New Earth (2×01)

  • Reading time:5 mins read

Okay, I can see why Davies thought of swapping the first two episodes. That was a kind of weak beginning. Not bad; just… it was a bit of a mess. It reminded me of The Long Game, kind of. And The Two Doctors — the later bits, especially. Not really sure why, aside from Chip.

My favorite bit was the pre-title sequence, especially the bit with Rose saying goodbye as the Doctor warms up the TARDIS again after — apparently — four months. In the commentary they talk about how the Doctor was probably living with the Tylers the whole time since Christmas. Curious.

After that, pretty much every major plot element and/or device lost me completely. The one body-swap is reasonable enough. What’s the impetus for all the other swaps, though? Why was Cassandra turned to a bit of fairy dust who can flit around at will? Besides it making the writing easier, that is? It doesn’t mesh with the elaborate procedure behind the first transfer.

Then the zombie patients. Okay, they can spread every disease known to man just by touching you. Fair enough. And yet if they’ve got thousands of diseases apiece, why are they cured by a handful of random serums yanked off the shelf? Just by being splashed with them? And why can they pass the cure on to other zombies (again) just by touching them?

And that’s just the immediate plot. Don’t get me started on structure.

This is the first time I’ve really been frustrated by a RTD script. I’m just… perplexed by this whole thing. There are so many nice little scenes in this episode, few of which are given space, most of which are basically throwaway. And aside from Boe saying he’ll say something more important later, we come to the end of the episode not really a bit further along than we started.

Obligatory. I guess that’s the key word for this episode, and most of its contents. A shame, as there’s such invention in the actual execution. I hope we see the catnuns again, for instance.

Ah well. The next five episodes should be an improvement.

EDIT:

New Earth didn’t actually make much sense. Which isn’t exactly a prerequsite, of course. It’s just a weird way to start the season. Especially since… how much actual Rose Tyler did we get? A few minutes’ worth? It feels like the kind of thing you’d give your actors somewhere in the middle of the season to keep them from getting bored.

And yeah, I think Davies would have been better off sticking with the gloomy conclusion he originally intended. Especially in light of the reason for the change — guh. It just doesn’t seem like he spent a lot of time on this one. It needed another draft or something. It says something also that it was directed by James Hawes, the guy behind The Empty Child and The Doctor Dances — since, you know, that was so excellent. And this is just… okay.

I think, frankly, it’s the weakest episode of the fifteen to date. The frustrating thing is that it’s got so much nice stuff in it. With a little fussing, it could have been a lot better. Some of it simply structural. It seems a mistake to reveal Cassandra at the beginning, for instance, instead of at the moment Rose discovers her. I don’t see any purpose to doing it earlier. You could have the spiders and their POV, and leave it at that. People will figure it out, if you want that foreshadowing. And it just gets clumsier as it goes along.

You can tell that this thing was rewritten to serve all kinds of different purposes, much like Long Game was. It’s just confused as to what it wants to accomplish. Originally Boe was to die here; then Davies decided to hold that off until next series. So having him here is… nice, but kind of beside the point of the episode and ultimately kind of fruitless. As executed it doesn’t even really set up a decent mystery; you’re just left thinking “huh”.

If he’s going to move it to series three — which he apparently did as soon as he knew there was going to be one — then take him out altogether. Refocus the episode altogether. Don’t keep the kibble. Likewise, frankly, the Cassandra thing is kind of wedged in. She wasn’t integrated into the story as she might have been. Toward the end she gets a bit of understanding from the situation and uses it to “create” herself, etcetera. That’s all nice, except it doesn’t really come out of the underlying conflicts here. It just kind of… happens. It’s never really explained what she’s doing there or how or why this whole body-transfer thing is happening aside from a few throwaway lines. It just seems like a neat thing to do, really.

Davies is a good writer in principle. I think he mostly needs a hard-ass editor to yell at him. I get the feeling much could have been saved even at the assembly stage, after filming — except it turned out this episode was hell to film. They kept picking up pieces for months after the fact, putting the episode together like a patchwork. So by coincidence they didn’t have that luxury either.

