R&D1 does what Ninten… D’OH!!

  • Reading time:2 mins read

I think I figured it out.

I just read that Nintendo R&D#1 is no more. It’s been absorbed and folded into Miyamoto’s boring old EAD studios. This dismays me, as R&D#1 has always been the one Nintendo studio that actually interested me. (Well, I like R&D#3 also — I’ve no problem with Ice Hockey or Punch-Out.) This was Yokoi’s studio. It’s where Metroid and Kid Icarus came from. The Game Boy. The Wars series. Fire Emblem. Wario Ware, as flawed as it is (mostly for EAD-ish reasons), is one of Nintendo’s few breakthrough game concepts in years.

Now, though, it’s all EAD from here on out.

Shit.

Anyway. The SNES was where EAD, through force of sheer star power, first began to shove R&D#1 to the gutter. Mario and Zelda were Nintendo’s most popular series, so Miyamoto got priority. The SNES was his system. R&D#1 was reassigned to support the Gameboy. Note that the one real game the team made for the SNES, Super Metroid, is often cited as the one real reason to own it. Although I think it’s the most boring in the series, it’s sure head and heels above fucking Mario World or Starfox.

Again, the SNES was Miyamoto’s system. Suddenly there was no more competition. He just got his way. So this is where it all began to devolve. Nintendo just went with what was popular instead of challenging itself, internally (as had been the case previously). Refine what had been proven effective. And this philosophy bleeds out of every pore of the system. It’s like a whole system devoted to a more-competent Sonic Team.

In contrast, the Game Boy was Yokoi’s system. The DS is basically the successor to the Game Boy, and to the whole R&D#1 approach to design. This is the progressive direction, because it has to compete with the popularity of white bread.

And that’s just what the SNES is and always was: the Wonderbread console. The start of Nintendo’s entrenchment.

Time And Relative Dimension In Space

  • Reading time:2 mins read

A certain legion of Doctor Who fans has been incensed by the New Series exterior TARDIS prop. Mind, not the interior set — the outer police box prop. The most common complaint is the size. It’s “too big”, people say. Actually, more like: “it’s huge!” Another issue is that the bevelling on the panels isn’t exactly right. Then there’s the aspect that it’s “just horrible” — or, in the Klingon slang UK Internetters speak, “naff”.

One fan was so irritated that he decided to build his own “proper” prop to assuage himself. Fan reaction was unanimous, from what I could see. This was a proper TARDIS, all right. It’s what the New Series prop should have been all along, damn that Russel T. Davies.

Just for the fun of it, let’s see how they compare. The New Series prop is on the left, the incomplete fan prop on the right.

Note that the fan prop is incomplete. No signs, and not fully painted yet. Still, you get the idea.

Spot the changes? Smaller windows, smaller space up top for the “Police Box” banner. Those are the major ones. The guy who constructed it admitted that he made the windows narrower intentionally, on a personal whim. Also note that the guy made it to scale of an actual police box, and found that it was the same size as the New Series prop. You can see for yourself how big it is, in the picture. As for the New Series box:

Actual police box (slightly older model) on the left. Notice the scale. Now compare to the John Nathan-Turner box, from the 1980s:

Also Note the amount of horizontal space given to the “Police Box” sign. There goes that detail.

Of course, the 1980s box is well-known to be larger and more “accurate” than the original TARDIS prop.

So. Let’s talk about gamers, shall we? Say… fighting game fans?

Crulling Horror

  • Reading time:1 mins read

Since I’ve been out West, it seems that Dunkin’ Donuts has STOPPED SELLING CRULLERS.

What is wrong with this world?

More observations into the vortex

  • Reading time:3 mins read

The new series is most well encapsulated in the opening and the ending of The End of the World — all of the melancholy wonder there, that the series always seemed like it was trying to get across yet which had never before been so concentrated. About how fleeting life is, and how important it is to understand and appreciate what you, while you, can.

It really is the overarching message of the series — the new one, in particular. It’s kind of the message the Ninth Doctor gives us. Everything has its time and everything dies. He especially is doomed, by his own head and hand. And yet when Rose’s father figures the reason he’s never done anything important is that he was meant to die, he’s told that “it doesn’t work that way”.

The new series is doing a really good job of commenting on the nature of life by crossing it with the nature of time. Being and Time; Heidegger argues they’re the same thing. It’s not a bad argument, from a subjective standpoint. From a human one. From the only perspective we can know.

Which is, incidentally, the new perspective of the series — now that it’s focused on the companions again rather than the Doctor as-such.

Some people have expressed dismay at how they no longer can appreciate the original series as they used to, much to the derision of the hardcore. I think the problem is now there’s a frame of reference for the old stories. Before, they were all that existed — so it was easy to take them for what they were. Now you get to compare with the current production. You can’t help it, really — even if it’s not really a fair comparison. Since there is a “New Who”, the old who by nature becomes “Old Who” — with all the baggage that entails. One of those unavoidable details.

