly puzzles because you could advance through heroic and selfish paths.

There was another similar game where I straddled the line. I don't think its been picked yet.

I think I know which game you're referring to but I'm also not going to mention it here yet because there's a pretty good chance someone is considering picking it. Of the games that have been picked already, Deus Ex and Disco Elysium offer a range of player choices which could be separated into morally good or bad and choosing your character's path through those choices is a key component of the game. Maybe also Mass Effect? I guess SimCity 2000 in a way -- you could spend a lot of time in that game building or blowing things up.

And Tetris, obviously.
 
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