Samurai Champloo: Sidetracked

  • Reading time:3 mins read

by [name redacted]

Expanded from my weekly column at Next Generation, and posted on the game’s release date.

Samurai Champloo is the latest hit by Cowboy Bebop creator Shinichiro Watanabe, who might well be described as the Sergio Leone or Quentin Tarantino of the anime world. killer7 developer Grasshopper Manufacture has what might be described as strong aspirations to be the Quentin Tarantino of the videogame world. So this is a sort of clever pairing.

A Japanese trend I’ve begun to notice lately is the subcontracting of lucrative licenses to the most prestigious niche or up-and-coming developers – the likes of Treasure, Dimps, Cavia, Yuke’s. These are damned good developers, each with specific skill sets, specific views toward what makes a good videogame, and a substantial cult following. The trend is not unlike Hollywood’s recent predilection toward matching big blockbusters to the Cannes elite, resulting in movies like Batman Begins and the Spider-Man series.

Over here, any parallels are more the exception than the rule. The closest you really get are the likes of Neversoft, which sprang out of nowhere with Tony Hawk and – despite its success – has managed to keep relatively small and self-contained, seemingly more interested in exploring its ideas about design than in growth for the sake of growth. Treyarch is another good example. Maybe some past incarnations of Shiny or Raven or BioWare would count, though in their current forms they’re a little too… important.

Tomb Raider: Legend

  • Reading time:6 mins read

by [name redacted]

Expanded from my weekly column at Next Generation, and posted on the game’s release date.

Something that people keep bringing up, yet probably don’t bring up enough, is that the first Tomb Raider was a damned good game. The last few levels were thrown-together and buggy; still, at the time it was Lara and Mario. Lara was your 3D update to Prince of Persia – all atmosphere and exploration. It had a snazzy, strong female lead, when that was unusual. (At the time, I had a friend who wouldn’t stop complaining that the character was female. He couldn’t understand why they’d made such a dumb move, since the rest of the game was so good. Go figure.) The game felt fresh and new, and – right or wrong – just a little more sophisticated than what Nintendo had to show.

Then, immediately, Core and Eidos started to listen to the fans. They listened to the media. Posters on the original Tomb Raider message boards kept complaining of a lack of thumping music. They kept asking for more human opponents to blast away, instead of these stupid animals of the first game. They wanted more and more outfits for Lara. And of course, there was the whole “nude code” business.

So a year later, there’s a sequel with the same engine – fair enough – with most of these concerns addressed. It was less interesting, less atmospheric, less intimate than the original game. Still, not too bad. Then a third game, and a fourth, and a fifth, with barely an update to the game engine – since, hey, who has the time for that with a yearly schedule – and less and less focus on what made the game so appealing to start with. The game became the Lara Croft franchise, and everything else became secondary to her new look, her new abilities, her new weapons – because these are the things that fans yammer about, so therefore this was the feedback that Eidos got.

This Week’s Releases (April 10-14, 2006)

  • Reading time:11 mins read

by [name redacted]

Week thirty-five of my ongoing, irreverent news column; originally posted at Next Generation. Two of the sections are expanded into full articles, posted later in the week.

Game of the Week:

Tomb Raider: Legend
Crystal Dynamics/Eidos Interactive
Xbox/Xbox 360/PlayStation 2/PC
Tuesday

Something that people keep bringing up, yet probably don’t bring up enough, is that the first Tomb Raider was a damned good game. And what it seems Crystal Dynamics has done is go back to the framework of Tomb Raider 2 and to break it down, analytically. What they chose to do is bring the focus back to exploration – in part by introducing some new gizmos, in part by making the environments more fun to navigate. Reviews nitpick a few fair issues; still, the overall response seems to be a huge sigh of relief. Maybe it’s not the best game in the world, or all it ever could be. Still – it’s not terrible! The theme that keeps coming up is one of nostalgia – that, for the first time, someone has managed to recapture what makes Tomb Raider interesting. And that sentiment is itself interesting.

