Monsters known as “Hellspawn”

  • Reading time:2 mins read

Oh, there is a Japanese dub. Was this in the menu before? I don’t recall seeing it. Although still not perfect, the acting here is about the level of a decent-budget anime. Especially given the setting and the subject, the game sounds far less proposterous this way.

Yeah. The only part of the game which is really tough so far is in the jumping. And that is not so much because the jumping itself is poorly-done; it’s just that it can take some trial-and-error to gauge where Hotsuma can leap and where he can’t. The game does not really support this approach: when you fall, you die; when you die, it’s game over. You must start the round again from the beginning. This can be refreshing; in this way, you learn the hard way how to blast through a level without error — as with, say, Castlevania. For platforming sections, and for other areas where you’re just trying to figure out how to progress, it is less refreshing.

Still. This is kind of fun, so far. Although I guess it does have some Shinobi-ish qualities after all — they are just minimized — the game continues to remind me more of Ninja Gaiden. Which in itself is fun, since — as I mentioned a while ago — the new Ninja Gaiden reminds me more of Shinobi than of Ninja Gaiden.

I think I am on the doorstep of a mild sickness. I am doing my best to backpedal.

Bishounen have the best firearms

  • Reading time:3 mins read

All is well. I cracked my way into the parental menu. I’m my own daddy now! I just watched A Fistfull of Dollars. Interesting how all of the elements are pretty much in place, yet Leone has not yet figured out how to mix them well enough to turn out something like he did two films later. Still not bad. The movie, on its own, comes off as far above average for the genre. It just doesn’t transcend it, making the genre irrelevent.

Speaking of such things: I just got around to playing Devil May Cry.

Jesus. I had avoided this game since long before its release, because I was annoyed with how vapid and trendy it looked — and because of the way people reacted to the game. I guess I never really learned my lesson from Kojima. Yes, the game is supremely stupid and shallow — yet consciously so. It is so over-the-top that it comes off as a lot of fun.

Also now I see just how inspired Koji Igarashi was by this game. Everything from the not-falling-over-edges-unless-you-want-to mechanic to the odd stopping-in-mid-jump-for-a-combo detail, to the zooming-into-the-character’s-back-when-he-opens-a-door effect, to the way you hold the right trigger to duck and weave and strafe around. There are the over-the-top round titles. There’s the atmosphere. There’s the jumping (although Dante has no need for a double jump; instead, he has a variable and really high normal jump, plus a wall jump — not unlike Leon’s ability to whip railings to pull himself even higher).

Thing is — Devil May Cry is so much better a game. At least, so far. It’s linear, as Lament of Innocence should have been (and I think originally was supposed to have been). There are a few invisible walls, yet mostly you can not only jump all over the scenery but you can smash it up. It doesn’t take itself seriously in the least, unlike Igarashi’s game — which is goofy, yes, though as decoration on top of a concept which struggles and does not entirely succeed to do something marginally meaningful.

So. Now I understand some of what I have heard.

I still defend some of Igarashi’s intent with Lament of Innocence, and a bit of what he accomplished. He did get a decent start down. Just, hmm. The game is even more of an unfinished doodle than I realized.

I would say that I expect his next game to be far better — yet his next game is Nanobreaker. And. Well. I have yet to write about that. It didn’t impress me a whole lot. Of the recent set of slash-slash-slash combo games, it strikes me as one of the duller. Granted, all that was available for play at E3 was some kind of a time attack mode. So I don’t know how the main game is supposed to work. Yet, I don’t know about this.

Ah well. I need to play more of both games.

Perhaps this ties in with my ICO vs. Silent Hill 2 thing. I think that Riven, Super Mario Bros., and Bionic Commando might, too. And a few other things.

This might get kind of messy.

I will know, later.

I should have gotten the horizontal stand.

  • Reading time:3 mins read

So, I now have a PS2. However, it chooses to patronize me. When I put in The Lord of the Rings: The Fellowship of the Ring: Extended Edition: Disc One, the system complains. It asks me if I really want to play such an inappropriate movie. I insist that I do. It asks me for a password. I enter zerozerozerozero. The movie plays. I go into the options, to change the parental settings… and it doesn’t allow me access.

I shall have to do research here.

Shinobi is rather entertaining, so far. I don’t know what people are complaining about, as far as difficulty. I kept falling to my death on one section, although that was due mostly to my own stupidity. I do know that the dub could… use some work. I wonder how the original acting is. Hotsuma’s inherent envelope of cool stoicism is shattered somewhat whenever he opens his mouth and a high-pitched, bored American voice burbles out.

The PS2 memory card browser utility is interesting. I like how it applies old PSOne saves to 3D tiles. I like even more the way PS2 games can use polygonal models for their icons. Lament of Innocence has a little, animated Leon. Standing next to him is a slightly-chibi K’, from The King of Fighters 2000. Next to him is a blow-up of his fist, from KoF2001. All different sizes and shapes. Eccentric!

