Category Archives: discussion

20 games/series that changed me. Part 1

I’m taking this idea from Terry the Traveller, formerly known as The Traveller of Tyria, were he mentioned 20 games that changed him and briefly described how. I decided to do it in blog format because I knew I wouldn’t be able to condense how some of these games changed my life in 140 characters or less. I decided to break it down in 4 parts.  I tried to make the original list in chronological order, but then I started remembering some other games, so in the end, they are not entirely listed in order. Hope you enjoy it!

  1. Super Mario Bros. series

Super Mario Bros. was the first video game I remember playing (My mom had an Atari, but I don’t remember playing it before the NES). Back then, we didn’t have such easy access to information about games. The closest we had in Puerto Rico was the spanish Club Nintendo magazine, but since it was aimed mainly for Latin America it always contained outdated information (Puerto Rico is a US Territory), but I digress.

I clearly remember talking with friends at school about the secret 1 Ups we found, or the amazing Warp Zone someone discovered that allowed us to skip entire worlds. I was completely blown away when my brothers and I found out the princess was in another castle and we were merely beginning our adventure. I remember running like a mad man when all those Cheep Cheeps started flying out of the water in world 2-3.

To this day, I still feel the urge to play Super Mario Bros. every once in a while.

Super Mario Bros 2. Started my fandom for both Peach (Back known as Princess Toadstool) and Toad, and I didn’t put Super Mario World down until I made sure I found ALL the secrets in the game. I’ll always look fondly at Mario for all the years of fun it has provided to many different ways.

2. Mendel Palace

This is pretty obscure game I’m sure very few people will recognize. My grandfather bought it as a gift for my brother (He got 3 cheap NES games, one for each of us)

This game introduced me to the wonderful idea of playing simultaneously with another person and it quickly became a household favorite. It was also the first game we beat from beginning to end (No save points or passwords for this game!)

3. Secret of Mana

You’ll notice a trend in my list about multiplayer games. While Mendel Palace was the first game that allowed me to play simultaneously with one of my siblings, Secret of Mana let me play with both of them. It was the first text heavy game (being an action RPG). This was just the first of many games that made me grab a dictionary to try to understand what was going on or where I had to go. I can’t credit it for making me learn a completely new language, since I used to speak English when I was very little, but I forgot much of it when I moved back to Puerto Rico when I was four years old.

4. Super Bomberman series

Yep, another multipayer game. I spend countless hours playing Bomberman with friends and family. Games like these made me love multiplayer games even more, and have a blast with them? (Get it? Blast? Because Bombermen use.. oh never mind!)

5. Final Fantasy series

When  I was a kid, I didn’t know what an RPG was, even after I played and beat Secret of Mana. It wasn’t until I played Super Mario RPG that I learned what it was, and that there was even turn based RPG. I can’t really remember which FF was my first: VII or Tactics, but both turned me instantly into definite RPG fans. My English was polished enough not have to rely on dictionaries (that didn’t mean I understood most of the plot, tho) but being able to customize my characters felt awesome, and I loved each game for what it allowed me to do. As older games were re-released, I was able to play pre- FFVII games, never finished them, but allowed me to appreciate them enough still want to finish them eventually. To this day, Final Fantasy Tactics is still my favorite Tactical RPG.



Confessions of a terrible player

It has come to my attention something that I have wanted to ignore for a while: I am a terrible player. I have leveled 10 or 11 characters to level 80, but I don’t know the ins and outs of any single class. I have a hard time remembering and using effectively combo fields and finishers.

None of my characters is fully decked out in ascended gear. I might even still have one or two Masterwork accessory on since I forget to check them. I get lost in dungeons as easily as I get lost while driving around (Horrible sense of direction transferred from offline to world to online.) When it comes to pvp, I forget everything I know and press every attack command I have until someone dies (Usually me) I am a terrible, terrible jumper and can barely keep up with guild puzzles or fractals that require lots of jumps. And let’s not talk about fractals.