This Week’s Releases (April 3-7, 2006)

  • Reading time:7 mins read

by [name redacted]

Week thirty-four of my ongoing, irreverent news column; originally posted at Next Generation.

Game of the Week:

Tourist Trophy
Polyphony Digital/SCEA
PlayStation 2
Tuesday

Back when the PlayStation was new, Ken Kutaragi asked all his employees for new game ideas. It didn’t matter how silly; he just wanted input. In particular, he wanted a mix of input from people who were deeply invested in videogames and people who barely had anything to do with them. Kazunori Yamauchi’s response was that he wanted to be able to drive his own car on his television screen. Kutaragi thought that was sort of clever, so he put Yamauchi in charge of producing that game; what Yamauchi turned up with, of course, was Gran Turismo.

Gran Turismo is, as these terms go, a very hardcore game – not necessarily in the “hardcore videogame” sense, except as far as a person who is hardcore about anything technical can usually apply that to something else hardcore and technical; it’s hardcore in the sense that it is an ode to the motorcar in all the layers of obsessiveness you might ascribe to a Gundam. Each game incorporates an increasingly disturbing number of makes and models, each tuned to as close an approximation as possible, given the current state of videogames – all for the ultimate goal of allowing the player to reproduce his exact car (or perhaps his dream car) and drive it from the safety of his living room.

That’s an impressive effort for an idea that, on the surface, sounds so pointless.

Experimental Gameplay 2006 – Part 2

  • Reading time:1 mins read

by [name redacted]

Jonathan Blow showed what appeared to be a humble-looking 2D platformer, that at a glance could well have been designed in Mark Overman’s Game Maker, and mumbled a few things about time manipulation. He referenced Prince of Persia: Sands of Time and Blinx: The Timesweeper, calling them relatively traditional in application. The player can only go back so far, and only under certain circumstances, making the time element sort of a gimmick. Blow wondered what would happen if the player were able to “undo” however many mistakes he pleased. What would that mean for design? Could it even work? If so, how?

( Continue reading at GamaSutra )

Experimental Gameplay 2006 – Part 1

  • Reading time:1 mins read

by [name redacted]

As in past years, Wednesday’s Experimental Gameplay session attracted a throng. Beyond standing-room only, the lecture hall was crowded enough to concern and irritate the local fire marshal. Ultimately, the session went on around fifteen minutes longer than expected – and even then, the presenters had more material than they were able to show.

Comprised as it was of enthusiastic young developers, eager to show off their new toys that (in several cases) nobody else is allowed to play with, the energy level was high, keeping the audience clapping and cheering when appropriate, and vocalizing when not.

( Continue reading at GamaSutra )

Spore: Pre-Production Through Prototyping

  • Reading time:2 mins read

by [name redacted]

Maxis Senior Development Director Eric Todd shifted foot to foot as Namco’s Keita Takahashi slowly gathered up his notes and folders, grin plastered to his face, slowed by the occasional autograph hunter. It seemed like every time Takahashi thought he was ready, he realized he had failed to retrieve something else. Eventually he cleared off the podium and exited stage left. Just as Eric Todd stepped forward, to belatedly start his lecture, Takahashi swooped by again to collect one last article before dashing to the hall doors, seeming suddenly preoccupied. Todd blinked at the audience and introduced himself.

“Prototyping”, Todd declared, “is the heart of a virtuous pre-production cycle”. He explained the premise of the lecture – that he would be discussing the value of experimental models before dedicating one’s self to any one approach to a software problem. He then explained that the following would be an “advanced” talk, that would assume you already knew what he was talking about – so he wouldn’t hold back in his explanations or references. Todd rattled off a list of books that the audience might do well reading, to better understand what he was about to say – none of which, it turned out, were altogether necessary.