I also got a second controller for my Gamecube — an orange one, to replace the orange one on the old Gamecube that my old roommate from college, Matt, used to have. It will be of aid in future Monkey exploits. Now that, you know, I have people to play with.

What a novelty.

It seems the one E3 feature I have yet finished (I assure, more soon pend) has gotten slashdotted. Although this is common for some other writers, it is a first for me. So. One more item on the checklist.

I received two emails in a row, in response to the article. The first, from the person who informed me of the slashdot link, is titled “Contrats on KOF:MI article being slashdotted!”. This is a good title, to help me sort out the message from all of the others with titles like “tuft blustery” and “all i want is.. dumbbell abdicate” and “Generic Phentermine is just as good!” Thing is, the message just after it is titled “Congratz 2 a real player”. That one was also in response to the article, although from… someone else.

It is time to eat burritos.

I think tonight I will probably finish the next article. It’s just. I take a while to do things.

Who shot who in the Embarcadero in August 1879?

  • Reading time:4 mins read

So. I have my Gamecube and my Dreamcast back again. I can comment a bit on my three new Gamecube games.

I do not yet quite understand P.N.03 — although I think I see what it is trying to do. If I can get into the right mindset, and respond in the way that the game seems to be hinting I should respond, the game might be rather enjoyable. It is not, yet. We shall see.

I enjoy Pikmin. Or. I enjoyed it. I am not sure that I do anymore. I have reached a level where it seems that none of the remaining challenges can be passed through anything other than force; pushing through with as many pikmin as possible, to overwhelm and, as the old Roman kids say, conquer. It’s getting too clever. The game has a great premise. It’s just. Huh. I don’t know if I want to play a lot further. Given the time limit, I am unsure that I will be able to complete the game this time through anyway. It seems clear that the whole idea is that I am supposed to play through the game multiple times, before I am proficient enough to complete it. At first, I thought this might even be something I could want to do. I am unsure now. We shall see.

Super Monkey Ball is pretty much what I expected. There is not much to say here, except that I sincerely doubt I will ever pass level fifteen in Advanced mode. It is too much of a balancing act, and I do not have the reflexes. Heck, just the wobbling brings back uncomfortable flashbacks to a series of nightmares I have had through my whole life, where I am hanging onto control of a situation by the edge of a proverbial toenail, trying my best not to fall (in whatever manner) — yet never quite succeeding. Instead, I am trapped on the edge, nearly in tears, unable to either let go or find safe ground. Just the mechanics of the level make me shudder.

After the first two sections, I had no problems with Metal Gear Solid. I barely passed the second area — almost no health, guards chasing me. Since then, roses. No setbacks. I got past Psycho Mantis on one go, then let it rest for a while. I’ll get back to it in a bit. Odd thing is, Vera came over the other day, after having suggested she teach me how to play. She threw the game in, and began to run around. She had the exact same problems I did.

I have a map, now. Jesus, San Francisco is big. I had no idea. I seem to be right in the center of the portion of town that I associate with the area. It also seems to be where Vertigo more or less took place. I guess this must be the old part. Looking at the map, my guess is that town used to extend down to Market Street and West to… oh, I don’t know. Somewhere before the Western Addition, anyway. Let’s say Russian Hill. Somewhere around Van Ness. Then I guess that all of these other big places — Haight-Ashbury, Twin Peaks, and whatfor — used to be their own little island communities, and that the city just sprawled and filled in all of the cracks.

Now I have no need to be afraid to walk more than a few blocks outside the door. Heck, I even know how to find Coit Tower! I think that speaks for itself.

All this writing puts me in the mood to gnaw on living flesh.

Yet another benefit of living in the city.

KOF: Maximum Impact

  • Reading time:1 mins read

by [name redacted]

From the beginning, SNK has tried to spruce up 2D fighters by incorporating elements of three-dimensionality. With 1991’s Fatal Fury, SNK introduced the idea of multi-planar fighting, where the characters may step along a Z axis, into or out of the screen. The King of Fighters ’94 adapted the idea of a sidestep for a single plane: press two buttons, and dodge into the background for a moment, to avoid being hit. SNK already had the technique down, that was not rediscovered until five years later, in Sega’s Virtua Fighter 3.

All of that I see now, in retrospect.

( Continue reading at Insert Credit )

EXTREME BUTTON-PRESSING ACTION

  • Reading time:5 mins read

A guy ahead of me in line began to stare at me while I was waiting to see the new vampire western FPS game by Sammy Studios. Eventually, after getting the attention of the rest of his posse, he spoke.

“Dude. So you’re a journalist?”
“… I guess so.”
“Have you seen Halo 2?
“No.”
He paused. I could see he was confused. “But you have a press pass. You can get in to see it, right?”
“Theoretically, I suppose.”
“You aren’t going to see it?”
“No.”
A companion with bleary eyes and blond hair looked incredulous. “Why not?!”
“It doesn’t interest me.”
They stared. I ignored them. The first guy spoke up again. “But [whatever the name of Sammy’s game is] interests you?”
“Not particularly.”
“Then why are you here?”
“It’s the first original game by Sammy Studios. That is kind of interesting.”