My builds aren’t optimal either. I can barely understand most guides anyways .My necromancer runs around with an axe, and I’ve heard terrible things about it. I don’t even use foods on a regular basis.

I’m basically a noob with a lot of alts.

But you know what? I have been having fun.  I can understand that having an optimal build will make it more likely to be invited to dungeon runs and fractals, and I try to make myself at least useful enough to not suck. (or at least let party know in advance that I don’t know what I’m doing.) Is it ok to sacrifice your fun for the sake of your team? And if I do, what’s the point of playing if I’m not having fun?

I’m also aware that sometimes, there ARE things you need to do/have if you want to survive a dungeon, and players will NEED to adapt if they want to keep up. But that’s what I like about Guild Wars; optimal builds might help you clear dungeons faster, but I’ve found the dungeons are more lenient when it comes to the necessary minimum to survive.

Maybe I’m the one with the wrong mentality, and I do wish to actually get to know the game I’ve been playing for almost 2 years better. I just wish people could focus a little bit more about having fun and a little bit less about optimal results.

Along came Zevran: LGBT characters in modern video games

When the topic of LGBT characters in modern video games pops up, it is not uncommon to hear issues players find in them…

  • They are a minority in real life; therefore, the LGBT representation should stay at an equal ratio. We don’t need every game to have gay characters
  • I can’t relate to a gay character, so why would I play one?
  • Why must their sexuality be shouted to the four winds? You are just pandering to the LGBT community.
  • You don’t need to be straight to identify with your straight character anyway. That’s the idea of a role playing game: You are PLAYING A ROLE!

And I’m sure if I think hard enough, I can come up with a lot more, but these reasons will do for now. Of the four points I mentioned, I suppose I can totally agree with number 4. The beauty of many games is that you get to see how characters develop through the story or as they interact with other characters. You get to love them or hate them, based on their personalities and you get to understand them as you know more of their background story. Just like a book.

The way I see it, that is the point: to understand the character despite their origins, actions, or sexuality. Then, why is it so important to people like me to see more LGBT characters in game? The reason didn’t hit me until I began playing Dragon Age: Origins.

Typically, when I had the chance to create my own character, I made a female character. My Dreamcast memory cards were full of Phantasy Star Online female characters with monosyllabic names like Jay, Jo, Jess and Jinx. I couldn’t relate to them, but it didn’t matter at the time. I just wanted to live the game’s story through my avatar. Some of these characters became favorites that I tried to recreate in every other game.

Fast forward several console generations, I found myself trying Dragon Age: Inquisition. Jess, my lovable chubby mage was going to make the jump from Pioneer 2 to Thedas, and I was ready to make her a kick ass Grey Warden, and romance Alistair and all that jazz. That was until I learned there was an elf named Zevran that could be romanced by any gender. That was an option I never had in a video game, and I got curious.  Jess got shelved, and a male elven mage named Guarionex took her place. For the first time, I could identify with a character I created, and it felt nice. I wasn’t aware I wanted that; it just happened. Dragon Age is the kind of game that gives you the liberty to do what you want, and it’s these kinds of games that benefit from having more diversity for the players.

It doesn’t matter how small or insignificant that part of the population seems to the majority, the feeling of inclusion is awesome. It’s not a matter of pandering a sector of society, but of including them. My character creation process PDA (Post Dragon Age) now consist of mainly male characters, because  now I can imagine some part of myself in them.

Also, if we can just play along the role of a straight main character, we could do just the same for an LGBT one, no?


How to be an awesome guildie

Aster’s pantless days predates his days in Tyria.

Once upon a time, there was a distant land called Eyrda in a Forsaken World. In this land lived a young elven bard called Asterixion, who upon joining the Lionhearts, ended up also joining a small guild called Aes Sedai.

This was the first time he ever joined a guild, and the main reason he selected that guild over other bigger guilds was that he recognized and liked the name Aes Seda. He never regretted that decision; while Aster no longer lives in the world of Eyrda, he made friends out of some of the guildies he used to play it on an almost daily basis. Being part of a good, close community made the long waits with no updates bearable, and while many people started searching new lands and worlds to explore, we felt that we could squeeze some fun times out of good old Eyrda.

