Vocal Hill

  • Reading time:3 mins read

This is all interesting, particular in the breakdowns of the plot and the character and monster origins for the first two games. Something that strikes me, however, is the marked difference in approach to the third game. Whereas in Silent Hill 1 and 2, the monsters were all consciously designed as manifestations of this or that, and the names for all of the characters and places were carefully (if perhaps overly-so) selected based upon relevent literary references and themes — like Harry and Cheryl’s names originally coming from Kubrick/Nabokov’s Lolita (before some alteration), and James and his wife’s names coming from elements of the Jack the Ripper case — very little of this consideration seems to have gone into Silent Hill 3. Monsters don’t seem to be particularly explained, either in their presence or in their design. They are there because the game needs creepy monsters. Names are increasingly arbitrary. Heather was named after her voice actress. Douglas was named after Douglas Fairbanks, for no particular reason. All of the attention in the creation of the third game seems to have gone into dissection of the plot to the first game, and into attempts to tie up everything prior to some comprehensible framework.

Although impressive in a certain right, I am unsure how truly constructive this approach is — as it kind of overlooks exactly the strengths of the first two games: namely, their ambiguity, and their strong inner motivation to illustrate one or another principle, or theme. Their subjectivity, really. In Silent Hill 3, the role taken by strong central themes in the first two games is usurped, in a manner, by convoluted and overt plotting as a new motivation. An attempt at aimless reason where highly-focued irrationality had previously been the whole reason for being.

This method just strikes me as rather clumsy, in comparison.

I guess that might be part of why Silent Hill 3 reminds me so much more of Biohazard than do the previous games.

EDIT: Notice also how many locations in Silent Hill 3 (once the player actually reaches Silent Hill) are lifted straight from the second game. Same geometry. Same fences still crumpled in the exact same way. Didn’t bother to change a thing, for the purposes of the game at hand. This seems to work into the above, somehow. One monster model is even taken straight from Silent Hill 2, although that should not be, given the explanation for the monsters in the first two games. The director of the third game didn’t seem to much care for these subtleties, though.

E3 Errata

  • Reading time:1 mins read

by [name redacted]

I really wanted Nanobreaker to be a step toward something excellent — or at least something compelling and odd. Or for it to show that Igarashi knows what he’s doing with 3D games. I don’t think it accomplishes any of this, in the state in which I saw it. I mean. It’s… sort of interesting in the sense that it’s just so damned bloody. Or. I guess Igarashi insists that this isn’t really blood, but oil or something. Whatever it is, it’s red and it’s goopy and it’s everywhere.

( Continue reading at Insert Credit )

Final Fantasy XII

  • Reading time:1 mins read

by [name redacted]

I have never been all that hot on Final Fantasy. A few games in the series have managed to amuse me, on one level or another. In general, I am bored by what Square has continually tried to accomplish with this series. I feel often that they have gone in the wrong directions, for the wrong reasons, and have as a result — given how much political influence they have within the design community, and how misdirected and conservative their design philosophy has been — been largely responsible for the lack of substantial evolution in the Japanese console RPG genre which they helped to popularize. They just set a bad popular precedent, for the rest of the industry to follow. And follow, you know the industry will. Biohazard was another problem; Mikami is now on his way toward fixing it. Now, though, I think Square might be on its way to joining Capcom in this trend toward repairing a whole genre.

( Continue reading at Insert Credit )

Myst IV: Revelation

  • Reading time:1 mins read

by [name redacted]

This was a surprise; I had heard nothing of a new Myst. I knew about Uru, and I knew of its troubles. It has been a long time since I have bought a PC game, however; I just haven’t had the computer to run anything made after 1997. Then, since there hasn’t been a lot interesting going on with the PC scene since the mid-’90s (unless you’re into whack-a-rat or first-person shooters, or you absolutely must have the fastest graphics card and processor, to show off the newest tech demo), I have for some time felt safe to ignore that whole segment of the industry. Yet, it seems like there is still some activity worth tracking. I think.

