I Can See Your Moves

  • Reading time:5 mins read

I’ve just replayed ’96, and I’ve got to say that it’s the most intriguing in the series aside from 2001. It’s where everything came together right, for the first time. And SNK had to revise just about everything they’d established in ’94 and ’95 in order to make the game.

It makes me wish all the more that 2002 had been a concluding plot chapter for the NESTS era, as it rightfully should have been. The pattern would be complete, then.

’99 established the new gameplay system, with the strikers and all. It was nice and original, and a good idea. 2000 was almost the exact same game (as ’95 was to ’94), only with the rough spots polished away. Just as ’96 revolutionized the early series, 2001 revolutionized the later series. ’97 took what was established in ’96 and didn’t add much to it in terms of gameplay — but rather expanded it and used it as the backing mechanics for an orgy of plot exposition and drama.

Then ’98 — the first dream match — was almost the same game as ’97 (just compare the selection screens of the two!), only with an extra nine characters (every left-over non-boss character from ’94-’96 aside from Eiji), “classic” versions of most of the main characters (with their pre-’96 move lists), and a bunch of extra animations and interactions and energy added in.

That makes ’98 more or less “’97 DX”, in its structure. And at the same time, it’s a kind of a compilation of everything KoF up until that time. Not unlike the upcoming Street Fighter II compilation for the PS2. Aside from all of the characters and character versions above, it also has both major game systems up to that point (“Advanced” and “Extra” — which correspond to the pre-’96 and post-’95 engines). Basically, however you like your (pre-NESTS) KoF, ’98 has it. All it lacks is plot. But it’s got extra heaps of charm to make up for the loss (if you’re familiar with the characters).

That could have been the case with 2003, for the series’ tenth anniversary. 2002 would have put to use the refined system introduced in 2001, and cleanly finished off that plot arc. 2003 would have been the ultimate KoF dream match, covering the whole history of KoF — or at least everything that’s happened since ’98. Every major non-boss character. Every major game system. At least two distinct move lists for most of the major characters.

Then 2004 — the first Atomiswave game — could be the start of the next plotline. A nice clean beginning, on new hardware.

But, no.

Anyway. To illustrate, the pattern goes more or less like this:

[1a] [1b] [2a] [2b] [x] [1a] [1b] [2a] [x]
’94 ’95 ’96 ’97 ’98 ’99 ’00 ’01 n/a ’02

[1a] defines a new game system. It’s a rough draft. A little awkward. A few obvious problems to work out. Still, by virtue of its new ideas it’s got some energy and life to it.

[1b] is the refinement of that system. It’s the edited version, more or less. Most of the overt kinks have been knocked out. Problem is, it’s almost the same as the previous game. The game is nice, but one is left waiting for the point.

[2a] is the second draft. This is a total overhaul of the system introduced two games earlier. While the previous game was merely a revision, the goal of which was to fix the obvious problems in the first incarnation of the game system, this game scraps the earlier system altogether and rephrases the original ideas in a far more elegant form. This is more or less what they tried to do two games earlier, but hadn’t quite figured out how to express yet.

[2b] is to [2a] as [1b] is to [1a]. More or less. Now that they’ve finally got the system down, they don’t really have to think about it anymore and can just use it to tell an interesting story.

[x] is where we clear out the closet. Tally what’s been accomplished so far, while we figure out what to do next.

The NESTS saga never really got either a [2b] or an [x]. And it needed both, in order to work satisfactorily. Instead, it got abbreviated by a train wreck.

As you can both gather and imagine anyway, it’s the “a” chapters which do more for me. Especially the revised ones, where SNK (or Eolith/Brezza) figured out what they wanted to say. The “b” ones tend to bore me a little (particularly the “a” ones), since they’re creative resting periods. It’s all just futzing. And honestly, polish tends to annoy me. I like things rough; it leaves the character in. EDIT: (Of course, some things manage to combine both roughness and polish at the same time! HOW CAN YOU LOSE!)

Hell. I might as well post this, while I’m here.

Here comes the sun

  • Reading time:5 mins read

Just to let you know: Henrik Galeen is the fellow who invented the whole sunlight + vampires = unhappy and/or dead vampires device. I thought it likely that Nosferatu was the origin of this cinematic convenience. The commentary track on the DVD has confirmed this for me.