The guild wasn’t perfect, and Aster realized that as the guild grew and developed, it was harder for newer guildies to truly feel part of a group of people that pretty much built the foundation of the guild. It was a shame, but he felt proud of knowing he was a contributing factor to the growth of the community.

Guilds, companies, or clans (or however they are called in whichever MMO you might be playing) are without a doubt the biggest factor in how long I am willing to play an MMO. I might not have a long list of MMOs played under my belt; but if there is something I can think of that made me keep playing, it has to be the group of people I played with.

Phantasy Star Online was my first taste of an MMO, even if it was a lite version. Back then I wasn’t even aware of what an MMO was, and I didn’t care. The game pretty much consisted of several lobbies where you could meet other players, and where people created their game. There were no proper clans or guilds, but my brother and I met a lot of cool people that became our small circle of friends really quick. We used to help each other with weapons and doing low level runs to level up our newer characters. Sometimes we didn’t even need to ask for a game’s password, since we usually agreed on a universal password for our games.

Other times we just joked around in the lobbies, if more than 4 of us were online. That was more than 10 years ago, and I still keep in touch with some of those players.

Phantasy Star Universe was vastly different from PSO, but there weren’t any formal guilds either. I somehow ended up joining a clan, and just like in PSO, we gamed together as much as we spent time on lobbies just chatting.

Jess and Guarionex from PSU.

Forsaken World was my first “real” MMO, and I was introduced to a lot of terms I didn’t know by name, like DPS, CC, and PvP. It was also my first time playing an actual PC game. The game wasn’t too graphically fancy and it had a lot of flaws and bad direction decisions with each update, and at moments, what kept most of us playing was our small community of dorky misfits with the weirdest sense of humor and a willingness to help each other. It took a really bad move from Perfect World Entertainment for me to decide I didn’t want to support that company in any way and therefore stopping playing it.

Before ending in Guild Wars 2, I tried games like Aion. While I didn’t find it too bad, I never found a friendly place or community to call home, so my stay in that game was very short. So, when I say guilds are an important factor to determine if I want to keep playing that game, I really mean it.

Now, this brings me to Guild Wars 2. I joined a pretty cool guild, following and old friend of mine. Guild Wars 2 was a vast improvement over Forsaken World, which was a big plus for me, and having people around, chatting with them and doing missions with them was fun. I didn’t feel as home as I did in our FW guild, but I was one of the newbies in a well-established guild.  I was aware this would happen. Sadly, as the game evolved, many felt dissatisfied, or found other MMO that caught their attention and left. Guild Wars 2 is now facing one of those update hiatus, and while I have been trying different things to keep me interested in the game, the lack of a solid, friendly guild to pull me back in is make me lose interest rapidly. This is a shame, because I truly like this game.

Now, I can’t say I am an authority in guild related things (far from it) and my opinions will surely contrast with a lot of other players, but I have been thinking about what exactly I think a guild need to keep people need. I came up with 8 points. These points, however are not only what I look for in a guild, but also what I think I need to do as a guildie. After all, a guild shouldn’t  revolve around yourself, but around everyone. (Hey! I should make that point #9!)

  1. Help your guild!

Many people join guilds because they have questions, and want guidance, and that’s a fine reason. But you don’t need to be an expert or a veteran be helpful too. If the guild is actively recruiting, there will be someone newer than you with probably the same questions as you. Help them out if you can. Maybe you don’t have the time, but you can answer some of their questions. You can maybe guide them to whichever place they are looking for.

  1. Don’t be afraid to ask for help.

Personally, I prefer playing with guildmates. It makes me feel safer, since usually guild members are more tolerable and forgiving of any mistake you make, and can guide you. It’s also funner to play with people you know.