( Continue reading at Insert Credit )

Altered Sega

  • Reading time:1 mins read

by [name redacted]

There was nothing going on at Sega. Perhaps that’s why they decided to hide the booth in a small room off a little-used hallway, apart from the show floor, where no one who found it did so by accident and few who did intend to take a look remembered to do so. Out of sight, out of mind. Yu Suzuki strolled around, gently sipping his bottomless Coca-Cola. Some other high-level Sega staff sat crosslegged on the carpet in the hall outside, chatting. No one paid attention.

( Continue reading at Insert Credit )

Sunder Land, where all is asunder

  • Reading time:4 mins read

I just beat both scenarios of Silent Hill 2: Restless Dreams in one day. In one sitting, really. I first had to play to where I left off in the PS2 version, although that took an atom of the time it did the first time. (I notice that James no longer comments, of a map of the United States, “It’s a picture of something. I’m not sure what.”) Perhaps I was in a better mood or perhaps I was just prepared; the goofy world-logic did not distract me as much, today. Instead, I was distracted by the atmosphere and narrative. This really is a sophisticated game, artistically; one of the most-so I have encountered. Although it falls short on the actual game mechanics, that’s okay. Its mind is elsewhere.

I think I actually respect this even more than the first game, although they are rather different in their approaches and intentions. Where Silent Hill 1has its crushing sense of fear, that makes a person think twice to play it in the dark — or even to play it at all, at times — this does something more subtle. It is about all-encompassing, numbing sorrow and guilt — with all of the haziness and tempermental bursts and aimlessness and self-effacement and strange obsession that come with it. It is a portrait of a man willfully falling apart. A trip through his head, as he fights to either self-destruct entirely or to confront his demons and accept what he has been unwilling to accept. Whatever brings an end to the murmur. The entire game is focused around illustrating that picture.

A common enough theme in literature. In videogames, not so much. It’s too adult a depiction of pain. The scope of the game, by which it does illustrate this theme, is far more ambitious than I am used to. The original Silent Hill deserved enough praise just for being bright enough to understand how fear works better than any of its contemporaries. That seemed like a stroke of genius. This… is something else entirely.

Then Silent Hill 3 seems like an attempt to go mainstream with the series. It plays (and, in general, feels) much more like Biohazard than either of the first two games do. It tries to directly follow the plot of the first game, and to provide some more stable answers about just what this “Silent Hill” place is — something that really did not need to be done. It has a sassy, sarcastic lead. The music is more oriented toward pop, over the metal machine of the first game and the drones of the second. It’s just so… polished, and pretty, and palatable. Then The Room is supposed to follow after the second game, in some respects. I… well.

I guess I should reserve comment until I have seen them through. Something just feels a little unnecessary here.

Anyway. I am making progress.

A while ago, Justin Freeman made reference to a list of the top five (or was it “only five”?) significant games in this hardware generation: Metroid Prime, Metal Gear Solid 2: Sons of Liberty, ICO, Rez, and Grand Theft Auto III. He said “Maybe Silent Hill 2” — although that would make an unusual five. I’ll throw it in. I will also throw in Ikaruga, Wind Waker, and Virtua Fighter 4: Evolution. These nine games seem, to me, to be the sum of all of note that we have learned this generation. I have yet to find a tenth candidate.

Some will be surprised that I include Wind Waker, given my attitude toward the game. Some who know me better will know that it is precisely that attitude which puts the game on the list. Evolution finally comes through and admits what a meta-fighter Virtua Fighter has always been, as a series. It says some things about fighters, and about videogames, and the way we interact with them in a broader sense, that should do some permanent damage if you think about it too hard. And Ikaruga is, frankly, one of the most perfect and elegant game designs around — one which helps to illustrate on a base level, along with Rez, what videogames are, at their spine — and one which demonstrates the “pure” videogame (that is, videogame-as-design) at its most ideal. There is a level of truth here that, although related to the games of the early ’80s, could not exist in any previous hardware generation.

I might talk about this all in more detail, later.

Or. Maybe not.