The question then becomes, how do we reconcile the distinction? It’s something each of us has to answer on his own, in his own way.

You know what’s the least dated? The black-and-white stories.

Really. It’s obvious they’re from another era. They’re old. They’re crackly. There’s a completely different headspace to black-and-white film, compared to color.

Check out Tomb of the Cybermen, for instance. It holds up nearly as well as, say, Lang’s Metropolis. There’s enough distance that you have no real inclination to compare it to the new material. It simply is what it is.

Once you introduce color, though, you run into a whole host of psychological problems.

In response to some message board shenanigans

  • Reading time:2 mins read

Most of science fiction is magic in the end: you make an assumption for
the purpose of illustration (usually of a social or political issue),
and as long as everything around it follows in a reasonable manner, you’ve got a successful gimmick.

Doctor Who has never been any different; the difference is that its key
assumptions, on a long-term basis, tend to be more for dramatic than
hypothetical purposes. To provide solutions rather than ask questions.
The sonic screwdriver exists, for instance, to resolve any physical
impasse. Davies has had fun with this and, flying in the face of JNT,
has made it even more of a panacea. (Note Boom Town and the
teleportation.) This is fine because this one magical assumption allows
us to skip the obligatory procedurals (that frankly have little to do
with story) and go more directly from cause to effect, on a narrative
level.

The TARDIS has always been another magical device. It works how it
needs to work to do what the writers want to do. That Davies is having
more fun with this than earlier writers and producers just follows his
whims and — frankly — the demands of the modern format of the show.
And of modern standards in storytelling.

That montage at the start of Rose tells all, really. In two minutes we
know all we need to know about her, and all we really get are setup
shots. It would be pointless to fill in the blanks, as that’s not what
the story’s about. We get all we need to know from what we’re shown,
and we can fill in the rest ourselves. Take that, expand it, you have
Doctor Who in a nutshell. All Davies has done is boil it down. And in
most places, it’s effective in the end. If you really need
explanations, you can make them up on your own. Fans are good at that.
They’re kind of irrelevant to the purpose of the series, though.

Thus concludes my review of Metroid II.

The Art of Selling Out

  • Reading time:3 mins read

by [name redacted]

Originally published by Next Generation.

Katamari Damacy ends with the player roaming the Earth, ripping up all of its nations and rolling them into a ball. Hard to follow up on that.

The sequel is, therefore, the exact same game as the first. It had to be, really; that’s how sequels work. You capitalize on the investment of the first game by recycling your work and cashing in on the good will the first game bought you. The curious detail is that this sequel knows what it is; it was made with knowledge of the first game, and of the success of that game – for without that success, there would have been no sequel. And more to the point, it was made knowing just what people expect in a sequel.

Tarnish

  • Reading time:1 mins read

I had a dream about the N-Gage.

Devils in the Details

  • Reading time:3 mins read

by [name redacted]

Originally published by Next Generation.

All right, so Lament of Innocence wasn’t so hot; the next game would be the real clincher. Lament did have a good engine. And Leon controlled just right. There just wasn’t much to do with him, was all.

So what does Igarashi have to show this time? As it turns out, not much — yet. As of E3, Curse of Darkness strongly resembles its predecessor: another 3D Castlevania that feels nice to play, but has the level structure of Teenage Mutant Ninja Turtles. That in itself would be fine; Castlevania began as an action game, and it worked then. What is worrisome is that Igarashi wants to make this game nonlinear.

Wonder of Wonders

  • Reading time:3 mins read

by [name redacted]

Originally published by Next Generation.

Yuji Hori’s Dragon Quest was the first console RPG. It established the template that every other Japanese RPG has followed, and none of its sequels have fundamentally strayed from that form. It’s the unchanging grandfather of console culture. In Japan, it’s an institution. Here, it’s been a dud.

Maybe it was the name. Thanks to TSR’s lawyers, we knew the series as Dragon Warrior. On the cover, we saw a man who might as well have been Captain America, battling a huge, leering wyrm. Instead of a game where we took the role of this warrior, we got an introverted little quest where straying too far, too quickly was suicide.

Dragon Quest VIII is much the same; the only real change is in presentation. That might just be enough, though.

Beat Down: Fists of Vengeance

  • Reading time:3 mins read

by [name redacted]

Originally published by Next Generation.

With the public rehabilitation of the shooter in games like Ikaruga and Gradius V, the industry is apparently looking to the brawler for its next miracle; this year we can expect to see at least three significant attempts to remodel the genre into something people might want to play again. Of these, Cavia’s Beat Down: Fists of Vengeance can claim both the worst title and the oddest implementation.

