The King of Fighters 2002 (DC/Playmore)
by [name redacted]
I don’t like The King of Fighters 2002. I don’t consider it in the spirit of the series, or more broadly in the spirit of SNK. Especially after the tremendous success of their previous collaboration, I’m pretty surprised — and saddened — that Eolith and Brezza managed to devise such an inane follow-up.
Castlevania: Aria of Sorrow (GBA/Konami)
by [name redacted]
Last year, Harmony of Dissonance presented to me an interesting dilema. Although a better Castlevania game (as such) than KCE Kobe’s Circle of the Moon, Harmony lacks the mindless glee of its (now-apocryphal) predecessor. Indeed, it is rather a heady experience. It’s more well-conceived than Kobe’s game, it has a pleasantly glitchy atmosphere, it’s full of neat continuity. It’s just that it’s not as crunchy; not as much empty fun.
Well, no such dilemma here. Aria of Sorrow is both a good Castlevania game and a fun game on its own right. I daresay, and do say, and am in the process of daring to say, that this is one of the most joyous, well-designed games in the series.
He’s not OK?
Well! I just got my copy of KoF2002 DC.
It’s got really nice packaging. I’m surprised, as the cover art — in recent Playmore style — is only so-so. I don’t know who their new promo and cover artists are. I don’t know why they persist with pushing this stuff on their poor fans when they’ve got Hiroaki, Tonka, and Nona on the bankroll. What, are they all too busy drawing K’ / K9999 doujinshi? Where are they?
So. The packaging is highly decent. The game is… more polished than it is in its more-familiar-to-me emulated form. All of the voice samples and sound effects have been resampled at a really high rate. The music isn’t arranged, nor did I expect it to be. As with 2001, its samples seem of a higher quality than before.
There seem to be a few nice extra modes, though I’ve yet to unlock them. Then there are King and Shingo, again whom I have yet to find.
The reason? I’m still apathetic.
This game… just isn’t that great. Especially not following 2001, which — while a little scuzzy at first glance — is by far one of the best fighters I’ve played.
The engine seems solid enough. But… the game’s just been thrown together. No interaction amongst the characters. They all just… happen to be in the same game. As if the compromised cast listing were really that rosy a start. No solid, coherent world. Barely any intro animations. Terry vs. Andy? Nope. Kyo vs. Iori? Nope. The hell?
And I just miss the strikers, frankly. It’s sad that there’s not even an option for them. The game feels outdated. Frustrating. Incomplete.
Hollow is my word. That works.
I wonder what happened to all of Terry’s move names.
I got it to support Playmore, and to complete my collection. And because it’s for the Dreamcast. And to assuage my emulation guilt. All… some variation of posterity, rather than actual desire.
I don’t think I’m going to play it much.
Dum dee dum.
Ah well. I presume that Playmore is taking the series back internally, this year. Those who once were Brezza, then were part of Sun, which is now SNK NeoGeo, are technically responsible for the grunt work on the past two games, but Eolith has supposedly done most of the design. We’ll see what SNK has to say — officially — about the new Dragon Power story arc. I do hope that it’s novel. I’m not sure I can take another mediocre KoF. One is sad enough for a lifetime.
Fungaloid worms
I’ve been sitting here for over twelve hours, playing with MAME. It initially began as a quest to find and play the Castlevania arcade game. While it is pretty… not-good, I did get me-out a hefty basket of insight on Simon’s Quest.
I’ll let your imagination play with that for a while.
It only took a few plays to fill me as full of Haunted Castle as I wished to be filled. So, I took to seeing what else MAME happened to support. This was the first time that I’d really paid much attention to the program. It used to be a practical nuisance, last it was high on my radar.
Now, though, it… kind of works okay. It’s still not got some features that I’d like, but it makes up for them in how comprehensive it manages to be. You’ve got your Art of Fighting 3 right next to your Asteroids and your Rolling Thunder and your obscure Japanese porn Mahjong.
Through all of this business, something struck me.
I’ve… most recently spent an hour with Centipede when I could have been sleeping. This wasn’t in the plans. After about fifteen minutes, though, it occurred to me what was going on with the levels. Merely by playing the game, I was altering the level design. It couldn’t be helped.
When stage 2 came around, it wasn’t a different stage because of a pre-ordained set of obstacles. It didn’t even rely on a random generator. I made it different, albeit unintentionally. The randomness of my actions was translated, through various side effects, into the randomness of the mushroom field. All I had to do was be there. To exist.
It keeps going on like that. Perpetually. You get the same thing with Asteroids, although with all the moving pieces it’s not quite as evident.