Iconoclasm

  • Reading time:5 mins read

This is a note to myself, for later reference, on the ICO thing.

I climb a ladder, and walk along a raised pathway supported by arches and pillars. The pathway ends in a door that opens when I stand on a pressure plate in front of it. I walk through. I walk across another parapet-styled bridge, to stumble through a side entrance into a room. The main door to the room — a big, solid wooden thing — is closed. To open the door, I climb a ladder to a platform near the ceiling, jump to a pipe which juts out of the wall next to the platform, sidle hand-by-hand along the pipe to another platform, which happens to be positioned right where the pipe turns off and ends in the wall again. On the other side of this second platform is another pipe, that runs straight across the room, toward a parallel platform. I again hang from this pipe until I reach platform number three. Here, I find a third pipe, parallel to the first, which leads to a fourth platform. This platform also happens to be in front of a window. I walk through the window, and climb down another ladder which does not quite extend to the ground below. I will not be able to climb back up it, once I drop. Next, I open the door by pulling a nearby lever. I then go back in, grab Yorda by the hand, and leave.

This is all clever level design. It uses my character’s abilities well. It is clear what I have to do. On a technical level — one of pure mechanical design — there are no problems. The situation is even to be commended, for the ingenuity in its scupture.

However, as far as world-logic goes: huh? The game seems to want to suggest that the game world is a real place, with a certain reason to it. This is why it gives me pipes and ledges and windows and comprehensible architecture. Yet the only function this architecture holds is to be traversed by the player character. The back-entrance to the room could have any explanation. The pipes, although arbitrary, are similar in this respect. What, however, about the two (latter) ladders? The platforms? Why are they placed just where there is a break in the pipes? The ladder surely is there for no other reason to reach that first platform — which serves no purpose but to allow access to the pipe/platform “puzzle” (as it were). The window needs no reason — yet what of the drop-off ladder which leads from it? There is no access to the window other than the pipe, which I assume no one but the player character would have reason to hang from in order to reach that far platform. There is no way up to the ladder from the ground below, nor would there be reason if there is no way down from the inside. And what of the lever to open the door? Unless the room serves no purpose but to keep someone in, there is no practical reason to put a single lever on the outside of the room. Yet that is an unlikely purpose for the room, because of the back entrance.

All of this might sound like quibbling — yet it is in leaving room for questions like these that the game world betrays itself. And it is so unnecessary. Only a few extra details would be necessary to give context to the game world. Don’t make it so easy for the player. Or don’t just give a single route. Put some more pipes in the room, which don’t just lead to the exit. That one happens to, will seem arbitrary. Rather than the convenient ladder, force the player to find his own convoluted way up to the pipes. Let him notice the pipes through his own observations and then devise a plan for maybe using them. And rather than putting a single lever on the outside of the door, give the door an internal switch. Just make it broken. Or, perhaps, put a bar on the inverse, that the player must remove. That would be adequate. Either get rid of the platforms or find some other rationalization for why that geometry would be present. Turn them into hay lofts, perhaps. Or maybe force the player to swing from one pipe to the next. Maybe have one pipe break off, when the player puts his character’s weight on it, allowing him to swing to the next — which will itself creak, and maybe pop a rivet, but not collapse. Or devise some other scheme. It’s not hard.

This is my issue with the game. It can all be rationalized, sure. Should I have to rationalize it? No. Is it appropriate to make up my own connections? I fear not.

The game does far more right than it does wrong. It’s just, it is an experiment. And this is one of its lessons.

Smile, Apollo, Smile.

  • Reading time:4 mins read

I found a copy of Space Channel 5 Special Edition, for the PS2, for twelve dollars. The localization perplexes me a little. Of course, none of the voice actors save Apollo Smile return for Part 2 — so several flashbacks to the first game are redubbed. Yet, the title screens and packaging have been changed to both games. In no obvious place is it stated that discs 1 and 2 are supposed to be two separate games; they are just packaged as discs one and two of a single game. This makes the sudden change in (quality of) voice actors sort of peculiar.