While we’re on the subject…

Konami pretty much seems to have ignored [Sonia Belmont] based on the supposedly bad game she inhabited (good character design and scenario aside)…

Actually, Igarashi wrote her game out of the official canon because he thought it was too far-fetched for a woman to be an action hero during the period in which the game was set. There’s an interview on Gamers where you can find these statements.

Aside from the obvious logistical strangeness here (since when were the Belmonts your average peasants?), Igarashi seems to be overlooking an awful lot of potential for character and story depth.

A woman would have to be all the stronger — all the more of a hero — to hold up against the repressive society of the time, and all of the fear and persecution she’d probably face. The stronger she’d get, the more that people would fear and resent her.

Thus the Belmonts were chased out of Transylvania after Dark Night Prelude/Legends, and thus Trevor/Ralph had to be called back in Akumajou Denetsu/Dracula’s Curse.

At the outset of that game, Trevor is kneeling by a shrine, praying. He could be talking to his dead mother, asking for the strength to follow in her stead.

I suppose an action game doesn’t need to go that deep, however.

I also suppose it doesn’t help much that Igarashi is filtering all of this through his own Japanese mindset.

Note that, as far as I know, Sonia still exists as a character in the official timeline. If so, however, she’s been demoted to little more than Trevor/Ralph’s mother.

He seems to care a lot about the atmosphere and continuity of Castlevania and the few Castlevania games that have had historical errors have all been the ones that Igarashi hasn’t worked on, such as CV64 with its turn of the 20th century biker skeletons.

Now, I really like Igarashi and respect what he’s trying to do with the series. Again, though, this doesn’t seem a necessary change to me. If anything, the storyline seems stronger with her in than with her out. If nothing else, she opens up a lot of intriguing possibilities.

Igarashi makes the occasional vague reference to historical accuracy, but he’s hardly a stickler. Thus the wailing guitars in Symphony of the Night and the classical music in Lament of Innocence (each anachronistic by at least one hundred fifty years — and more like five or six hundred in the latter case). There are all kinds of weird details in Harmony of Dissonance, like phonographs and elevators. The list goes on.

And even within the game’s internal world, Igarashi is willing to break form if it suits him. The “Spell Fusion” system in Harmony of Dissonance serves as a sort of a placeholder in terms of gameplay systems. It helps to explain whence Richter’s and the later Belmonts’ Item Crash techniques originate, while it makes clear what happened to the Belnades bloodline once it merged with that of the Belmonts. (That is, it went dormant until Juste found it.)

So, given that Lament of Innocence takes place several hundred years before Sypha was ever born, why did Igarashi put a Spell Fusion system in the game? Because it makes the game more interesting.

To be sure, he originally wanted the game to be straight out whip-and-subweapons action. That would have made it more accurate. He said that was a little too dull, though. So, with a shrug, there goes continuity.

What I’m saying is that his explanation doesn’t really hold water at face value. It’s a fictional world; you can do whatever you like with it.

It’s a convenient sound bite, yes, and there may be some element of truth to it — but he’s got some other reason. If you go strictly by what he says, basically what it translates to is “I just don’t want a female lead in my series.”

So. Is he just a jerk? Does he have issues with women? Is he gay? (Hell, Soma Cruz might as well be a woman. Maybe that’s how he likes it.)

Perhaps it’s something more mundane — like politics. Notice that he doesn’t include in his official timeline any game produced by either the (now-defunct) Kobe or Nagoya studios. In the case of Kobe, this is understandable. They kind of screwed up whatever they touched, even in the case of the rather enjoyable Circle of the Moon. But Dark Night Prelude took special care to adhere to the continuity established up to that point. So that would seem a curious explanation.

Maybe it’s some other problem entirely. Maybe he just doesn’t like that plot thread. I don’t know. I suppose I can’t, unless he lets something slip.

I doubt he’s written the game off for any really powerful concerns about historical accuracy, though. Nor does the quality issue seem right to me, given what other games he does choose to include (like the two Dracula Denetsu games).

So, as before, that just leaves one to marvel at how strange his statement is.

Wolfman Rock

  • Reading time:1 mins read

I have rediscovered that Terry Bogard is supposed to be 35 in Mark of the Wolves.

Aha.

His birthday is March 15, 1973.

Aha.

So. This seems to concretely support the other convoluted-if-logical reasons I’ve been going by, to conclude that Mark of the Wolves must take place in 2008 and that the (canonical) Real Bout tournament was held in 1998 (in between KoF years).

