And Then There Were None

  • Reading time:25 mins read

by [name redacted]

Part three of my ongoing culture column; originally published by Next Generation, under the title “Culture: Five that Fell”.

For all its immaturity, you can tell the videogame industry is getting on in years. With increasing, even alarming, frequency, the faces of our youth have begun to disappear – forced from the market, absorbed into conglomerates, restructured into oblivion, or simply retired from the grind.

The first big wave hit back in the mid ’90s, when increased development costs, the demise of the American arcade, and the shift from 2D development left dozens of small and mid-sized developers – from Toaplan to Technos – out in the cold. Those that didn’t die completely – Sunsoft, Vic Tokai – often pulled out of the US market, or even out of the videogame business. Western outfits braced for the storm by merging with larger and ever larger publishing conglomerates, rationalizing that it was the only way to survive in an uncertain market.

The second wave came only a few years ago, after the burst of the tech bubble. In effort to streamline costs, parent companies began to dump their holdings left and right, regardless of the legacy or talent involved. Those that didn’t often went bankrupt, pulling all of their precious acquisitions down with them. Sometimes the talent moved on and regrouped under a new game; still, when an era’s over, it’s over.

True Balance

  • Reading time:1 mins read

I am never so constructive as when I am meant to be working on something else.

The Invasion

  • Reading time:2 mins read

There have been rumors for a while; now it’s been publicized. A teaser trailer‘s even out.






Yes, the legendary and long-incomplete 1968 Patrick Troughton serial The Invasion has been completed — through modern flash-based animation, set to the original off-air soundtrack. It’s been done by Cosgrove Hall (Danger Mouse, Count Duckula) — the same people also behind the Scream of the Shalka webcast from a few years ago. This is supposed to be a good deal more sophisticated, though.

It’ll be out this November, in the UK; we’ll probably have to wait until next spring for the DVD. The remaining six episodes are getting the typical Restoration Team cleanup — which is welcome, considering the condition all existing consumer prints are in.

As it is, I find the story hard to take, as it’s drawn out and padded to a ludicrous degree. (It was conceived as six episodes, then cut down to four because there wasn’t enough story to sustain a six parter, then expanded to eight because another serial fell through at the last minute.) The whole middle part of the serial consists of the characters repeatedly breaking into the enemy compound, getting caught, escaping, then breaking back in again. And again and again and again. It’s impressive, on a certain level.

Even so: wow. The cleanup on its own should make the story far easier to watch. Interspersed with animation of this detail, this release perhaps wins out over The Beginning as the most ambitious and appealing classic series release to date.

Odd that there have been so few truly great Cyberman stories, considering how much potential the Cybermen hold.

The Nintendo Syndrome

  • Reading time:12 mins read

by [name redacted]

Part two of my ongoing culture column; originally published by Next Generation.

So Nintendo’s at the top of its game again – or near enough to clap, anyway. The DS is one of the bigger success stories in recent hardware history. People are starting to buy into the Wii hype; even Sony and Microsoft’s chiefs have gone on record with how the system impresses them. Japan is mincing no words; 73% of Famitsu readers polled expect the Wii to “win” the next “console war”, whatever that means. And these people aren’t even Nintendo’s target audience.

Satoru Iwata has done a swell job, the last couple of years, taking a company that was coasting on past success, whose reputation had devolved to schoolyard snickers – that even posted a loss for the first time in its century-plus history – and making it both vital and trendy again.

So what happened to Nintendo, anyway? How is it that gaming’s superstar was such a dud, for so many years? What’s the white elephant in the room, that everyone has taken such pains to rationalize? It is, of course, the same man credited for most of Nintendo’s success: Shigeru Miyamoto.

NextGen’s Top Ten Years In Gaming History

  • Reading time:30 mins read

by [name redacted]

Originally published in some form by Next Generation. I was asked not to include 1999 or 2000, because the Dreamcast was perceived as a low mark in the industry rather than a high one. I was also asked to include the previous year, to suggest that we were in the middle of an upswing. So… that explains some of the selections.

