dep3D

  • Reading time:1 mins read

by [name redacted]

While we bode our time for Zelda time, Brandon and I drifted into the lonely walled-off corridors to the left of the main entrance. Beyond a door and a glass wall, in a far corner, we encountered a low-key display of several otherwise-unmemorable driving games. The only immediate sign of life was in that the place seemed oddly crowded. As we neared, it became evident why: the driving game on the big-screen TV was… blurry. I looked down, and at my feet I saw a bucket full of paper spectacles: 3D glasses. Oh my. It has been a while, hasn’t it. And these were not your old-style red-and-blue glasses; these are the newer type, which provide a clear, untinted picture.

( Continue reading at Insert Credit )

OutRun2

  • Reading time:1 mins read

by [name redacted]

As we strolled past the Megaking booth on the show floor, I spotted an OutRun2 machine in the distance. Drawing closer, I noticed that it was a feature of the CRI (now a subdivision of SEGA-AM2) booth. A polite elderly Japanese fellow swiped Brandon’s and my ID cards; he handed us pamphlets and old-fashioned Japanese fans with the CRI logo on them. Only two people were before us. The initial plan was, I — being such a fan of the original OutRun — would play the game, and subsequently write up my impressions. Time was short.

As we waited, I read through a bilingual “Naze Nani CRI” comic, which illustrated for kids on both shores the benefits of MPEG SofDec and the ADX compression algorithm. A middle-aged Asian man stood behind me, arms crossed in front of his ID badge. “Do you like the original?” he asked. We nodded and grinned, politely.

( Continue reading at Insert Credit )

The 2004 Game Developers Choice Awards

  • Reading time:1 mins read

by [name redacted]

I watched the Academy Awards for the first time, a few weeks ago. The MPAA’s screener ban (instituted in part to cut down on indie competition, under the ruse of piracy prevention) had apparently backfired, as the 2003 nominees consisted of perhaps the most well-chosen bunch of the right movies, for the right awards, that the Academy had ever selected. I thought, hey. Why not.

After an hour and a half, three hundred commercials, Billy Crystal’s singing, Billy Crystal’s unfunny jokes, Billy Crystal’s just-this-side-of-unkind remarks to Clint Eastwood and others, endless Hobbit awards, and Billy Crystal, I wandered away. I now thought I understood, first-hand, the general antipathy for award ceremonies.

With this in mind, I was unsure what to expect when I walked into the IGDA Game Developers Choice Awards. I had read about the Gunpei Yokoi ceremony the year before; that had sounded unconventional and sincere. Yet: it was still an awards ceremony. How long could I tolerate the pomp, I wondered.

( Continue reading at Insert Credit )

Inner Dimensions

  • Reading time:3 mins read

by [name redacted]

A bit of reporting for Xbox Nation Magazine, which was actually printed in both the May and June issues. It seemed I had an in for writing more complex material — I notice a bunch of notes for further articles — but then the magazine folded. A shame.

As relative newcomer to the console scene, Microsoft arrived in the silence after the storm. Those who were present recall the trials of the mid-nineties, as Sony squeezed the industry through a macabre cleansing operation. Developers were forced to convert to 3D development or not only risk public dismissal, but risk disapproval from Sony. Without Sony’s OK, games go unpublished — and Sony has its own agenda. Crushing to many smaller houses, this policy continues even today.

Even so, some studios, like SNK, refuse to surrender.

STATEMENT OF INTENT

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That‘s about it. In the original Jet Set Radio, the player had five or six things to think about at any moment. Early on, there were the mechanics to worry about. Then there was a bit of an exploration element. Then there was the goal of the stage — which usually involved finding, accessing, and spraying graffiti on set locations. (The spraying itself was a change of pace, as it involved standing still and entering complex thumbstick gestures — possibly in the midst of an otherwise-chaotic scene.) Then there were the police to worry about. Then there was the strategy of which tags to save for last, to make them easiest to spray on the go while avoiding the cops. Then there were the Graffiti Souls to find and collect — the doing of which was really helpful in teaching the player how the levels were put together. There was the whole performance-scoring mechanic, which encouraged you to complete every level in style, on top of everything else asked of you. Then there was the timer.

The player always had something to think about; it was all about trial-and-error, as one learned how the game thought and how it wanted the player to think — namely, with a fast and ordered chaos. The game was a rush. And if you missed something, you could go back in and play around later.