…
Games aren’t quite so poetic anymore, are they.
Hmm, I say!
EDIT:
According to the KLOV, Centipede was the first arcade game to be designed by a woman (a certain Dona Bailey — sister to Justin, perhaps?).
Curious, curious.
Metal Slug Advance (GBA/Playmore)
by [name redacted] and tim rogers
I don’t know if this report even went live on the site. If so, it’s buried in the infrastructure. If not, well, that sort of thing happens at Insert Credit HQ. Either way, it’s here now.
Good gracious! How did this slip through the cracks?
At E3, SNK had a nonplayable demo up of their upcoming Metal Slug game for the GBA. For whatever reason, it seems I’m one of the few people to actually get a solid look at it. (Brandon didn’t even know what I was talking about.)
BioWare!
by [name redacted]
BioWare consists of the most Canadian people I’ve seen in my life. I’ve heard it elsewhere, but it’s true! This is as much an underhanded compliment as it is an abject observation.
Honestly, I expected something a little different from our meeting. I wanted to talk more extensively with some of the developers, to ask about the whole process of running a company of their specific ilk. Unfortunately, we were hit with yet another dose of scheduling difficulty.
Turtles Redeux
by [name redacted]
For all of the booth space and PR devoted to the new Turtles games, they’re really… not all that thrilling, at least if we go straight by the E3 build. Dom might steer you differently. Don’t believe him!
Nor should you believe Donatello, for he is far out-of-character in the E3 trailer. If anyone is to declare the game “fucking rad” under natural circumstances, it should be either Raphael (for the first of the description) or Michelangelo (for the second). For Don to act out so — well, it had to have been scripted.
I don’t know. Playing the games, I’m struck by both a general sense of competence and a sense that these games aren’t receiving quite the amount of care as Konami’s original Turtles lineup.
Bigger, Badder, Back!
Yes, that’s Vince’s aborted title. I needed to use it somewhere.
So. I’ve not yet finished transcribing the interview, but for those of you who downloaded the .mp3 — recall that question that Brandon asked Ben Herman & Co., regarding Playmore‘s future now that they’ve got back the rights to the SNK name?
I wondered, based on what Mr. Herman told me earlier, whether Playmore intended to revert their name to SNK since they’ve now got the opportunity. When Brandon asked (in my absence), they were… immediately and suspiciously quiet. They weren’t allowed to comment.
As it turns out, Playmore remains Playmore. It’s Sun who’s now become SNK NeoGeo (to match the US, Korea, and Hong Kong branches) — the Sun who publishes all of Playmore’s games; the Sun who manages all of the NeoGeo Land arcade centers; the Sun who recently absorbed Brezza (as I had guessed), making them an in-house team; the Sun who, as a result, was now responsible for developing most of the material that they were publishing.
Sun is Playmore’s main practical division. They handle pretty much everything. And now they’re SNK again. Take a look. If you recall, a year ago the Playmore group was a perplexing web of names. I devoted several entries, just trying to work out what was where. You had Playmore at the top, and then Sun, Brezza, and Noise Factory jointed off of them on the one end. SNK NeoGeo Korea, USA, and Hong Kong stretched out in the other direction. Megaking was more closely involved; the Korean branch of the company was a joint venture between them and Playmore. Evoga and Uno Technology also seemed pretty closely tied into things; it was hard to sort out who had a share in what.
Now, Brezza and Sun are one unit; Sun is now SNK. We’ve got two US branches (arcade and consumer). Aside from Noise Factory and Playmore prime (as it were), everything’s SNK again.
So. Yeah. Some more confirmation for my intuition.
I’m going to go finish that transcription, now. Seems about time.
And Tingle is not gay.
In the most recent EGM (or at least the one handed out at E3), Eiji Aonuma admits that two dungeons were cut from Wind Waker. He claims that the decision was made because game was “just too big” as it was.
Considering how small the game is in its current state, and how awkwardly its flow is broken at those points, somehow this explanation doesn’t… exactly ring true. Again, the game was rushed. This doesn’t sound like the kind of thing for a Nintendo director to speak up about, though. Nintendo has enough problems already.
However: Yes.
So was I the only one who really picked up on this, or what?
It’s almost like casual jeans day.
Game:
A few days ago, having recently acquired my very own copy of Truxton I uncloaked my Genesis — for the playing thereof.
Truxton, I found to be almost identical to Fire Shark — only… not as much fun. I can’t get past the beginning of level two without some dumb ship popping out of nowhere and running into my back before I know what’s up.