As an effort to build up my informational self-reliance (and thereby cut down on the irritation of searching for data), I’ve been building up a database of the vital statistics for every character in the modern-day SNK continuity. (I’ve most of the KoF and FF characters logged at this point.)

Do you know Kim Jae Hoon’s special talent? I do! (It’s reciting pi to the 27th decimal place.) How about Lawrence Blood’s favourite dish? (Beef stew.)

Oh, this is all so very useful that I feel I shall burst!

tension

  • Reading time:1 mins read

At the end of KoF2000, I expect Zero to address the winning team:

“I’m sure you’re all wondering why I called you here today…”

And that’s the major problem with the game. The only really big one, but enough to keep it from the top tier.

Game Artists’ Manifesto

  • Reading time:10 mins read

Skies of Arcadia — there’s little I did in that game that didn’t result in something rather wondrous. And little that didn’t feel important in some way. Everything about Arcadia, it’s set up to build anticipation and wonder. Even just the dungeon and town design.

Take that ruin near the beginning; the tower where the moonstone lands, just after the intro events. There’s this long walkway, above water. The camera follows behind Vyse’s shoulders. There’s a fish-eye effect, which seems to make the path stretch on forever. And way on the other end is the dungeon. As Vyse runs toward it, his feet and elbows flail back toward the camera. He seems eager to get where he’s going. And we’re following him, seeing what he sees. It’s not really that far, but there’s this buildup of tension as you approach. And — inside, it’s one of the first real 3D dungeon environments I’d encountered in a console RPG.

That is to say: it takes its third dimension into account. As it it’s a real space, with is own logic. As you progress, you begin to understand the importance of features that you didn’t more than notice before; elements of the dungeon’s structure. And eventually, you solve it like a Rubick’s cube of sorts. You’ve unlocked its secrets, and mastered some skills, and begun to own some space.

It leads you on, but it does so by trusting you to follow your intuition. And when you do that, you’re rewarded. That is what is glorious about the game. It is built to reward curiosity, and gut instinct. And it does a great job at creating that curiosity to begin with. That is its genius. Then there’s the fact that most of the elements that are required to understand are in plain view through most of the game — it’s just that you need to play the game, to understand the significance of everything in the world well enough to put it all together. It’s a real place, and you get to know it by living there.

By the end of the game, there’s this sense of great enlightenment. So that’s why the world is the way it is. And — there’s still more left to discover. It leaves one with the feeling of possibility. Like anything could be out there, if one just were to work hard enough to find it. It’s incredibly inspirational. And this is all… intentional. Maybe not fully conscious, but it’s part of the game’s design.

Part of this comes from the protagonist, Vyse. There aren’t a lot of positive models in modern videogames. Not a lot of hope. After all of this cynical angsty Squareish teenage punk nonsense, it’s refreshing to see a lead who is actually a hero. Who has some spirit. It makes me feel like… I can do things. It’s all about attitude. That is to say, what you make of your situation. I feel that he’s the condensed center of Kodama’s message to her audience: Never give up. Never look down. Be proud. There’s always a way.

It’s not just the actual events within the game — it’s the strength of the conceptual significance behind them. I mean. It’s fiction. But fiction illustrates a lot about normal life. One of the best traits of fiction is the capacity to illustrate possibiliy. Whether this is tangible possibility, or just the emotional sense for where it comes from and what it means.

This isn’t something that you honestly get from most videogames. I’ve only gotten it from a handful. The original Zelda. Phantasy Star II. Riven. Skies of Arcadia. They all have made me look at the world differently. They’ve strengthened me, personally, in one way or another. That’s a sign of pretty good literature, I’d say.

I find it really interesting that Kodama is responsible for two of the games on that list. She… well. There’s a reason why I cite her as my favourite game creator. Shenmue has a bit of that, although its clunky (if endearing) AM2-ish edges keep it at a bit of an emotional distance.

The reason why I cite these games as amongst the best I’ve played is because they aren’t content with just being videogames, as such. They carry a deeper meaning. And not a contrived one, just for the purpose of being “deep”. They… stretch outside the boundaries of their medium and do something, emotionally. They actually speak some pretty inspiring messages to their audience, if the audience is willing to listen.

