Soccer

  • Reading time:3 mins read

Among other things, I saw this recently. It had some kick to it.

I also think that, collectively, Kill Bill is probably one of the best films made in the last decade. Not for the reasons you expect, though.

No, I don’t intend to clarify. Because. That would mean talking about it.

I bought a VCR today. The man said it came with no RCA cables, so he sold me some RCA cables that cost half as much as the VCR itself.

I assume you can guess the punchline.

We will take the cables back tomorrow.

Gladstone Comics is back in the form of Gemstone Publishing. Same people: Gary Leach, Susan Daigle-Leach, John Clark; it just seems that they have parted ways with Bruce Hamilton. They publish Don Rosa, William Van Horn, Daan Jippes, and everything. Seems that WVH now has a son named Noel, who does Mouse stuff. While he is not as interesting as his father, the influence is clear.

There are five books, in three formats, which more or less correspond to Gladstone 1’s original debut lineup: Uncle $crooge, WDC&S, Donald Duck, Mickey Mouse, and DD Adventures. (Curious, on that last one, that they chose not to carry over the numbering from the first two Gladstone runs.) The first two are in the deluxe square-bound format that you might recall from the last year or two of Gladstone 2’s lifespan. The next two are in a standard, less expensive, more mainstream format. The final one is in the thick-n-small digest format (with which, you might remember, Gladstone experimented in the mid-late ’80s).

Were these not so expensive, I would have subscriptions to them all. This is important stuff. As far as I know, this is the only place where Duck comics are published in English. And there should be a sizey backlog of Rosa material, that he has built up at Egmont over the last half-decade or so.

For those not in the loop, this is the stuff which defines much of my personality, vocabulary, writing style, and knowledge of the world. Barks, Rosa, Van Horn, Taliaferro, Gottfredson. They, along with Tintin and Groucho Marx, are inadvertently responsible for the core of my being. Everyone who reads this, I recommend that you go to a comics shop and pick up an issue of Uncle $crooge — particularly one with a Rosa story. If you don’t already know what you’re in for, then you just don’t know.

There is… more.

Igarashi: For the Nerds

  • Reading time:3 mins read

A few things I don’t remember seeing mentioned anywhere:

When Leon renounces his title in order to go searching for his woman, he is forced to leave his sword behind. As a result, Leon is unarmed when he rushes into the vampire’s forest. This is why, when Leon runs into this Gandolfi fellow, Leon is presented with an alchemically-fortified whip (later, I assume, to be dubbed “Vampire Killer”), with which to defend himself.

It always did seem a bit out-of-place, did it not?

To go with the whip, Gandolfi then treats one of Leon’s gauntlets, giving it energy-absorbing powers. This allows Leon to block near any attack, and also to absorb magical power with every blow the gauntlet withstands.

Whenever the player defeats an Elemental (in the Dungeons & Dragons sense of the term), that Elemental’s power may then be applied to Leon’s alchemical whip. So the way you get a flame whip is to kill a fire elemental (modeled after Weta Workshop’s idea of a Balrog). Sort of clever.

You know those orbs that you collect after you defeat a boss in the older Castlevania games? They are kind of arbitrary, aren’t they. They refill Simon’s or Trevor’s or Juste’s life bar, and they mark the end of a level. That is about it.

In Lament of Innocence, the orbs are back. In this game, however, Leon collects the orbs; each contains a unique magical influence. Do you remember the Spell Fusion system in Harmony of Dissonance? The way it works is, Juste collects spell books — ice, fire, what-have-you — and then can apply those powers to whatever secondary weapon he might be holding. So if you have the ice book and the cross, a little ice crystal will follow Juste around and shoot at enemies. If you have the wind book and the dagger, Juste can throw a bunch of daggers really quickly.

Exactly the same deal here, with Leon — only with a logistical twist. Get a subweapon, equip an orb (claimed from a defeated boss), and you may use your gauntlet — and the power you have absorbed with it — to cast similar spells depending on which orb and which subweapon you choose. The important thing is, this relies on Leon’s enchanted gauntlet and on the old boss orbs. It… well.

I really like some of these details. It would take a while to explain why I find this as neat as I do.

The game is, indeed, getting more interesting now. That first level I entered — the one in the center — was bland and annoying. This second one — the one on the far left — has a lot going on (in comparison, if perhaps not absolutely). If the game continues to improve at this rate, it could be pretty darned satisfactory by the end.

Again, we will see.

1up

  • Reading time:1 mins read

The site has… not really fulfilled its potential. The reason, as far as I’m concerned, sits in coverage such as this.

Oy.

Good job, man. You not only noticed Mega‘s tiny booth; you found the courage to ridicule them for their obscurity. Use your knowledge well. Don’t waste it on bragging alone. Remember, you’re getting paid for this!

The sad thing is, what you see here is pretty standard behavior in the gaming media. On a good day.

Neon Leon

  • Reading time:5 mins read

I have progressed a bit in Lament of Innocence; I am now closing in on the end of the first level. All I have to do is beat the boss (I died toward the end of my first attempt), and I may move on.