In videogames, as in life, we tend to get things right about a third of the time. There’s one decent Sonic game for every two disasters; one out of every three consoles can be considered an unqualified success; the Game Boy remake of Mother 1 + 2 was released in one out of three major territories. With the same level of scientific accuracy, one can easily say that, out of the thirty years that videogames have acted as a consumer product, there are maybe ten really excellent milestones, spaced out by your 1984s and your 1994s – years maybe we were all better off doing something out-of-doors.

It kind of makes sense, intuitively: you’ve got the new-hardware years and the innovative-software years, spaced out by years of futzing around with the new hardware introduced a few months back, or copying that amazing new game that was released last summer. We grow enthusiastic, we get bored. Just as we’re about to write off videogames forever, we get slapped in the face with a Wii, or a Sega Genesis – and then the magic starts up all over again, allowing us to coast until the next checkpoint.

Just dreamed: the following phrase:

  • Reading time:1 mins read

“Government scientists developed a drug named Rygar” — conspiracy nut, about a supposed anti-errection product in the water supply.

Zombies, Love, and Closure

  • Reading time:3 mins read

The second series of Doctor Who has, to date, focused to an unusual degree on a loss of identity by outside influence. It’s been a central plot point in every story: the blood control in The Christmas Invasion, Cassandra’s shenanigans in New Earth, the Werewolf in Tooth and Claw, the children in School Reunion, the repair droids’ use of humans in The Girl in the Fireplace, the Wire’s victims in The Idiot’s Lantern, Toby and the Ood in The Satan Pit, the Abzorbaloff this Saturday — and then there’s all the Cyberman stuff. In each case the victims are robbed of a personality, such that their bodies might be used for other purposes — in most cases, to be physically transformed or integrated into something else.

Then there’s this lesser theme of people with obsessions abandoning them and “moving on”: The Rose with Doctor #9, Cassandra again, Sarah Jane, Mickey. The Doctor keeps half looking for excuses to give up wandering (in both Fireplace and Satan Pit) — or at least, he sure gives up quickly whenever it looks like he’s going to be stuck somewhere. To contrast, there are the characters who insist on clinging to the past — and we see what happens to them: Sarah Jane, who nearly wasted her entire life waiting for the Doctor to return; Reinette, who did. Then there are all the “Doctor Who fans” in Love & Monsters.

And yet there’s this temptation, this constant theme that maybe one can return to the past. That there’s some way to reclaim what you’ve lost: Cassandra and her business with Chip, Victoria and her paranormal mutterings, the Skasis Paradigm, this “before Time” business in The Satan Pit. Though she thought it was behind her, Rose still can’t get over her father and is drawn to his doppelganger. Part of the Doctor’s infatuation with Reinette was in how she managed to help him revisit his old, buried memories. And then there’s “Army of Ghosts”, coming up.

Of course, given that an identity is mostly built up out of memories… this all gets rather complex.

Especially in light of the huge new spoiler that will not be mentioned, I wonder how this all ties into the last couple of episodes. I doubt we’ll see any true conclusion in the next few episodes; these themes seem to be setting up something so huge that it’ll take most of series three to address.

The modern heart

  • Reading time:1 mins read

The driving force behind all “civilized” behavior is loneliness.

The Ends of the World

  • Reading time:27 mins read

by [name redacted]

Part one of my ongoing culture column; originally published by Next Generation, under the title “Culture: Games and Metaphor”.

For the last several months, this site and others have been nodding along to figures like Satoru Iwata explaining that everything you know is wrong; that everything you recognize as videogames is actually backward and childish, and making bold claims about what the future might hold for the medium. We’ve seen the “games as art” movement and “new games journalism”, and the backlash to both. It’s understandable enough; we’re human. We get attached to things; mere familiarity is enough to calm us down. Make the world a little less lonely.

Something I’ve not really seen addressed is, well, what’s wrong with videogames, anyway? The simple answer is that, in their current form, they’re pointless. Or, well. They’re not conducive to conveying a point, anyway.