Still. It’s there. And now so is my Genesis. Being it that I’m on this Castlevania kick — again — I pulled out my Majesco-republished (and thereby terribly-boxed) copy of Bloodlines. As not entirely bad as this game is, I’ve rarely bothered to play it past the second level or so. The game is difficult — but in a more floaty way than I expect from Castlevania. It lacks some charm. As applaudable as Michiru Yamane‘s music might be, her sound effects are entirely loathsome. All in all, the game is just kind of… well, again — it’s there.
On one default set of two continues, I managed to get to… what I think should be Dracula’s final form: a big, fake Mode-7 demon with a face in his crotch. I might even have beaten him; I had the pattern down and everything. He didn’t have much life left. And yet: I didn’t dodge when I should’ve.
Still. Bloodlines. Last form (?) of last boss. Not bad, I say. Dare I suppose, better than you.
If you’ve actually beaten the game, don’t tell me. Let me feel special for the moment.
Movie:
The Italian Job: Sure.
It’s got energy. It’s certainly nothing special in its own right; all I could think of, from the premise on out, were the observations of Charlie Kaufman in Adaptation. Still, it’s very well-made. It has a great sense of momentum. The plot doesn’t follow through on any of the stupid possibilities that it coudl have; it manages to dodge away — fairly — every time it approaches a potentially-unsatisfying easy answer. Not once did I feel insulted or cheated. I felt tense when I was supposed to feel tense. I cared when I was supposed to care.
I think the whole Napster bit could have been minimized. The movie also acted as a rather obvious commercial for those mini cars (which I don’t believe are real Minis, as such — not that I know anything of, or much care about, cars). Still, not enough to overly stretch my patience.
So. Yeah. For what it is, it’s certainly worthwhile. There’s not much to study, but it’s enjoyable just in the fact that it’s so unusually competent. It feels more European than American — which might explain the previous observation.
UPDATE:
According to Ebert: “This is just the movie for two hours of mindless escapism on a relatively skilled professional level.”
Didn’t I just say that?
Music (and… Game, again):
Harmony of Dissonance: seriously, this game has to possess the most powerful soundtrack in the whole series. Most Castlevanias have really impressive power-melodies. The NES trilogy: if Bach (not J.S.; perhaps a lesser Bach) were aware of 20th century music, this might be what he’d have come up with. Circle of the Moon has some of the most lush, layered, driving, just plain fun music in the series.
However: the HoD score is the only one to really make me feel anything in particular. The more closely I listen, the more impressed I become. This isn’t just videogame music. There’s something else going on here; a certain kind of genius, or at least wild inspiration. The contrasting melodies swirl into madness, creating a dark updraft for the player — instilling an unsettled momentum into his musculature.
The bass takes up the central melody role, holding the piece together while the lead stutters incoherently. The entire piece pulls in its legs, rotating more and more tightly, getting all the stronger — until it snaps; it lets go, carrying the player to sanity with one key breeze. There’s but one escape, and the music finds it — yet it doesn’t stop. It must keep going while the player remains dazed from the last bit of overstimulation. It has places to go. It can’t let the player loose to drift away. It can’t break the atmosphere.
All of the parts speak to each other. They’re not just there to fill out the orchestration, as in so many other soundtracks in this series. They argue. They trade off. They team up. They go in their own disparate directions, then crtash back together again. They listen. They respond.
This soundtrack knows what it’s doing. It has an intelligence to it. It has a personality unto itself. It would be worth talking to.
Again, I can’t say that about the Aria of Sorrow score. That music is just… nice. And appropriate. It’s… there. It has no personality of its own — and I imagine that’s probably the whole intent. People screamed so much about the HoD score that Igarashi must’ve told Yamane to give him something more typical this time around. It looks like it’s worked, given the popular reaction.
Sigh.
See, this is where informed feedback could do a developer well. I’ve slowly been poring my way through the free magazines that I got at E3 — and, man. I’ve yet to see one thoughtful critique. One interesting, well-considered argument. The obviously lousy games get bad scores. The high-profile games get good scores. The ones in between are gernally analyzed on the basis of a few random observations which might or might not have anything to do with the intent of the game in question. It’s hard to tell.
HoD gets a 9.5, because it must — although note is made of the terrible soundtrack. In this case, the reviewer doesn’t even bother to explain that it sounds like NES music (!). Then, neither does he vaguely brush off its composition, as in so many web reviews. Not enough space to explain. Must conserve words.