The controls — I don’t know that there is any end of praise I can give to how they are designed. The only flaw I can find is that there is no way to cancel an attack with the block button. So if you see, say, an incoming spear, and your whip is extended, you can’t make Leon lift his gauntlet and block the attack until after his animation is completed. By then, it is usually too late.

Otherwise… well, I will dissect it all later. The mechanics are precise and splendid; they are exactly what I remembered from E3.

The real problem — again! — seems to be in level design. See, now I enjoyed the E3 demo. It was just room, room, room, room, room, room, boss. Clear all of the monsters; move on. Clear the room; move to the next room. Occasionally the player would face a small puzzle room or a platforming section; then he would move on. At the end, the boss.

That was it. It was fun! It was mindless, yet wholly entertaining. It was a straightforward action game, as with the original Castlevania, yet organized like the first well-made 3D brawler I have played. Castlevania: Fists of Fury. No nonsense. Just leap into the game and have fun with it.

When people complained of how shallow the full game was, I scoffed. Well, duh. Igarashi has already said that he intended the game to be a shallow hackfest. And it looked like he succeeded in making an enjoyable one. If the demo was any good representation of the finished result, then I did not see how a person could confuse the game’s ambition for anything else.

The problem with the full game — from what I have so far seen — is that it is no longer so focused. Now there is… wandering. And it is not particularly enjoyable wandering. It is not the sort of “backtracking” that one sees in, say, a Metroid game — which consciously exists to create a coherent sense of place, for the player. It…

Well, take the first level. There are two doors you need to open, to reach the boss. To do so, you need to go out of your way and flip six switches in far, unmarked corners of the level. To do that, you need to zigzag across the same collection of flat, almost wholly non-interactive (if pretty) rooms over and over and over again, fighting or avoiding the same respawning enemies over and over — to no benefit, given that the game contains no experience points (since it was supposed to be more of an action game).

There is almost no verticality to the rooms. When there is, it is usually just to hide a money bag or some other trinket; there is nothing vital on the upper plane. There is no sense of coherence, as the player wanders from one room to the next, as there is a scene transition every time the player opens a door. This, again, is because the game is supposed to be an action game: room, room, room. Clear a room; move on.

That ain’t how the levels are built, though. Instead, it seems like somewhere along the way, someone became worried that the game was too linear. So the rooms became connected to each other in a big enough network as to necessitate a map. In order to encourage the player to explore every corner of that map, the designers threw in obstacles such as those doors and switches. Puzzles now, instead of existing as a relief from battle, act as yet another hinderance, preventing the player from just trudging forward as she is supposed to.

At this point, I think you can see the problem as well as I: it is that Igarashi did not stick to his original idea. If he had just made the game he wanted to make, I am confident that it would have had a bunch of energy and would have been a blast to play. This is just tedious, though. Either someone interfered, and told Igarashi to make the game longer and more complex — although the game was not designed to work that way — or Igarashi himself lost confidence in his design somewhere close to the end of production, and tried to spice it up.

Not a good plan, that — as I am sure you are aware by now.

Oh well. Igarashi does have him some great ingredients, anyway. And heck, maybe the game gets more focused as it progresses. We shall see.

Whithervania

  • Reading time:2 mins read

GAR RAR

In a sudden hurry, although I just woke.

I acquired Castlevania: Lament of Innocence the other day, for… almost nothing, along with the Xbox version of Silent Hill 2: Restless Dreams, for a similar price. I have not yet played past the introductory area of the former. It still controls as well as I remember. I enjoy the campy voice acting. The plot is… well, there’s something wrong with it so far — even if it is sort of clever in how it intertwines the Castlevania mythology with history.

The thing which most bothers me, though: I spent an hour wandering around, before I managed to find my way out of the first three or four rooms. All I had to do was double-jump off a block (which I knew was suspicious, and I had double-jumped off any number of times), and not move, and Leon would automatically pull himself up to a ledge which was imperceptible from what the camera had to show me.

And… right after I found a way up, I had to do something else. I will say more later.

I will say more on other things later.

I will, for instance, comment on whether this trend toward showing me level geometry then putting up invisible walls so I can’t interact with it will continue.

Later later!

Galaga, Fear, and the Power of Four

  • Reading time:6 mins read

Galaga is a refinement of a refinement of Space Invaders. It is entertaining and well-made, if a bit limited. Shots are slow.  The ship is slow.

The game does not really build; it progresses level-by-level, in a slight variation of the classic model: each level is a little harder. Galaga does throw in some variation, and the occasional bonus round. Nevertheless, the structure is the same as Pac-Man: you conduct the same task over and over. In this case, you clear the screen of enemies.

Tetris works on a different dynamic level, one more akin to the likes of Centipede. The world is constant and malleable. There is cause and effect. Just by virtue of playing the game, the game world itself is altered. Every choice you make will affect the future dynamics of that play session.