On Licensed Fare

  • Reading time:7 mins read

Occurs to me, the best way to structure a Lord of the Rings videogame is to make it from Frodo’s persective, and Frodo’s perspective alone. Everything else is spiralling around somewhere in the background, out of his control, adding to the atmosphere. Assuming this game were based on the movies rather than the books, it would begin, with no particular prologue, outside the Green Dragon. The player, as Frodo, would amble, slightly drunk, back to Bag End; Sam would be around to help show the way. If the player were to go too far off-track, Sam could say, in a comforting voice, “‘ere, Mister Frodo, you’ve had a bit too much. Best follow me.” And Frodo would stumble around and take a step back toward Sam, with a bit of an acquiescent shrug. Sam would leave the player at the gate to Bag End, maybe pushing a bit, allowing the player to trot up through the door and walk around a little before Gandalf jumps out of nowhere, scaring the player half to death, asking about the Ring.

Within the context of the game, the player of course has no idea what’s happening. Frodo mumbles to Gandalf something about how he thinks he left it in the chest over there; the camera moves to frame it, the player is left free to wander Bag End; Gandalf will start to grow irritated if the player doesn’t go straight to the chest and open it, though. Once open, Frodo automatically fumbles around and draws out the envelope; Gandalf snatches it away, the whole sequence plays. Eventually the player is left free to scramble around for a few moments (there’s an invisible timer of sorts — long enough to be sane, short enough that the player can’t take however long he wants; Gandalf starts to get impatient if the player takes too long) and take whatever in Bag End seems of use. If the player seems confused, Gandalf will bark out suggestions. “Take some food! And try that walking stick over there!” When the player is done, he goes to Gandalf. (If the player just dallies forever, Gandalf interrupts and says they’ve delayed long enough. He might shove a generic pile of stuff into Frodo’s hands.) There’s another short bit of discussion, before Sam gets yanked through the window. Then the game cuts to Gandalf and Frodo walking along the road, toward the edge of Hobbiton, Sam scampering behind, Gandalf berating him. Gandalf offers his advice, and the player is left alone.

From then on, it’s forward. The player isn’t allowed back into Hobbiton. (“No… no, I can’t go back now. I’m afraid it’s no longer safe.”) Otherwise, it’s mostly free reign all through the Shire. Not much will happen aside from exploration. The hobbits become visibly exhausted and will begin to stagger if they don’t rest and eat from time to time. The general idea is to keep off the road, although it’s a good idea to keep the road in sight, lest the player become lost. Stray too far and you might have some strange run-ins; with wood elves or dwarves or even orcs. Sort of a Zelda or Dragon Quest idea of borders: although you can go anywhere, it’s on your own head if you act like a fool and stray far. Likewise, the farther from the path, the darker and more menacing the woods get; the greater the ambient noise. The game will send psychological signals, telling the player he shouldn’t be there (especially given the lack of any real means of self-defense except, perhaps, the occasional stone). Maybe if the player strays really, really far, Sam will be there to freak out and plead with Frodo to get back to the road.

The player probably won’t get actually killed or injured. He might be visibly (if subtly) stalked by wolves for a while. Just to give the player the hint. Perhaps if the player does get attacked, and injured a little, a ranger or a wood elf will pop out to slay the wolf and advise the player back to safety. Of course, if the player runs into someone on the road, that person will probably recognize Frodo and start making a big deal about it: “Why, FRODO BAGGINS, fancy seein’ you ‘ere! Why, wait until I tell the blokes at the pub who I ran across out in the middle of nowhere, why won’t they have a scream!” Frodo will automatically respond “Y…yes, nice to see you again. We’d really best be moving on.” “Oy, now that’s friendly! Well, have it as you will… (mutter mutter)” And the passerby would continue walking down the path. The idea is to give the player the idea that maybe he should avoid being recognized.

It will take a long while to walk from one place to the next; that’s a big part of the point. It’s all about the journey, about the sense of place along the way. Sense of distance. Sense of foreboding, as well. The idea that maybe the player is being watched. That the farther you get from home, the more treacherous the world feels, to a point. (This is before the wonder of travelling starts to really kick in, and when turning back still seems like a viable option, even if you know you can’t.)

Likewise, the game will somewhat funnel the player along the “right” path just by virtue of level design, carrots, and the above psychology. Farmer Maggot’s fields, say, will be the most obvious route to go, just because going any other route will be so unpleasant and slow, and Sam will whine so much, that it will in effect be the only viable option. If the player happens to miss Merry and Pippin one place, they will continue to wander around such that the player will meet them eventually, somehow, in some incidental manner. The level design will also ensure this. How the meeting transpires depends on the circumstances. If the player is being chased by black riders already, the dynamics will be different from if they bump into each other in a corn field or along the road.