JSRF reminds me a bit of what JSR is like when it’s beaten; one big city, that you can freely skate around and explore. No danger. No stress. Whatever Graffiti Souls you’ve missed, you now can sort out how to collect. In JSR, that was perhaps the best part of the game — yet part of the reason why that freedom was so rewarding was that I had to earn it. I was fed one piece of the game at a time, and at the end I got to enjoy how everything fit together. Also, the level design was terrific.

The level design in JSRF isn’t as interesting. Beyond that, though, the game… everything’s compartmentalized now. I never have to think. I just wander around through this city, and the game places task after task before me. “Do this”, it says. So I do it. Then I wander. “Now do this”, it tells me. So I do that. Then I wander. “Now you must knock down all of these police” it says. “Now look at this — find a way up to this Graffiti Soul.”

Hell. I…

Did I ever have to fight the police in the first game? They were pretty dangerous. That was kind of the idea, I thought. It was all about running from the cops. They kept the pressure on. Now the only interaction I have is the occasional skit where the game fences me into an arena and I have to defeat a certain number of policemen or tanks or what-have-you to continue.

Now. Come to think of it — since the police aren’t a constant problem, why is the graffiti system so simplified? All one must do now is hit the right trigger, and the graffiti appears. No stopping; no effort. Were the game more action-packed, to the point where it was dangerous to stand still for even a moment, this tradeoff would be helpful. So far, however, that just ain’t the case. Again, all of the game’s elements are now broken up. There’s no timer. There’s no danger. I’m free to wander and spray as I wish. Again, all of the danger is partitioned into these silly skits in between game areas.

Perhaps it is unfair for me to compare this game to its predecessor, as it is clear that it attempts a different dynamic — yet exactly what dynamic is that? It has become a standard exploration-collection platformer, only with even more frustrating wonky controls than the original Jet Set Radio. The only things which seem to really set it apart are its visual and aural style. And even that isn’t up to the standard set by the first game.

The visuals are polished; they’re sleek, and ever-so-slightly more Western in style. Yet although interesting, they lack the quirky charm that so characterized JSR. Although still impressive, they feel kind of bland in comparison. Likewise, the soundtrack — well. I’ll get to Cibo Matto in a moment. I’m not going to get into the Latch Brothers’ contributions. Hideki Naganuma must have had an off day when he wrote the music to this game. There are a few excellent tracks (“The Concept of Love”, “Like a Butterfly” (is that its name?)), yet others seem built out of pieces of familiar tracks from the first game or just… don’t have as much power to them as what he contributed before. There’s a lack of energy here.

As for “Birthday Cake”: I like Cibo Matto. I’m really fond of them. I like this album (Viva! La Woman). I like this song. You all are right to criticize the use of this song in this game. Do not, however, let it taint your concept of Cibo Matto. They are very good.

Not only is this perhaps the least appropriate song to choose for the game; it also got mangled along the way. First, someone at Sega decided to censor it; two phrases were edited out (“I don’t give a flying fuck though!”; “You made the war with the Vietnamese.”), making the song play like a gravel driveway. Then — I don’t know what happened with the compression or the EQ. I guess someone tried to make the song sound “fuller” by scrunching all of the levels together. It just sounds awful, though. It’s hard to listen to.

Yes, the song is shrill in its natural state — yet it is charming as well! It is funny! That has been effectively removed; all that remains is noise.

And again: wow, what a bad choice of a song, anyway. Cibo Matto was perfect. Just not this song.

So. There that is. The game is not awful. It is just mediocre, from what I have seen. As I have said elsewhere, however, I think I could better tolerate an all-out failure. Instead, this game feels like a compromise for the benefit of everyone who didn’t get the original Jet Set Radio. The fallacy there is: those people? They’re not going to get it. Jet Set Radio, on its own power, ain’t a mass-appeal concept. You’re playing to the wrong crowd. If you want to bring people in, you convert them through social engineering. You make them see how hip you are (perhaps through smart marketing and PR). You don’t change, or you’ve wasted everything.

Ah me. My foot is asleep.

Not mere youth.