Most games are too calculated. Most games are designed by programmers. Or worse, by people who want to make videogames. Kodama and Miyamoto are both artists, foremost. Miyamoto has become… entrenched in Miyamoto in recent years, unfortunately. Still, he started as a slacker art school kid who didn’t even know that the company he was joining made videogames. Kodama didn’t exactly know what Sega did either, from what she says.

Rand and Robyn Miller, behind Myst — well. They certainly didn’t set out to be game designers. And by the time they’d gone through their first rough draft (that being Myst itself), they had amassed a pretty huge trove of mythology. They just… wanted to make their own world, with its own history and logic. And all of that work came to fruition in their second game.

This stuff, you can’t teach it. Being taught means being told “this is how to do things”. Generally speaking. Learning, on the other hand, means coming to recognize the organic patterns behind things and how to relate with them. It’s about communication. This isn’t something that can ever be pressed into you. It’s something you have to have the will to seek out on your own. The most someone can do is to set all of the right pieces before you, and to illustrate what they might mean. But it’s up to you to approach, and to add those pieces to what you’ve already collected. And to pick up the hints as to what else they might imply about you and your world.

It’s just like how you can’t tell a person how to write a novel. Or else you’ll get… a bunch of form-feed novels. The best way to learn is to simply have the right environment. To have the right materials around. To be given enough context and enough carrots to inspire you to look for meaning on your own — to care about the world, and about life. And to have someone or something you can use to reorient you, whenever you’re lost. And this is why art is so very important. That’s part of what it does — it provides some of that context. It helps to hint you in the right direction to finding your own meaning in life.

Art is actually a strange term. It’s rarely used correctly. Even I misuse it. Art is a process, more than a thing. A thing cannot Be art, in and of itself. Art comes in the process of interpretation of that thing, by the individual. It’s a way of looking at the world, really. As is science. Hamlet is not art, unto itself. It is art To Me, because I appreciate it as such. Because its meanings are strong enough, and I’m able to find something within them that has relevancy to my life. There is no objective Art. By its very nature, art is subjective. It’s when people try to put art on a pedestal that it gets… well, pretentious.

Something to think about: the only way you know the world is through your own senses, and your own understanding of the world. Whether the world really exists, you can’t know. The only basis for verification that you have is your own self. Objectivity — removal of one’s self from the picture at hand — is useful for understanding the inner workings of a system within the world that you perceive. However — whether or not thost things really exist, that you choose to be objective about, really comes down to a subjective decision. Therefore: in order to gain understanding of the world, the first step should be to search for what the world means to you. Through that, you can do anything else. You can play with your subsets of objectivity all you like. Of course — once objective understanding is established, that automatically gets kneaded back into your overall subjective understanding of life, your world, and what sense it all makes.

Science can, in a very real sense, be considered an art — inasmuch as it is a subset of the same methodology of understanding, with its own unique behaviors — just as philosophy differs from painting, differs from film direction, yet all are the same thing in the end. It’s all life, really. It’s all about understanding, and communication.

Videogames, too often, are held as objects; as important for their own sake. It’s easy to be fetishistic about them. I certainly am, at times. This is a problem of interpretation, all across the board — on the part of the “consumer” (read: the audience), as well as the critics as well as those who actually produce the games. The average videogame is no more important, artistically, than the average Hollywood explode-a-thon. Or romantic comedy, or whatever other tired formula you like. All the same.

Now. There’s something to learn from that as it is! You know what they say: there’s more to learn from bad art, than from good; from carelessness, compared to compassion. Provided that you’re willing to put in the effort to find it. However: something needs to change.

If this medium is ever going to become respectable, and to come unto its own as a form of expression — we need more people communicating through it. And using it as a medium to inspire understaning. We need to change our expectations, and stop considering videogames as important for their own sake, rather than for the the sake of the meaning they contain for us personally. And for the sake of the life which goes into them as an outlet for their creators.

Comfort is a dead end. Life is change. The moment you stop, you die. Either inside or outside. The body itself is ever changing; it’s different from one day to the next. All of the matter in your body now will be gone in seven years. You’ll technically be a completely different person. The moment that’s no longer true – it’s the same thing. It’s just the nature of life. Stasis doesn’t fit into that.

Gradually, I’m allowing more and more change into my life. And the more I let in (within my tolerance levels), the more I indeed feel that life. The more I learn to appreciate it, simply for what it is.