As for the black riders: it should be immediately obvious to the player when they are coming — from visual, aural, and tactile cues. The idea is to make the player realize he really, really shouldn’t be where he is, and that he should get away and hide somewhere. It’ll be an ongoing menace for a while, keeping the player from standing around too long. If the player gets caught, maybe Merry and Pippin show up and pelt the rider with rocks, causing it to drop Frodo, and tell the player to follow them. Maybe the game is simply over right then and there. The rider rides off with Frodo, leaving Sam behind, weeping. And after a few moments, the screen fades to black, the player hears the sound of Frodo screaming, and the text “This is not the end…” appears.

The player should have the option to put on the ring at any time. Should be tempted. Perhaps when the Riders are near, the game interface does something to sugest to the player to use the item.

The game continues in this manner throughout the entire quest; things that are out of Frodo’s control are out of the player’s. The player is tempted and guided and manipulated just as Frodo is, all for the psychological effect. The idea is to make the player really feel like Frodo. To eventually confuse the hell out of him, and to make him want to take the easy way out of things.

I don’t see this game getting made. It wouldn’t be all that hard, of course. Not really. It’s certainly feasible. It’s just… not where we are, yet. Not how we think about videogames, yet. A shame, as I want to play it.

The Blessing of Fatal Death

  • Reading time:1 mins read

So. Collectively, The Empty Child/The Doctor Dances is by far the most nuanced, well-written, well-directed, well-edited, well-scored, probably well-acted serial of the season. The best use of effects and lighting. The best premise. The best supporting cast. The best resolution. Even the best pre-title synopsis. This is just stupidly good. And it’s kind of melancholy in that the way this ends, the balance that it finds — it’s a kind of perfection. This is the TARDIS at its height. The relationship between the Doctor and Rose, the presence of Jack, the comfortability level. It feels like everything has finally come together, after a long lead-up. This is the classic formation we’ve been waiting for. And it’s about to end. Next is, in effect, the three-part finale.

Did you hear? Next season is going to deal heavily with the Cybermen. That should be curious to witness.

I haven’t been saying much lately. I will soon. The last month has been nuts. I have other things to do first.

Smart Marketing – How an Intelligent Approach to Research Can Boost Your Bottom Line

  • Reading time:1 mins read

by [name redacted]

The idea behind Creative Domain Executive VP of Marketing Craig Relyea’s panel at this year’s E3 was to explore and maybe debunk what he described as misconceptions about “strategic information gathering”; marketing speak for focus groups, surveys, and other consumer data-raking. His thesis was that current videogame marketing “relies too much on gut instinct,” a tendency that, from his perspective, has “slowed the industry’s progress in becoming a dominant medium.” He fears that “we’re becoming smothered by over-dependancy on analysis”, resulting in a trap where, unless it is an extension of an established brand, nothing new gets made.

( Continue reading at GamaSutra )

World of Warcraft (Windows/Blizzard) **1/2

  • Reading time:2 mins read

by [name redacted]

This review was composed under strange conditions. I was flat broke; a reader sent me a copy of the game and said he’d pay to see my take on the game. Then after the review went up, I think four out of five responses were objections over the fishing example. Hmm.

I’ve stopped playing World of Warcraft. Actually, I stopped a few weeks ago; I only turned the game on twice in the last few days, to buy that orange tabby that I couldn’t name and to see if I had reason to pay money I didn’t have for another month of forgetting the game was installed on my hard drive and downloading a hundred megs of patches whenever I chanced to start it up.

Until I got to level twenty, I enjoyed the game. I wandered around, I improved my skinning and my leatherworking. Maybe those weren’t the best choices for a mage, since I couldn’t wear leather. Why be tidy, though.

It started out well enough. I found a nice role-playing server, where I presumed I would have less bullshit to put up with since everyone would be concerned with etiquette. The Internet is backwards that way. Give a real person a fake identity and he’ll use that as an excuse to go wild. Get into strip clubs preternaturally. Rent videos with no intention to return them. Speak in tongues, go to ren fairs, and wear fursuits. It’s a trap door from the monotony and the conformity of the suburban right-wing hate media spewing public school adolescence we all carry into our thirties.

Give an Internet person an identity, it becomes an anchor. It’s fake, and you know it’s fake. Deep down they know it too. It’s one of those lies you live with, comfortable lies, to grease the gears and keep the project moving. You all know you’re there to escape, so why rock the boat. Let’s pretend, they say. Don’t remind me of my real life. And it’s fair enough. We all have our problems. We all need to be someone, even a fake someone. The role-players are harmless and a little sad. They want to play the game right, and that sounds good to me. Let’s do it, I figure.

( Continue reading at Insert Credit )