  • Reading time:2 mins read

I think perhaps the greatest thrill and the greatest feel of accomplishment comes from what you’re not supposed to do. Every time you break an apparent rule and you get away with it, you feel stronger, smarter; more clever and more brave. All the better if by breaking the rules you are confident you’ve chosen the more true path. Then instead of a nagging guilt, you feel like a bit of a hero unto yourself. All of the fear you feel, all of the over-awareness you face, goes right to your heart. And it glows. The universe is broader than you had been led to believe; and now you’ve broken through that facade. Who knows what else is out there. Who knows what you might accomplish. It’s such a feeling of freedom. It’s moments like that which build a rich life.

And it’s moments like that which, to some extent, build art.

I think some element of this explains why I respect Hideo Kojima’s vision, even if I’ve not played his recent games and I never enjoyed his old ones. It also explains why the standard formula piece — romatic comedy, action movie, war movie, musical, western — in which so many people seem to take comfort — feels like death to me. I do not enjoy such fare because I feel like I am suffocating; like the walls are being drawn around me; like choices are being actively removed from my universe. Just as a book like Catch-22 makes me feel more alive, I feel like I am, to some extent, dying, when I enter these worlds.

I resent that. I don’t like feeling that way. It is difficult to just ignore and tolerate mediocrity; I am too sensitive to dig my heels in and endure. It takes a measure of will and security just not to lash out, but rather to take pity, to take note, and to move on in search for another deviant soul.

Xbox update!

  • Reading time:1 mins read

Knights of the Old Republic is the missing single-player mode of Phantasy Star Online.

Just thought I’d point that out.

GOD, when will it get started? I’m twelve hours in, and the plot has just barely begun to crawl out of its fetal position. Although I still am running around the same town on the same planet, now I have met a Jedi! I’ve accomplished ONE THING. Hooray!

This still is more fun than JSRF, however.

I think I’m in trouble. I really like the article I’m writing. This is never a good sign.

Out of the frying pan, into the SIMULATED COCAINE BUSINESS

  • Reading time:3 mins read

I have an Xbox. It is huge. I’m using it as a platform for my Dreamcast. The main reason I got it is that it came with a bunch of software that I wanted anyway, and which on its collective own, even at a discount, would have cost about the same as I paid for it AND an Xbox. What I didn’t realize, though, is that I got a SPECIAL BONUS prize not even mentioned in the auction: ten digital tracks of what I assume is the top of the top of contemporary white suburban trash metal. The person from whom I got the Xbox did not bother to name his custom soundtrack, so I have renamed it “NOOOOOOO!” for my further convenience. Somehow I cannot bear to throw things away (especially if they’re free and special, as this soundtrack so clearly is), so it remains on the drive.

Although I have no clue what I’m doing, I begin to understand the appeal of the recent Grand Theft Auto games. I was vaguely familiar with the first two. They were silly and kind of dumb. Mister Lemming And Company really did something else with GTA3, though. It is hard to wrap my brain around how much work went into the most unlikely details. In Vice City (which, from about an hour’s play, I don’t enjoy as much), I spent more time listening to a seemingly-endless parody of public radio than I did running people over. Now that’s entertainment!

Star Wars: Knights of the Old Republic is… reminiscent of a BioWare game. It is, alas, more contrived and a bit less flexible than I expected, yet the portion I have experienced is not without joy. For its part. I wish I could say the same of JSRF. I did not wish to believe what I had heard — as the trailers made the game seem so pretty! And Hideki Naganuma is not a man to argue with. And the soundtrack contains the remix of Guitar Vader’s “I Love Love You”! I mean. How could the game go wrong? By not being fun, I guess. What happened here?

Well, I know what happened. Or I know how the game feels about what happened, whatever it is that happened. I won’t get into that at the moment, however.

Sega GT is a car game. I don’t understand car games. I set it to play Oingo Boingo while I crash my realistic car all over a series of vaguely attractive race tracks, lose money, and slowly crawl into video poverty. I am sure this must entertain someone.

And. That is all I will say on that matter, for the moment.

Wait, no it isn’t. When I first began to play Vice City, I tried to be a nice guy — and yet I did not quite understand the controls. I wound up punching a hooker in the face. This seemed to excite my mother (who had lingered nearby, out of curiosity) to no end. She yelled at me: “Hit her again! Hit her!” When I complied, this still was inadequate. “There’s another one! Hit her!” I planted my character’s foot into the face of a hooker ascending a flight of stairs. The hooker flew in a slow, steep arc and crashed to the landing below, in a pool of blood. Money scattered everywhere. “THINGS!” my mother cried. “GET THE THINGS!”