( Continue reading at GamaSutra )

The Past Outrunning the Future

  • Reading time:2 mins read

I just now realized the connotations of the “return of Sarah-Jane” thing. When it comes down to it, essentially the Doctor dumped her. He left her behind. And come to think of it, she never really met any of his other companions — aside from Harry, of course. Jo left at the end of one season; Sarah-Jane showed up at the start of the next. And after the Doctor left her, he went off alone for a while. From beginning to end, she had the Doctor essentially to herself. So just as it will be a bolt from the blue for Rose to gel that the Doctor has had previous companions, meeting Rose will also be something of a first for Sarah-Jane.

Didn’t realize how tidy and self-contained this whole story is. Almost like it was waiting for closure. The K-9 issue just helps, as how often has the Doctor thought about a companion after moving on? For the most part, this is who he is — right here, right now. Except when it comes to Sarah-Jane. Then he can’t escape the past.

Between this thread and stuff like the revelation that the Time War was going on all through the old series, from Genesis on, and taking pains at every opportunity to make some actual sense out of the TV Movie, the new series is bringing a whole new dimension and context to the series as a whole. Not unlike, uh, the first Sonic Adventure?

The Localization of Counter-Strike in Japan

  • Reading time:2 mins read

by [name redacted]

Taninami, a thirteen-year veteran of Namco’s arcade division, was assigned five years ago to find a solution to the Japanese “network game problem”. Whereas the US has enjoyed about thirty-five years of network connectivity, online games have never really caught on in Japan; for some time, received wisdom placed the blame on a nonexistent or comparably obscure architecture. And yet, now that broadband is prevalent, the market still barely exists.

So why is that, Taninami asked. Flipping the question around, he then asked what makes network games fun. He concluded that pleasure comes in part from the game itself – provided it’s a good game – and in part from the company the player keeps. He called this situation a “relationship of multiplication”: if the opponent fails to play fairly, then the game fails to be enjoyable. As far as Taninami was concerned, that social angle was the biggest problem.

As Taninami had a limited budget, he figured there was no point in wasting resources on development, when there are already so many well-made games available; instead, he poured all of his attention into the network aspect, conducting reams on ridiculous reams of research on how to ensure a fun level of competition. For the game, he selected Counter-Strike, due to its popularity elsewhere in the world. He asked Valve for a license to promote the game in Japan; they said okay and everything was in order. Almost.

( Continue reading at GamaSutra )

“What’s Next?” Panel

  • Reading time:1 mins read

by [name redacted]

Following the theme of the 2006 conference, a panel of five industry veterans (of various levels of celebrity and influence) gathered to discuss “what’s next” for the game industry, what with the pending change of hardware generations, the new and changing attitudes about game design to come about in the last twelve months or so, and serious concerns about the stability and structure of the game industry as it is now.

Gathered for this occasion were EALA VP of creative development Louis Castle, NanaOn-sha president Masaya Matsuura, Midway art director Cyrus Lum, Cerny Games founder Mark Cerny, and the inimitable Dave Perry, formerly (and presumably eventually again) of Shiny Entertainment.

( Continue reading at GamaSutra )

An Existential Panel

  • Reading time:1 mins read

by [name redacted]

The panel stretched its joints by working out if there was any consensus as to how the balance of power is situated in the casual game universe. The thread of design was established to start at the developer and run through to the consumer in the following pattern:

Developer -> Publisher -> Distributor -> Retailer -> Customer

The implication seemed to be that the developer and the consumer should be the parties with the greatest degree of control, as they’re ultimately the parties that are communicating. Joel Brodie indeed opined that consumers are the ultimate controlling force; they buy what they want, and they don’t buy what they don’t want. Dave Williams figured the balance was pretty even among all parties. Mr. Gwertzman was certain that publishers and portals are the “God” in the equation, while Nixon and Welch agreed that retailers are the major factor in what gets seen and purchased, therefore what developments receive support.

( Continue reading at GamaSutra )

An Introduction to Casual Games

  • Reading time:1 mins read

by [name redacted]

All day Tuesday, a board of twenty industry insiders swapped off on a series of panels dealing with the current state of the casual game industry. To start the proceedings, a selection of five speakers from a variegated spectrum of backgrounds outlined the basic nature of casual games, as they are today.