Metroid Fusion gets a 9.5. Why? Because it must. Show some respect for the Gameboy game of the year, people. Everyone knows that Metroid is flawless. Reword the press release, and perpetuate the consumer cycle. Even if it’s not perfect, so what. It’s one of the best games ever. Must show the proper respect. Mustn’t question the publishers (aside from Acclaim; they’re okay to bash at will), or they might complain. Can’t bite the hand that feeds you.
Since E3, I’ve come to the realization that the game industry — at least over here — seems to be made up of a million frat boys, all in it for the ride. And I’m not just talking about the “journalists”.
Let’s talk about the journalists, though. Brandon asks two or three well-informed questions. He listens to the responses, and asks follow-up questions. PR guy, astonished, comments that Brandon “should work for CNN”. So: how has everyone else been acting? Brandon was only being professional.
Then I remember the reviews I see on IGN and — particularly — Gamespot: the big sites. Then I remember the way news travels — rarely credited or researched with so much as a phone call. Then I overhear Tim’s experiences with a particular site to which he contributed for… about two or three weeks. Then I come home and I read the fucking press releases.Then I read the magazines.
…
I… was going to say more, but I’m beginning to tire — both of this subject, and in a more general sense. Maybe I’ll pick up this thread later.
For now: EGM continues to be not-all-that-bad.
Compile, SNK, and Toaplan? This ain’t your kid brother’s game collection.
Acqusitions for the day:
NES Tengen Namco Rolling Thunder Broderbund Compile The Guardian Legend Capcom Capcom Section-Z SNK SNK Athena Genesis Sega Toaplan Truxton
Yes. All I’m missing is Technos. If you throw in my copies of Kabuki Quantum Fighter, NES Fantasy Zone, and Solar Jetman from the LA trip, I’m becoming extra-specially equipped!
HuzYAH, I say.
And I do, too. Wait for it. There. Did you hear?
Okay. I lied. I wouldn’t say such a thing.
Or would I?
I’m just so mysterious.
Genya Arikado, indeed.
Aria of Sorrow is good, yes?
It gets much better, once one gets past the first, false ending — although that final arrangement of souls isn’t exactly intuitive (at least, not until they’re all slotted into place). This is the third game in a row where Igarashi’s pulled an obscure trick like that. I wish he’d quit it.
I had noticed that the Flame Demon’s power looked sort of familiar — as did Soma’s item-use pose…
I’ve still a final boss to beat (and I’m out of potions!), and there’s still another whole hunk of the main map which remains mysteriously inaccessible. And yet… yes.
The “bad” ending is… interesting, as is the manner in which it is accomplished.
I think this counts as the first major Castlevania game since SotN. HoD, it seems to me, was intended as a smaller, bridge game — both in terms of plot and development. It exists in order to fill in some gaps in the larger series. AoS is something rather new and creative, in a manner not unlike SotN.
I do wish that its music were more interesting, though. While it really shouldn’t, it does baffle me that all of the reviews I’ve seen for the game have complimented it on the drastic improvement in both its sound quality and the compositoin, over HoD. Uih? Sound quality, perhaps — although I think the low-res samples in HoD are actually quite a bit clearer and more resonant than what one tends to find here.
Amd yet: composition? The hell?
HoD has perhaps the most intelligent, well-written score in the series. The AoS soundtrack is… good, but largely unremarkable. It’s one of the most conservative scores in the series; it doesn’t attempt anything new. Its main melodies are tired, simplistic, unimaginative. The structure is as straightforward as it can get. There are a few good pieces later in the game, but in comparison to either HoD or Circle of the Moon (each of which had its own strengths) it’s… really kind of mediocre.
Less evolved, less energetic, less adventurous. It’s just… there. It sounds pleasant and Castlevania-ish.
I’ve gone into this before, rather vocally. It’s perhaps my fault for reading the mainstream reviews. It’s perhaps even more my fault for reading the somewhat more hardcore fan reviews.
Since I’m on the subject, I’ll paste here a bit of something that I recently blathered (and then subsequently forwarded, in part, to Tim).
I just noticed something with the Japanese naming schemes. None of the games in the series — not one so far (aside from Circle of the Moon — which makes… one, I suppose) — have had the same title in the US and in Japan. Even recently, they’ve changed seemingly for no reason. Aria of Sorrow was made for the US, for instance — and yet it’s getting a different name in Japan.
But if you look at the names — the US titles have rather arbitrary musical names. Most of them are just [musical form] of [something bleak] or something otherwise rather negative-sounding.
- Symphony of the Night
- Harmony of Dissonance
- Aria of Sorrow
- Lament of Innocence
In Japan, though — well, look at the pattern.