I’m not sure I have a comment for that.

Billy Hatcher and the Giant Egg (GameCube/SEGA)

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by [name redacted]

Billy Hatcher is not a bad game, on a mathematical scale; merely unremarkable. Even its bugs and annoyances are, in effect, boring. If the game were more novel and ambitious in its problems, then it would give me some grotesque passion to carry forward. As it is, the game gives me nothing to work with.

( Continue reading at Insert Credit )

Everyone does (what Nintendon’t!)

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What Nintendo really needs to do is pay more attention to third parties. The current impression in the development community — and it’s been this case almost since the beginning — is that it’s kind of a waste of money and effort to pay too much attention to Nintendo’s box. Sony has the marketshare, so put all of your money on Sony and you don’t have to think; you don’t have to worry.

Nintendo needs to conduct some psychology experiments. Figure out what it’ll take to change that impression — to give third-part developers confidence that they’ll be on at least an equal level with Sony, that there aren’t any demographic problems, that Nintendo intends to listen to and to help developers even more than Sony will. Lower licencing fees. Get a few key secret blockbuster third-party games contracted for launch — and get all of this ready before they unveil their next system.

Then they have to go to the public — convince them that Sony is the old guard, and is no longer hip. Go a bit more in-your-face about Sony’s weak spots (the fact that their systems break if you breathe on them, for instance). Make people think “hey, they’re right. Sony’s become kind of boring now. Maybe I’ve been missing something over here…” Position themselves as the mythological kings of old, revitalized, reborn, and ready to reclaim their throne from those who have been keeping it warm for the last decade or so.

This is what has to be done, in a nutshell. People won’t care enough otherwise, to make a huge difference over the performance of the previous two consoles. If Nintendo doesn’t have the constant and substantial software support, and if they’re still seen as kind of dismissable and fuddy-duddy by the mainstream, they’ll not be in a good position.

It’s all about relations; public and private. Nintendo doesn’t like to talk to people. They need to change that, fast. Make everyone really, REALLY believe that they’ve got a winner this time — as Sega did during the first few months of the Dreamcast. Only more so. And keep that momentum. Don’t let go. They need to pace themselves, and plan ahead to always have a next card to slap into place. Make sure the public and press never come too far off the launch high. Don’t just make it, then lean back and expect things will work out (as Nintendo has been wont to do). That people and games will come. It won’t. They won’t.

Another thing that’s important is to beware of potential sabotage from Sony. Try to anticipate what weird tricks they might pull, and build in some safeguards. Always have something better stashed away, to counter a weird claim from the other side.

So I guess there are two themes. Communication and planning.

If they can accomplish all of the above, Nintendo will have a winner. In theory they have got more weight and substance as a videogame company; if they’re just smart enough to bend and use that fact in a comparative, qualitative sense — and if they’ve enough developers on their side to back it up with — people will be attracted.

Relativity

  • Reading time:3 mins read

With (what appears to be) the untimely return of Geese, it occurs to me that the best way to illustrate the SNK universe is to use a number of parallel timelines. They often cross-reference each other, to the extent that the events in any one probably are reflected elsewhere — yet they aren’t necessarily equal in all cases.

It’s clear that KoF, FF/AoF/Buriki, Kizuna, and Last Blade all take place in a wide interrelated universe. It is implied in a number of places that Samurai Spirits is part of the same universe, even though it doesn’t much affect anything outside itself. (Nor does Last Blade, really, aside from the fact that one of the characters is supposed to be related to Eiji.) And yet — as some people have observed in the past — the series are not always compatible. And it’s getting to the point where one can’t easily just chalk it down to revisions, retcons, and errors. Perhaps it’s best to think of this universe as comprised of many threads wound together, that happen to touch in many places.

So if one were to make a coherent SNK timeline, one would perhaps do well to have — for example — a certain colour-coding scheme. For all practical purposes, one may assume that events outside of a certain colour label probably happened in the others, as long as there are no conflicts — and yet this is not necessarily the case. This allows a loose-tied, undefined ongoing continuity and prevents battles over issues such as the apparent revision of the Art of Fighting timeframe for the sake of King of Fighters.

Anything outside of a given series, one can either ignore or assume is present in at least some form — if not precisely the one specified — depending on the circumstance.