  1. Asking questions is fine, but don’t overdo it!

I believe guild mates should be ready to answer questions, even the stupid ones, but I also think that one of the joys of MMOs should be exploring a little bit. Try to figure some things playing for a bit, if there’s something that you still don’t understand or decipher, then ask away. Your guild mates will thank you for not flooding guild chat with questions every 2 minutes.

  1. Say Hello!

I understand not everyone is a chatty person, but I think it’s nice to at least acknowledge your fellow guildies. You won’t die by saying “Hello” or Hey” when you log in. Personally, one of my pet peeves is seeing a lot of guild members on, and not get a “Hey” back when I say “Hello”. Don’t make people feel left out!

  1. You can say No too.

Helping people is fine, but I understand you have your own needs and goals. Let’s call it some “me time.” You don’t need to feel obligated to help EVERYONE, but please, if you can’t or don’t want to help someone, just say so. It sucks when you ask if someone wants to run a dungeon with you, and you don’t even get a reply. By saying you can’t, or you’re busy, or that you’d rather not do that, you at least are acknowledging the other player.

  1. Be polite!

You don’t need to agree with everything your guild mates say, but please, be respectful. People can disagree without causing drama in the guild. This of course, encompasses everything that has to do with religion, politics, sexual orientation and the optimal class builds for pvp.

  1. Bring ideas!

Even the best of MMOS can get stale at moments (ok, so I haven’t played that many to say this with such confidence, but let’s assume it’s true), but guilds can survive these dead zones. Suggest events; agree on doing something as a guild: boss hunts, dungeon runs, pvp, whatever!

  1. Don’t ignore the new guildies!

This pretty much ties with #5 and #4’ s point about acknowledging people. From experience, the newer guides are the ones that suffer this the most. People are more likely to say Hi or reply to a person they have playing with for a while now than they would to random newbie #4, but of your guild is willing to recruit nee people, they should be ready to at least make them feel welcome enough.

9. The guild doesn’t revolve around yourself!

Just because I said I should add it and then got confused when making the awesome header. There.

The Power of a Kiss

March 4, 2014

After several weeks fighting Scarlet minions and rescuing civilians from Lion’s Arch, our heroes managed to bring the fight directly to the maniacal Sylvari. After a long battle, and a final attack from Scarlet, the player finishes her off with the help of the Mesmer Kasmeer. What happened later is something I’m sure upset quite a few people. Kasmeer runs to check up on her partner Marjory Delaqua, who was badly injured and presumed to be dead. Marjory was alive, however, and Kasmeer was so overjoyed that she kissed the necromancer.


Curiosity got the best of me, so I quickly checked the Guild Wars 2 forums to see what people thought of this, and expectedly, there were people that felt this was forced into the game and having a lesbian kiss on the game was unnecessary. Does this sound familiar? Isn’t this what many people said when Michael Sam kissed his boyfriend after getting drafted?

“But Aster” you might be saying, “why are you talking about this NOW? The Marjory/Kasmeer kiss was a couple of months ago!”

Not too long ago, I learned of a video uploaded by The Game Theorists on youtube titled “Are Video Games Anti-LGBT?” in which they find that most of the LGBT characters presented in video games tend to be either villains, non-human, or just pure comic relief. We do have Bioware games in which we can opt to follow same sex relationships if we wish, and while it is a step into the right direction, we still don’t have a main character that identifies as part of the LGBT community.


“But Aster,” some of you might argue, “I don’t want to see my main dude doing GAY stuff!”

Here is the thing: Yes, I can understand that point. I could say “I have to see my main dude doing STRAIGHT stuff! Ew!” but I want to try a different approach. The idea of having an LGBT main character is not to see them in same sex relationships, the idea is,or should be to portray them as people as capable as any other person to complete whatever task you need to complete in that game. And if we do get to see a kiss like Marjory and Kasmeer, then so what? Why must we see it as a lesbian kiss and not just a kiss? Why must Michael Sam’s kiss be seen as a gay kiss and not just a kiss? If you look at it this way, very few people saw it as an interracial kiss. At least I don’t remember anyone on the news talking about it.