Videogames have the potential to convey so much meaning. And it’s not really a medium that’s been tapped well, on either end of the divide. Maybe I can help bridge the gap a bit. I don’t know. Help to give people one more outlet, to gain and express meaning for their lives. I guess… I’m pretty much doing the same thing.

Myau Mix

  • Reading time:3 mins read

So. I’ve got Phantasy Star – Generation: 1. I still have no PS2, let alone one ready for Japanese games.

However: I can make some assessments based upon the packaging.

Like, well — the packaging is rather classy.

The whole “SEGA AGES” stripe on the left makes it look like a “best of PS2” re-release of some sort. The manual is oddly thin. Aside from that, this seems… more or less real.

The book is in full-colour. Inside rests a cardboard leaflet, to stick into that SEGA AGES binder which you might recall. This contains a fair bit of rudimentary information about Phantasy Star, and a recent photo of Kodama and Naka, holding the Mark III version of the game. Naka’s head is much bigger than Kodama’s. It seems a little odd to see them together, after so long.

I wonder who’s pictured in the “creator” box for Monaco GP, or Fantasy Zone. Hm.

The front of the manual is a full-page image of the cover illustrator by that PSO artist from Sonic Team. This picture is actually larger than the version on the front cover of the DVD case, given that it doesn’t have to account for either the PS2 ID border at the top or the SEGA AGES border on the side.

It’s — well, it’s what the cover would look like if it weren’t smooshed over. And it looks very nice. The new version of the Phantasy Star logo — again, the word that comes to me is “classy”. It’s a softer and icier redraw of the original logo, with the PSO-style three-planet Algol swoop in the background and the “generation” number as a misty underline. It works well.

The disc art is typical; blue and black. Looks like a Dreamcast game. The back cover shows an illustration of Lutz without his robe. His underlying outfit looks like something that Legolas might dorn. It’s got… leaves. It’s green and blue.

The packaging points out, from every corner, that this release is the first in the SEGA-AGES series (including a stripe on the spine — meant to cause the game to stand out and match the rest of the set, if you display your DVD cases on a shelf) yet somehow this doesn’t seem obtrusive, or annoying — as undoubtedly it will, if this series comes to the West. The game retains its own identity and dignity as a self-contained entity, while it suggests a new format for both of its sequels and stands as the test case for the larger SEGA AGES line.

A lot of care seems to have gone into this, particularly for a budget release. That’s really the overall feeling that I get. This is obviously geared for the Sega aficionado, even with the casual browser price.

More impressions when I actually play the darned thing.

PAC NEEDS FOOD BADLY!

  • Reading time:1 mins read

There is an intrinsic difference between the Asteroids/Centipede model of game design, and the Space Invaders/Pac-Man one. It’s the latter, somewhat less flexible, design sensibility (through a Miyamoto filter) which has most directly evolved into our current ideas about console and arcade games. I’m not entirely sure if this is ideal, although it’s lent some mass appeal to the medium.

I wonder how things might’ve been different if the American model had continued to evolve into the modern era. If we’d gotten a chance to hone it as well as the Japanese model has been (up to the painfully entrenched form that it’s in now).

I’m too tired to illustrate. I might, later.

I’m sure some of you out there already are tracing my thought patterns, however.

I think it’s kind of interesting.

Again. Probably the solution is to combine the two sensibilities. Retro and Silicon Knights remain the test cases for a rather different kind of a merger (that being the quickly-tiring Miyamoto school and the modern Western PC-oriented mindset). I wonder what’d happen if we were to work back in some of the Ed Logg mentality.

Journalism: The Videogame / Chapter 2 – Role Playing

  • Reading time:1 mins read

by [name redacted]

Videogames are a form of human expression. You can call it art, if you like. You can deny that and call it entertainment. “Art” is merely what happens when the listener starts to apply that entertainment to his own life.

What amazes me is that, as things are now, so few do seem to be listening. We demand and we superficially memorize and cover, yet we’re not willing to put the effort in and meet the games or the people behind them halfway. When we review, we review games as product. As a channel for discussion, we’ve become a weird mix of free PR and advertising, and the latest issue of consumer reports.

Our message is that videogames are objects. The people behind them are their manufacturers, both in a literal and a figurative sense. Our major challenge, then, is to make the leap from understanding videogames as things to viewing them as ideas.

( Continue reading at Insert Credit )

Pugilism Screed Two

  • Reading time:2 mins read

So I’ve here my copy of Virtua Fighter 4 Evolution. As has been established, I obviously have no PS2. So, in attempt to get some value for my purchase, I’ve been flipping through the elaborate-if-monochrome manual.