So in the King of Fighters continuity, it appears that the events of Real Bout never occurred — at least, as things stand now. Even in the Fatal Fury continuity, Real Bout Special and RB2 never occurred — yet some of the characters introduced there appear elsewhere (like during the NESTS saga). And yet something comparable to Fatal Fury 1, 2, and 3 must have occurred — and it looks like Mark of the Wolves is probably supposed to occur in some form.

What makes this all a little weird is that MotW is supposed to take place in New South Town — which, one would presume, would have been constructed after South Town was destroyed (at least in part) in KoF2000. Yet in 2003 (from what little has been revealed), the old South Town appears to be just fine — Geese and all. Maybe each KoF era needs its own colour code, as there are other weird continuity issues to distinguish the three plot arcs so far. Still, up until 2003, things tended to fit pretty well without much qualification — AoF aside.

Hmm…

This is all an exercise in organization, note. It does not pay to be too literal with things of this sort.

Attack Patterns

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A couple of observations.

The “Mars People” from the Metal Slug series strongly resemble the top-row aliens (second from the bottom, here) in Space Invaders. This doesn’t seem like a coincidence to me.

Samus Aran’s space ship, from the Metroid series, bears a close resemblance to the enemy ships in Radar Scope — the early Space Invaders clone from Nintendo (which flopped and was later reworked into Donkey Kong). This is probably a coincidence. Maybe, however, not!

EDIT: HA HA

“‘Warners is afraid that Revolutions won’t sell very well because of the word of mouth on the movie. The only way to make the money on sell-through is to package it with the other two.’ The retailer went on to say that the number of requests for the film have dropped significantly since the film’s opening day.

The Public Mind

  • Reading time:1 mins read

Not long ago, the fans were screaming and retching over Nona‘s art. They demanded that Playmore use any more familiar and palatable else. Now SNK has hired Falcoon, the fan favorite. And now people are starting to murmur how “normal” Falcoon’s art looks in comparison, and how they prefer Nona even if his style is kind of weird.

Sheesh.

Mass opinion is an odd and fickle creature.

I think I’m beginning to appreciate silent film more than spoken. In a sense, it takes more skill to tell a compelling story with nothing but pictures. And in so doing, you’ve achieved pure cinema. Once dialogue comes into the picture, you begin to cross media with theater. Acting tends to become more staid. Visuals aren’t as important anymore. Everything starts to bland out a bit.

Perhaps the reason Hitchcock was so good with imagery in his later pictures is tied to his background in silent film. His early stuff, as a whole, isn’t great. Still, what you learn early on tends to stick with you and influence you for the rest of your life.

Around the cluck

  • Reading time:1 mins read

Wow. It’s only quarter of ten?

Playing Billy Hatcher sure makes time pass slowly.

Askew

  • Reading time:2 mins read

I just realized that most artists only really have one thing to say. If that. Everything they do is just a refinement of, or another aspect of, that single contribution that they have (that being their own selves).

I suppose this should be obvious. We’re all individuals. The more rounded individuals, perhaps, have more corners of their minds to lay bare.

All the same: Miyamoto has never really varied since his original ideas for Donkey Kong and Mario Bros. Those added up into Super Mario Bros., and then Miyamoto took things a step further to hit upon The Legend of Zelda. Since 1987, it’s all just been refinement. He doesn’t have much to say that we haven’t already heard.

Same goes for Rieko Kodama, really (as much as I enjoy her work). She’s still kind of working with the tools she devised a decade and a half ago. BioWare did a lot with their first RPG, but they haven’t done a lot since then.

Hitchcock kept whacking out variations on the same two or three themes. Most of his work involved finding people he enjoyed and allowing them to do whatever they wanted within his vague descriptions. The Beatles had a lot to say by the end, but that comes from the chemistry of five key voices (including George Martin) and all of their experiences.

Miyamoto did his part. He’s done now. Hitchcock did his part. So is he. So are the Beatles. (Really, what of great merit have any of them done since the early ’70s?) They’ve each come out of nowhere with a new perspective and pointed out untapped possibilities within their own respective contexts. And in so doing, they’ve helped the context change.

And the world keeps moving. If they don’t, they’re left as a noble milestone; as a reminder of the need for perspective. Not as a template, however. Anything else is idolatry.

And that’s where all of the problems lie.

I’ve got a headache.