It’s just not putting stuff there to make people talk about it in shock, but to show other parts of the gaming community that they are acknowledged and they can have decent representation in games too. To me, Marjory and Kasmeer aren’t just two lesbian characters. They are two human beings that are in love. And I know that someday, people will be able to look past the “gay/lesbian” part of a kiss and just see it as what it is: an expression of love.

This time, it’s personal (story) Pt. 2

Last week, I mentioned 5 of my favorite Personal Story moments from Guild Wars 2. Those 5 moments covered events that happened before the attack on Claw Island. Up until that point, the story is a bit more easy going since most of the story lines don’t really focus on the growing threat  of Zaithan and his army. Today I will cover 5 favorite moments from the Attack of Claw Island an up. As expected, there are plenty of spoilers, so jump at your own risk!

Continue reading This time, it’s personal (story) Pt. 2

This time, it’s personal (story).

Being a certified altoholic, I have gone through personal story about a million times, especially at the early levels. While I do try to vary my options whenever I create random human #X, I have ended up having a few favorites. It can be because I simply liked completing the objective of that mission, or I found the story or conversation in that mission amusing.  Trying to sort them out in order of preference proved to be harder too, so I’m just going through order of availability. So let’s begin with my first 5 favorite personal story moments. Oh, and in case you weren’t aware…


1. The clone wars.

Humans who chose the Commoner background will get to do this mission. In a nutshell, Countess Anisse, Logan and the Hero of Shaemoor (that’s the human playable character) set a trap to catch Commander Serentine freeing prisoners. Once the group catches her in the act, the Commander calls reinforcements. Thing look bleak until Anisse summons around 10 illusions that pretty much massacres Serentine and her gang. I just like how easily she dispatches the whole crew, which seems very intimidating if your first character going through Personal Stories was a commoner human (as was my case).



2. The mysterious stranger.

Personal story is divided into arcs that span around 10 levels, and the first 2 arcs will vary depending not only in the character’s race but the backroung stories options you chose for them. Asuras that choose the infinity ball as their first invention will find themselves looking for ways to upgrade it. Each time the infinity ball is used, monsters from another dimension come of newly formed portals. The last mission of this arcs have you fighting a mysterious stranger who turns out to be your evil self from another dimension. It turns out your other self got tired of being bullied by Zojja, and ended up conquering Tyria and becoming the High Sovereign. It shouldn’t have surprised me, but at the moment I found that so… random, that I loved it.



3. Blacked Out

Norns second arc, while I haven’t finished this one yet, I have found it to be very amusing. The Slayer (you) blacked out while drinking some time ago, shich seems to be a standard thing to do as a norn. But it is revealed during the begininning of this arc that the Slayer and Mangonel Gearstrip took a char chugger for a ride, never to be seen again. It is your duty now to serve the Gear Warband in order to pay your debt, or until you find the chugger.


Some of my favorite conversation bits from part of the first mission


Mangonel Gearstrip: Hey, Slayer? Any luck remembering where we took it? I remember driving through snow, trying to spell “JORMAG EATS DUNG!” That was your idea.

<Character name>: I’m still drawing a blank. I vaguely remember doing swan dives off the cannon into the lake…


and later…


Lionguard: Sorry, I didn’t mean to insult your warband. So, Slayer…didn’t I see you swinging from the cannon of a charr vehicle last time you were here?

Lionguard: You were headed north, toward Crossroads Haven, right? I heard you shouting, “I don’t take insults from a tree! Have at you, leafy!”

Mangonel Gearstrip: I remember that! Stupid tree.