Something I notice is that we’ve got (similarly!) elaborate profiles for all of the returning (pre-VF4) characters — and yet for all of the new characters (from both versions of VF4), many of the personal details are unknown. No age is listed for any character who’s debuted since VF3.

Curious.

I didn’t realize that Virtua Fighter had a plot. Or that Kagemaru was the “hero”, rather than Akira. I really don’t know what the hell is going on. I suppose it doesn’t much matter. This isn’t SNK.

Actually, now that it hits me: I did know this. In theory. Virtua Fighter has an incredibly complex plot. I just don’t know any of it. It’s never been illustrated in any of the actual games, to my knowledge. Not even a shred of it.

Again: curious.

Brandon wants me to do the HTML for this megarticle thing we’ve got pending. For those of you who aren’t sure to what I refer — well, be patient. It’ll be… big, if nothing else.

A partial cast list:

Ahem.

Please anticipate it!

It occurs to me that it’s been around a year since I’ve really drawn much of anything worth mentioning. I’ve got all of these keen supplies sitting here. Maybe I would do well to break this trend. Who knows what will happen!

It seems the only way I improve artistically is by not-practicing for extended periods. Expect a rebirth of Leonardo (non-turtle), any time now.

Kof, Please

  • Reading time:1 mins read

by [name redacted]

Where is KoF’03?

I surely can’t be the only one who’s wondering; usually the roster and some hints of the gameplay mechanics are announced by mid-July. And yet, at the time that I write this, SNK Playmore has yet to even confirm that the game is in development, or for which platform it might be intended.

To add to the mystery: when I asked SNK NeoGeo USA Consumer president Ben Herman about the game at E3, he was oddly hesitant. After a few false starts, he said only that it would “make sense” if there were a King of Fighters this year (aside from the 3D one). He wasn’t willing to comment further, but he looked pretty darned unsure to me.

So. What’s going on with this series?

( Continue reading at Insert Credit )

Analysis analysis

  • Reading time:2 mins read

See, my major problems were in figuring out what the heck to do with Wow, Sega Rosso, and UGA. Smilebit seemed the most obvious choice for a sports team. The other five teams, I knew weren’t dispensible.

I also didn’t forsee that Sega would be hiring more staff to form Suzuki’s new team; I just assumed from what had been reported that the current divisions would be reorganized. That’s what all of the news had implied, previously to the more recent announcements.

With that assumption, what I tried to do is figure out how to remold Sega Rosso, UGA, and Wow into some new form.

Wow was the biggest question mark, as they’re actually a pretty big team. As it turns out, they’re too big. I guess I was just desperate to get rid of them. I wanted to split them into kibble.

In contrast, I knew that UGA and Sega Rosso would vanish somehow, in whole. I tried to merge them into that new arcade team (as it had been reported), because they needed to go somewhere. Instead, they’ve being absorbed into Sonicteam and Hitmaker. Fair enough. Whatever.

Now it looks like we’re not even getting a new arcade team, but a cinematic online game team. Uh?

Meet your friends in Yokosuka! Play darts against enemies!

Hey… actually. That… might not not-work. Hmm.

Regardless. Given the information I was given, I rather like how I handled that. The one big surprise is the outright merger of Wow and Overworks, although in retrospect it… is a little less not-obvious.

Now. If I had just been given complete and correct working information from the get-go, I might have been even more onto something.

Woo. Need to work on my sources. And then I will be unstoppable.

Samurai Stream (as poured onto Shepard)

  • Reading time:5 mins read

[As follows: I continue in my mission to populate the most egregious void in my personal SNK lexicon.]

Samurai Spirits remains perhaps SNK’s oddest fighting series. This fact does not diminish.

I now notice that it was updated every year, for four years — and that with each installment were abrupt leaps in quality and gameplay style. Then SNK… stopped. For seven years, if we ignore the 3D games — and let’s do that, for the moment

The games themselves… I have trouble grasping on first glance. I need more time.

It’s blatantly obvious that the second game just makes the first one obsolete in every sense. It’s the same thing, only better. The third and fourth games, though — they’re not so easy to interpret.