Unlike past years, the idea this time was to present an overall “übertheme”, broken down into digestible segments. That theme, roughly hewn, was a comparison of casual games now to where the industry was three years ago. On that note, since 2003, the industry has gone from about fifty million dollars in revenue, nearly all of which came from Internet downloads, to five times that sum in downloads alone; meanwhile, other revenue streams have become more important then before. There are now two annual conferences, dedicated to casual games. And even just as far as GDC representation, casual games have gone from a handful of sessions to over twenty related sessions, including this full-day tutorial.

( Continue reading at GamaSutra )

The Future of Mobile Gaming and its Enemies

  • Reading time:2 mins read

by [name redacted]

EA Mobile senior VP (and former JAMDAT CEO) Mitch Lasky kicked off his keynote at the GDC Mobile segment of Game Developers Conference 2006 with an extended spiel about his history with JAMDAT Mobile, the changing fabric of the industry, and what he sees as the biggest obstacles (and avenues) to future growth and maturation.

According to Lasky, one of the biggest forces for change has been his own company, JAMDAT — and in its current form, as the mobile division of Electronic Arts, Lasky sees it as perhaps the most important force for future change.

Lasky explained how Jamdat went, as he put it, from a value of zero to $684,000,000 in six years. When they began, they were a team of six people; previous to the EA merger two months back, JAMDAT was already the biggest mobile publisher. To contrast, The amount EA paid for JAMDAT is five times greater than Maxis fetched, making it the biggest EA transaction to date.

Of course with this kind of growth, it is only natural for other developers to go public in search of similar success. Lasky suggested the search was ultimately futile, as at the time JAMDAT went public it was “fundamentally different.”

( Continue reading at GamaSutra )

Sci-Fi

  • Reading time:3 mins read

From the moment “Rose” started up, something seemed amiss. Eventually I hit upon what it was: somehow Sci-Fi had got ahold of the wrong edit of episode one. They showed the rough version leaked to the Internet last year instead of the final edit aired in Britain. Having watched the latter version many times over, I was startled by how much the rough edit continues to plod — especially toward the end. I’m reminded of how much I cringed during the climax, the first time I saw the leaked version. I had completely forgotten about that, as I haven’t felt it in over a year.

End of the World was just fine, though. I was impressed by how well the pacing lent itself to interruption, and by (in general) what good choices Sci-Fi made for breaks — usually right after one of the Doctor’s quips about a new situation he found himself in. One break even resumed with the “Bad Wolf” line, bringing more attention to it than you’d normally have. Eventually, after the new trailer Sci-Fi knocked up for “Unquiet Dead” (hey, they really are putting some work into this), I realized what had happened with Rose. Going by the end credits, these must be the Canadian prints. Sci-Fi must have gotten them from the CBC, rather than directly from the BBC. Aha! Hah! Ho. How odd, though.

As I brushed past a moment ago, at the end of the episode they just cut the “next time” trailer, then run a clean set of credits “crushed” to the left with a brand-new trailer (using Sci-Fi’s custom Doctor Who logo) on the right. It works well, and the new trailers aren’t bad (at least, the two I’ve seen). They work on a different level from the original ones, though. Rather than have an abstract “narrative” of sorts, they’re just a bunch of cool scenes with a voiceover outlining the plot. Less quirky-n-British, though — again — effective.

Which segues into another strange thing: these episodes never seemed so British before. Watching them on their own, I just accepted them on their own merits. Now, sandwiched between two “people in military suits standing around with bored expressions, waiting to deliver their next line of exposision” shows, everything about the show sticks out like a rock star’s errection. It feels like I’m watching A&E or Masterpiece Theater or something.

Anyway. Yeah. This looks like it’ll work well. The only snafu so far seems like it wasn’t anyone’s fault, really (except whoever sent the wrong master to Canada over a year ago). And in general I’m impressed with the care and interest Sci-Fi’s showing toward the series. It’s encouraging. The only question is, did people actually watch?

EDIT: Of course, Sci-Fi did program an entire four-hour block around the show — so if anyone flipped to Sci-Fi at all during the evening, they probably caught part of it.