4. Demmi’s rescue


Once you go through a character’s race based arcs and join an order your arcs will stopped being based on character creation choices (although each race will be able to choose from 3 different races to help later). Choosing an Order will have a mentor from that Order join you as you go through the ranks. The Order of Whispers agent assigned as your mentor is a lovable charr with a mechanical arm named Tybalt, and your first mission is to rescue Demmi Beetlestone. Demmi is Lord Cadecus’s daughter and doesn’t exactly share his views on the world. In this mission, you are forced to beat 3 opponents in Belcher’s Bluff, a game that consists of trying to not pass out from drinking before you opponent. Once Tybalt find Demmi’s whereabouts, it’s time for charr and drunken you to get her out. I love this mission mainly because of the dialogue between Demmi, Tybal and you.


Demmi Beetlestone: Aren’t you a little sober to be a pirate?

<Character name>: Look, we’re with the Order of Whispers. We’ve been sent to get you out of here.

Lightbringer Tybalt Leftpaw: We’re here to abscond with you…and with the beer. The beer’s already vanished into thin air, so now it’s your turn.

Demmi Beetlestone: Thank the goddess Lyssa! I was starting to think the order had forgotten me. Do you have a plan to get us out of this place alive?

<Character name>: Sort of. The idea starts with “run for it” and generally goes downhill from there. Come on!


And later…


Demmi Beetlestone: Tell me there’s more to this rescue than staggering and burping.

Lightbringer Tybalt Leftpaw: Well, see, when one part of a plan works, I like to stick with it.

Demmi Beetlestone: Some rescue. No wonder you’re called the Order of Whispers-nobody would brag about this.

Lightbringer Tybalt Leftpaw: Watch it, princess.



5. Maeva’s house of murderous fun

Maeva is an agent from Durman’s Priory and she has a pretty awesome defense mechanism on her house. If you played during the Attack on Lion’s Arch Living Story and found a hut with a green dome surrounding it, then you found her house. The reason this house was protected was that Priory agents need to go there at some point. When you reach the house, you realize that the defense mechanism has been activated, and you must find what happened to Maeva. What I love of this mission trying to fight is definitely not the many groups of golems trying to kill me in an enclosed area while telling me “Have a nice die”  (camera doesn’t help). What actually makes this mission fun to play for me is hearing Maeva’s welcoming messages. You can’t say she is not a gracious, polite host.


Maeva’s Projection: Welcome to the home of Maeva, Extraordinary Knowledge Technician.
Maeva’s Projection: Currently, Maeva’s home is on full-alert lockdown due to perimeter breach.
Maeva’s Projection: Visitors will be politely greeted and summarily destroyed.
Maeva’s Projection: Please remain calm as the hospitality defenses vaporize you.

Maeva’s Projection: I regretfully inform you that our defenses have escalated.
Maeva’s Projection: Dimensional stasis fields initiated, and secondary golemic enforcers are now active.
Maeva’s Projection: Please remain quiescent during complete eradication, and enjoy the soothing music.



This is all for the first part of my favorite Guild Wars 2’s Personal Story moments. What are some of yours?

Avatar creation. How do you do it?

I’ll admit it. I can be an altoholic when it comes to MMOs, and I spend a great deal deciding how will each of them look and what armor will they wear. You see, while I like to consider myself a person capable of focusing on the inside, I do want to make sure my characters look awesome according to certain criteria. But what could those criteria be?

Aster the guardian has gone through a lot of changes.

Continue reading Avatar creation. How do you do it?

Face the consequences, or Reset.

In the real world, every action we take, as small as it might seem, has a consequence. A remember when I was in high school, there was a basketball near my, and I just kicked it away; a simple action. The ball rolled away a few meters, where a little kid picked up the ball and started playing with it. Not too long after that, one of the bigger kids wanted the ball back. They took the ball from the kid and he started screaming and crying. I just stood there, feeling little bit responsible since they kid wouldn’t have gotten the ball if I hadn’t kicked it.
The simple action of kicking a ball, as harmlessly as it was, was the first step to a chain of events that made the kid cry and I had to live with it. Don’t get me wrong, I wasn’t personally traumatized by this, but I guess that if I had known what would have happened, I wouldn’t have kicked it. I can also think of more serious and recent events that lead me to these very thoughts.