SSIII is of a notably different style from the other three games (in a general sense), and yet it lends some key elements to the fourth game. SSIV seems like an attempt to retreat to the level of SSII, while it retains a number of the elements introduced in III. A not-entirely-succesful attempt to recapture the feeling of the older games.

SSIII — immediately, I like it a bunch in comparison to SSII. It makes a bunch of changes — for the more palatable, from my current vantage point. It’s prettier, and it’s as enjoyable as it is attractive. It’s got some great animation and backgrounds. It introduces some interesting, personable new characters.

It’s a big step to the mainstream, admittedly; the new characters are cuter. The overall tone isn’t nearly as somber. It’s faster, more powerful. More kinetic. Less cerebral. More appealing, on a surface level — yet without nearly the poise and elegance of II. It’s hard to tell how deep the waters run.

A lot of people really hate SSIII, because of how radical it is. I don’t know about that; it’s got a lot of potential. I’ll need to dig, to better understand what it’s doing.

Something else of note is that it seems that the Slash and Bust modes are introduced here. That is to say: we’ve got Rasetsu character variants, for the first time.

I think the evil Nakoruru first appears in SS2, although she remains little more than a palette swap in that game. The reason I say this is that her expression changes to a more wry one when you select the Player 2 colours. In SS3, however, she’s got her wolf. And the rasetsu Galford is Poppy-free. So we’re into the big time, as it were.

Even in SS4, however, the distinctions aren’t as strong as they’ve more recently become. Sougetsu and Kazuki are in the game (for what it seems is the first time), yet their rasetsu variants are again just palette swaps (cosmetically speaking; for all I know at this point, their move lists could be entirely different) — whereas we now know their rasetsu variants as bare-chested, tattooed, shabbier alter egos.

From what I see here, I’ll hazard to assume that all of the serious separation must’ve occured in the Hyper NeoGeo 64 games.

Speaking of SS4 — again, I’m not sure yet what to make of it. Some people love this game; others loathe it. More people like it than SS3, though. I can see where the trouble lies, but I’m not ready to decide what it means.

As I mentioned, it’s basically a step back to the style of SS1 and 2, away from the weirdly energetic gaiden flavour of SS3 — yet it retains a bunch of straggling elements from 3: the slash/bust distinction; the control scheme; some other bits of gameplay.

And there are a lot of gimmicks — even more than in 3. Like a time limit; you have to beat the game within a certain timeframe — or else? I assume the worst.

That’s… interesting. Perhaps it’s too clever. I don’t know yet. The same goes for most of the features.

It seems — on the surface, again — to have a bit of an identity crisis. It wants to do everything in the previous two games. And to be taken as seriously as 2. It’s not 2, though. It can’t go back.

Further: the backgrounds also aren’t nearly as pretty as those in 3. They’re all right, so far. But the ones in 3 — as with the whole interface — were just gorgeous. With 4, I get the sensation that the stages are unfinished. This might not be right. Perhaps there’s something I’m not yet prepared to appreciate. Again, more time needed.

I just have trouble figuring out where the game’s mind is. I’m reserving the possibility that it could be ingenious underneath the apparent mess.

The thing is — immediately, it seems to me that both the lovers and the haters are loving and hating for rather shallow reasons. There’s something else going on, I think. I don’t know what.

This will take some effort.

SNK through the years

  • Reading time:1 mins read

Break it Down!

1978-1984 = early years
1985-1989 = Famicom era
1989-1990 = breaking in the NeoGeo
1991-1993 = breaking in the versus fighting genre; experimenting with form and style
1994-1995 = start of the SNK style; refinement of gameplay and presentation
1996-1998 = classic era; perfected SNK aesthetic and gameplay
1999-2000 = new experimental era; generational turnover with most major series and hardware
2000-2001 = Aruze takeover and dismemberment; bankruptcy; scattering
2001-2002 = confusion; reformation
2002-20?? = SNK Playmore era

News bulletin: Samurai Shodown 2 is not a bad game.

That is all.

MIYOMIYOMASU!

  • Reading time:1 mins read

From here:

SM: I just want to make games that make high-school girls happy. And high-school boys, too.

Oh yeah. Miyamoto is letting his mission slip.

He’s just in it for the chicks.

Also!

Student: Ah, um, um… What do you think of girl games?
SM: Sorry, what?
I: Umm… What do you think of “bishoujo” games.
SM: Oh.

He seems… caught rather off-guard.

“What… kind of girl games do you mean? … Oh, I see. Ahem!”