Let’s see. Other arbitrary changes. In Part One, the Report Two boss — remember her? There’s a bit where Ulala yells: “Is that a tongue? AAH! It’s so slimy… incredibly… slimy…” — with horror changing to a weird kind of ecstacy, in her voice. That’s been replaced with something like “Ah, get yet mitts offa’ me! It’s so slimy!” In part two (though not in part one), the ability to zoom the characters around in the profile mode has been removed. Or. I think it has. I seem to recall being able to roll the character models around and look under their skirts. Can’t do that anymore. Remember the loading screens? “Now Moloading/Roboading”? No more. Just “Now Loading”. Lots of fun, these Agetec guys. In a similar vein, most of the unimportant characters in the profile section (even returning characters, like Biluba Boriskovsky) now just have generic names — Preschool Student (Green) — rather than specific names. The teacher, Mr. Joely, has been blandly called “Mr. Nervous”. No more effort than required here.

I think one of Evila’s lines was changed, and dubbed over by a wholly different actress. And then they didn’t bother to process the voice as the voice was processed before. Also, Fuse does have voice samples for the first game where he advises you to use the “X” and “O” buttons. I’m not sure whence those came, unless Sega was forward-looking enough to get Dave Nowlin to record those during the original redubbing sessions.

A lot of the charisma of the Japanese versions and of the English dub to Part One is just missing in Part Two. Even Apollo Smile does not seem to have been directed well, or to have been given all that great a script. Or to be having much fun. As superior as Part Two is in just about every way, it is harder to tell in this case. Interesting how much a bored dub can interfere with a game’s momentum and overall energy.

Some of the dubbing even makes the game harder to play. A few commands, particularly in Report 3, are ambiguous to the ear. I swore that it kept telling me to hit “left”, but it meant “chu”. Others are mumbled or a little off-time. Not helpful.

You can save multiple states in Part One, now. I notice that Part One says “Reprogrammed by United Game Artists” — I guess because the game originally was released just before UGA had become a distinct entity. The mpeg compression is now much less terrible — as you might well expect, from a DVD. A bunch of awkward subtitles keep popping up, that I don’t remember, which explain things a bit more than I remember them being explained. I think some of the obvious synchronization issues have been fixed a little.

I also now realize that a lot of items are obtained in Part Two by a scavenger hunt through the character profile section. You talk to characters you have saved, and they tell you to talk to other characters, who tell you to talk to other characters, who give you hints or spatulas.

That’s really about all there is to it. It’s still Space Channel 5 — both parts. It’s just a little more awkward. You can pick up the US Dreamcast version for five bucks, and the Japanese Dreamcast version of Part Two for about fifty still, probably. Or you can get this for maybe around ten to fifteen bucks. Not all that bad a compromise. And all things considered, this isn’t a bad localization or package. It was a great idea to bundle the games together, and it was good of Agetec to get Apollo Smile back again. It’s just. Well, you get what you pay for, to a certain extent.

So there it is.

Touchy Touchy

  • Reading time:2 mins read

Although the Guilty Gear series has long fascinated me, today is the first day that I have opportuned to spend some time exploring, and attuning myself to, one of its games — in this case, X2.

My first clear observation is that, although this is a PS2 game, I can actually pull off any move with no trouble. I assume this is due to the effort Sammy put into adapting this game to the PS2. Just as the game comes with an optional anti-alias filter, it comes with controls that recognize how dearly Sony’s idea of a functionable controller is in need of re-examination. The game remains tight enough that I never pull off a move by accident, yet it has been untied enough that the stupid pad never gets in my way. I think perhaps Noise Factory might have studied this game (or perhaps its predecessor, if it is similarly forgiving), during the development of KOF: Maximum Impact.

This is such a relief after the likes of Capcom vs SNK 2 and The King of Fighters 2000 & 2001 — otherwise-decent ports which seem to forget which system they’re on.

Something to think about.

Another observation is that the most interesting characters tend to be the most recent. Without the new guys, the cast would be kind of dull.

Curious.

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.