- Nocturne in the Moonlight
- Concerto of the Midnight Sun
- Minuet of Dawn
Keep in mind that Castlevania Legends is originally called “Dark Night Prelude“.
With the exception of Rondo of Blood, these all have to do with time of day or other related astronomical phenomena. Further, they tend to make a bit of sense in terms of the plots of the games in question.
Minuet of Dawn (AoS) takes place about thirty years in the future, at the dawn of a new era. Dark Night Prelude — it was, indeed, a prelude to the rest of the series (even if Igarashi ignores the game now).A “Midnight Sun” or a “White Night” is a kind of a surreal experience. It’s not really night, although it should be. Things aren’t really what they seem. And indeed, in that game things are not what they seem at all. It’s night, as such, but the darkness is gone; Simon defeated it fifty years earlier.
So. The names are much more meaningful and consistent in the Japanese releases, even now. This is kind of bizarre.
To go back to Circle of the Moon, I only notice that it has perhaps the most pithy title of all, even if it doesn’t necessarily have much to do with the game’s plot. Yet another example, it seems, of something that sounds good, which Kobe just thew in for the heck of it.
It’s really a shame that they had to mess up on so many tiny details within and about this game. A game this enjoyable should certainly be part of the main continuity, rather than a weird non-canon side story. It wouldn’t have been difficult to have changed a handful of superficial details. Maybe have reworked a few of the more arbitrary abilities, in the process. Put in some more thought.
Ah well. It is what it is. At least it doesn’t take itself any more seriously than it takes the series as a whole.
…
So. Yeah. I’m curious to see where Lament of Innocence goes. I also wonder whatever happened to that intended port of Rondo of Blood to the PSX. A while back, Igarashi said that some Konami higher-ups were nixing the project on him. He asked fans to send in mail and show their support if they wanted the game to be released. Looks like they must not have gotten enough.
A shame; I’ve never even gotten a chance to play the thing. It’s become one of those things like Panzer Dragoon Saga and Radiant Silvergun.
It seems I am more or less rested now. I shall set out to writing, momentarily.
Backal notes
So. Games of the show? In no order, I proclaim thusly:
For those of you out there with copies of Aria of Sorrow (I’m talking to Doug and maybe Justin Freeman here), have you looked at the instruction booklet? It’s prettier than it needs to be! I count that as an extra-duper plus!
But then, I guess any halfway decent instruction booklet is bound to impress me, coming (as I am) off of a nigh-lifelong string of Sega systems…
So Sega’s about to kill off at least five of their ten dev teams. Care to take bets on who? Hint: It’s not gonna’ be AM2 or Sonicteam.
Hitmaker‘s president is going to become the next president of Sega, so they’re still in. Amusement Vision is responsible for all of Sega’s hardware, and is Sega’s primary link to Nintando. Plus, the AV head is in charge of all consumer development at Sega, last I heard. Overworks has Sakura Taisen, so there’s no getting rid of them.
That leaves Wow, Sega Rosso, Smilebit, UGA, and Wavemaster.
We can get rid of Sega Rosso and lose… nothing. Wow is amusing to have around just on account of how charmingly awful they can be. I do wonder about Wavemaster, as they’re responsible for nearly all of the sound and music in nearly everything that Sega does.
What really bums me is the Smilebit and UGA probability. These are probably my two favourite Sega teams — and yet they’re also probably amongst the least profitable, on account of how artsy they are. Most of Smilebit’s stuff has flubbed over the last couple of years, in some cases more inexplicably than in others. UGA’s stuff is just plain anticommercial.
Still, these guys embody — at least for me — the heart of what Sega is.
One of the reasons I was so concerned about the Sammy merger is that Sammy intended to mess around with Sega’s dev teams. Looks like it’s gonna’ happen anyway, though.
I’ve a feeling this mandate came from CRI.
Grr. Fie and demons.
Still resting. Will write up the rest of the E3 stuff for IC later tonight.
Note: Bethesda wants to send me games!
Another note: Dammit, I guess I need to buy a PS2. Given the SNK support, the 3D-AGES stuff, Lament of Innocence, and a swath of other junk I can’t remember offhand, it doesn’t seem like I can avoid it any longer.
SVC Chaos
by [name redacted]
SVC Chaos has a nice intro.
It has a very nice intro.
It has an especially nice intro for recent-era NeoGeo productions.
It has Mister Karate in the intro.
I really don’t know what to say about the game itself, though.
- Go to the previous page
- 1
- …
- 24
- 25
- 26
- 27
- 28
- 29
- 30
- …
- 33
- Go to the next page