When it comes to video games, however, we don’t necessarily need to deal with this guilt, no matter how big or small it is. Or should I say that we do have an additional option to deal with the guilt? If we are not satisfied with the outcome of an event, we can just reset or reload our game file. We can even just start the game from the beginning to make sure we take the “right” decisions. Our persistence in the getting what we want makes us go back in time and rewrite history as we see fit. But why are we persistent enough to try and retry? Some of us do it to get the “Best Ending” or get the best weapons, or to get that specific missable character or item that will make the rest of the game that much easier. What tickles our persistent bone?

I recently began playing Dragon Age: Origin, and so far, I have noticed that any decision I choose can greatly alter the fate of the other characters. Your teammates react differently to your decisions, and it will be hard to please all of them. I wanted to overcome my persistence in trying not to mess up, my urge to reload my game file anytime I felt I took a bad decision. I wanted to face every single consequence of my actions. And I fail terribly. At one point of the game, I ended up threatening a priestess to kill her if she didn’t give me the key to free a prisoner. She gave me the key angrily, and one of my teammates greatly disapproved, But I did have the key and I would get a new party member soon enough. However, this series of events left me a bitter taste. I reloaded my file and tried to persuade the priestess in many ways; I gave her an overly generous tithe and asked for her blessing, I hid who I was, I told her who I was, but I ended up threatening in the end, and reloading my file. Sometime later I found a way to recruit the prisoner without violence, but I already broke my decision to face all the consequences of my actions.

There is also a point where I faced the option of killing a possessed child or sacrificing his mother to save him. I didn’t want to do any of those, and trying to find an alternative to saving them both, I ended up enraging the possessed boy and hurt him pretty badly. Then I had to face another 2 options, kill the boy myself or let his mother kill him. I ended up doing the deed. I didn’t even wait for a chance to reload the game, I just reset the game instead. The crying mother kind of reminded me of that crying kid, of how helpless I was against the some of the consequences of things I’ve done. I can’t say I just learned this, but instead, I could say that this game helped me reaffirm the fact that I’m just a people pleaser. If there’s a thing I do persistently in life is try to make everyone feel better be it in real life or on a video game. It doesn’t always work and sometimes I’m I’m hurt in the process. The only difference in both of these is that real life doesn’t have a reset button. And it’s better that way. That button would very badly overused.

Pixels and Polygons

Let’s talk about video game characters appearance…

Can a video game character really be attractive?

I see what u did there

Have you ever had a… crush on a video game character? I never had. I’m not one to drool over ANY video game character. EVER. Until a few weeks ago.
For the first time in my life, I found the one. Maybe crush is a strong word, since I simply found this character particularly attractive at a specific point of the game, and now it’s on my party more often after that.
Anyway, on my rare (but increasingly more often) visits to GameTrailers’ general gaming forum, I spotted a “Most attractive video game characters” topic. Now one of posts was the typical “They are just pixels and polygons, they can’t be hot!”

OMG, he looks so _______

Now, I like to think that I’m not saying this because now I find something made out of polygons attractive, but.. is there really something wrong with that? Is it any different from when we see this really badass looking character? Or when we see this really cool looking character? And what about those we find adorable? Stupid? Plain? Boring? In the end, we are judging visually these models made out of pixels and polygons. Aren’t works of art expected to stir some kind of emotion in us? We might see a painting and feel happy, or sad. Can we really be moved by a bunch of different colored strokes?

Dat sexy smile

Now, I’m a Vincent Valentine fan. The main reason that draw me to him was that he looks pretty cool. Should I stop thinking looks cool because he is not real? The thing is that when these characters are made, they are made with these intentions. These pixels and polygons are supposed to make us notice them. We are supposed to find them cool, badass, dorky, pretty, ugly, evil, disgusting, sexy, elegant, cute, etc.
So, if I find suddenly think certain video game character is hot, then that shouldn’t make me dorkier than I already am. There are plenty of other reasons to call me dorky.

Vinnie V doesn’t think I’m dorky, BTW