They found nothing else to say to me.

I didn’t make it to the show flow today. I was just too tired. Several days of barely any food or rest, and too much eventitude, was enough to make me immobile until maybe an hour or two ago. I guess that’s okay. I saw everything I really wanted to see, the first two days. Today would have just consisted of poking around. I heard that Katamari Damacy is playable in an obscure corner of Namco’s booth, for instance. Also, it would have been nice to have talked with Tycho some. I keep missing him, although Gabe seems to be everywhere. Then there is the Pac-Man game for the DS, that two people in a row asked me about. I never got a chance with it, as the booth babes were rather quick to shoo me out of the demo room.

I have things to write.

Most interesting items this year:

There’s the Nintendo DS. It really could be revolutionary. You can’t understand until you hold it. This has the most potential of any current system to do something interesting. The PSP, while attractive, is just more of the same thing that Sony has been doing for nine years. There is no comparison between the two systems. Nintendo wins, somehow. I am shocked and surprised.

Neo Contra is a new Contra game that might as well have been made by Treasure, although Kojima insists that it wasn’t. It is more fun and bizarre than any other game in the series besides perhaps Hard Corps, for the Genesis, and it might be an example for how to do a series like Ikari Warriors in the modern era.

I asked Michael Meyers for a demo of KOF: Maximum Impact. He asked me if I had a dev system. I told him no. He said that it probably wouldn’t do me much good then, at the moment. He will send me a press demo when they have one ready. And. Good, because I want to play more of this game. I think I spent more time here than anywhere else. SNK did it. This game is more than competent. It is darned good — on whatever terms you might want to examine it. Brandon and Vince dismiss it rather quickly. They didn’t look close enough. Seriously, this is the start of something really good for SNK. I’m proud of them.

I hate Biohazard. Resident Evil 4 (version 3) is probably tied for my game of the show, along with the chat program for the Nintendo DS. (Just trust me on that one.) As Tim put it, it is already a great game. While it ain’t perfect, I can’t blame its few downsides in the face of what it has accomplished. There is an energy here.

Then there is Rumble Roses. I…

Jesus.

This is perhaps the most honest thing I have seen in my life.

It is a female wrestling game, designed by Yuke’s and published by Konami. It includes a mud wrestling feature, and a girl with devil horns and a tail who is chained up in a cellar somewhere, being whipped by another woman. They are still deliberating whether to include a nude mode. I think they should. From what they have accomplished so far, I see no reason to hold back. It would… taint the honesty of the rest of the game. And they say it will be an adults-only game anyway (the videogame equivalent of NC-17), so why not.

Tim says that he bets the game was designed by a woman. I think I agree with him on that. It would… take a while to explain.

Perhaps most surprising is that it plays well. It is a real game, with real depth to it. It plays like a 3D fighter, basically. And it’s just plain fun. Although again, it does not pretend. One of the main options on the menu is a computer-versus-computer mode.

Beat that, Itagaki.

EDIT: Wrong subtitle. Guh.

More on Ico and “World-Logic”

  • Reading time:2 mins read

Not only does a game like this at least attempt to be interesting and wonderful, but it’s failures are the kind that are going to teach us what makes gaming work, and what doesn’t. It’s going to elicit thought. In many ways, this is better than the games that get it completely right.

The only part I disagree with there is the example.

Ico…

Well, once I am done with it, I intend to write something on it and Silent Hill 2, illustrating some common problems in execution (particularly when it comes to level design and world-logic).

Why are bombs always provided in Ico‘s world, right near something that I need to blow up? Why has the castle been smashed up in just such a way as to allow me exactly one possible route through it? Why does the entire world feel like it is laid out just to take advantage of my character’s abilities?

A game like Super Mario Bros. does not need to explain these things, as on the one hand the game is so clearly surreal — and yet such situations tend to make up the game’s own persistent reality.

Metroid Prime got around these questions with a rather startling bit of insight that also helped to explain and contextualize every other game in the series. Even Lament of Innocence gets away with some of its contrivances with its claim, right near the outset, that “this is all a game” to the villain; that Leon’s quest has been specially put before him for the amusement of the final boss.

Ico plays well, as a game. It is wonderfully-designed. Its world is the most intriguing I have encountered since that in Riven. The problem is, it is transparent as a game. It is too focused. In the same way that you wonder why James can’t just step over a police line in Silent Hill 2, you wonder why Ico can conveniently make his way through the levels as he does; why everything is left out for him. The two games sit on different sides of the same issue, to a similarly disconcerting effect.

There is… more.

You do not care about fight club.

  • Reading time:1 mins read

Some of you may be aware that someone is making a videogame based on the movie Fight Club. This sounded off to me, from what I had heard of the film.

I just saw the movie.

Now that I have, it is hard for me to feel indignant. A licensed fighting game does not seem any more inappropriate than it seems appropriate.

Might as well make one as not.

There is… more.