Unlike the overused shooting formula of Galaga and Centipede, however, Tetris puts the player in direct control over the environment: the playing pieces are the very objects which form the world. On top of this, Tetris randomizes the pieces that it allows the player, for his building. In this way, it forms something of a poignant model for life. We have liberty to build what we will with what we are given; depending on our skill and preference for risk, we can organize our world however we wish: build up pressure and risk of failure, or keep a steady release for lower rewards yet more assured success. Even the wisest and most expert of us, however, have only that liberty; we do not have full freedom, as there is only so much we can control in our lives. There is always an element of fate, or luck, thrown into our own structured determinism. We can usually see ahead a bit, to our next immediate task — yet beyond that, there is no telling what the world will throw at us, and ask us to deal with.

To play Tetris is to be in touch with one’s self. To play Galaga is to defensively distance one’s self from the world to the end of a barely-adequate gun barrel, and resign one’s self to the tireless, repetitious onslaught of a vindictive world in hope for the occasional small reward and a possible note in history, earned through one’s own sheer resiliance to harm.

Tetris, to me, seems a far more fundamental and organic parallel to the human experience, than any shooter is likely to be. Then, perhaps I am too optimistic.

An oppressive fear is the primary motivator in a game like Galaga. I am getting tired of fear. As I get older, I am less interested in hiding. I find it far more useful to deal with what the world gives me, as it comes, and in my own way.

The world truly is what you make of it.

Could this be said of all shooters, at their cores? And what does that say about shooter fans, in general? Are we all just afraid of some unnamed evil?

Perhaps. There is a sense of isolation and sadness that I feel in this kind of a stab at interaction. Almost a resignment to the overwhelming futility of life; there is no other way to deal with the world than to peck away at it as it flies at you, and try to come out unscathed — or even superficially on top, for a moment or two. Yet, that is generally only when you have killed everything else in the world — or, anyway, have cleared away more than anyone else.

Though it really depends on the game. As I mentioned, Centipede and Asteroids have an element of malleability in their game worlds. Although you still just peck away at the outside game world, your deeds do have an effect. You are clearly a part of your world. Your firing, in these cases, operates like a probe. There is, in a sense, a slight feeling of epiphany here in that the results of the player’s interaction is contrasted so clearly with the limited nature of those probes. Even the smallest action is relevant, in some way. Tetris is, in its way, the evolution of this thread.

Scrolling shooters add another element, that alters and enriches the dynamic somewhat (although this complicates the matter to make the message somewhat muddier to me, at the moment). The modern shooter — typified by Mars Matrix and Ikaruga — is so abstracted that it has come closer to the Tetris model of dealing with the world. It is, however, somehat more carefree.

I… there is noise here. Hard to think.

Oppressive fear could be said to be the primary motivator in everything in life. Even Tetris. But maybe I’m just being too pessimistic.

Yes. I suppose the point is, how do you react to that fear?

Are you saying that Tetris itself is an evolution of Galaga and Space Invaders, in that it gives players more freedom over their world? Or did you mean something else entirely?

Spacewar/Space Invaders -> Asteroids/Centipede -> [something] -> Tetris

It is not so much about what level of control the player has over the game world, as it is about the level of attachment or detachment that the game emphasizes. What control is offered, is reflective on the individual in accordance to the significance of the player’s actions, and indeed presence, within the world. It is an existential problem.

Pac-Man branches off in a different direction from the likes of Galaga, and pretty much founds the original principles behind the Japanese videogame aesthetic (later adopted and expanded by Miyamoto, Yuji Hori, and others). With Pac-Man, videogames went through an iconographic objectification process. On its own, that is not so bad. I am rather unfond, however, of the side effects it has had in the hands of those who do not quite understand the principles behind the change, and who tend to take that surface as-is, as the reality of the medium. That is… problematic.

On the other hand, I wonder how much further we can venture down the introspective route. I suppose the best way we can find out is by turning back and exploring what we have forgotten for the last two decades or so.

In a way, Rez is like a new abstraction of Centipede. I am curious where else this strain might go.

Dissonance

  • Reading time:1 mins read

ICO, the premise, is darling. ICO, the game, has begun to irritate me.

This could have been designed plenty better.

Eek? Oh.

  • Reading time:1 mins read

Today, between not killing myself on a bicycle and not killing myself by running face-first into a tree branch, I went to a used game shop. There, I found… games. I saw a loose cartridge of Dynamite Headdy, and one of Rocket Knight Adventures. I passed both over, as I do not accept Genesis games without cases if I can help it. I saw a copy of The Adventure of Link, gold cart, mostly unblemished, for five dollars. It rattled.

I walked out of the store (collectively, over two vacancies over five minutes) with Tengen’s version of Sega’s Alien Syndrome, for the NES; Acclaim’s version of Toaplan’s Tiger Heli, for the NES; Capcom’s version of Capcom’s P.N.03, for the Gamecube; and ICO.

I… think the above cost about fourteen dollars, in total.

My only memory card is currently elsewhere. After plummeting twice off one or another high precipice, I have decided not to play too much of ICO until I have something to fall back on. Nevertheless, I will comment on what I have seen thus far:

Damn.

I need juice.