Dream Date

  • Reading time:4 mins read

Trent Reznor appeared twice last night on Mtv — I tolerated the channel long enough to tape both performances, as well as any few Janeane Garofolo frames which popped up in between (hey, the tape was already in there) and the three or four Dreamcast commercials which aired.

The interview: Kurt Loder asked him about all of the background vocals on the album, and Trent explained that when they were working on the thing, at 12:00 at night, they’d just go across to the local bar and grab a bunch of drunk guys to yell and mumble into the microphones, creating an atonal mess.

“We assembled what I think is the most atonal group of females I’ve ever heard… I hope… they aren’t… they’re not watching this now, but they were… comically horrendous.”

David Bowie showed up, and gave quite a dignified speech. Janine Garofolo, as mentioned, was perpetually around. And the crowd was insane during Trent’s performance — just from the shouting, you’d think it’d be the Beatles playing. It was really kind of hard to hear the song, and the band weren’t entirely in sync, it seemed — like they only started practicing a week or two before. But all in all, it fell together pretty well.

The band, when they finally showed up, two and a half hours or so into the show, were introduced by Johnny Depp — though he didn’t give much of an intro. He was introduced by Chris Rock along with a mention of his appearance in the new Tim Burton movie. Immediately I guessed he was showing up to introduce nin — why else shove him out there? But all he did was stalk out on stage, say something to the effect of “here are nine inch nails,” and then immediately leave. huh.

Nin played what I presume to be “the fragile” — it didn’t sound too bad, from what I could tell. Trent seemed kinda’ nervous. Forgot the lyrics near the beginning and started laughing, but recovered, sorta’. Interesting setup, with large metal arms opening and closing around the band, zig-zags of flourescent lights affixed to their undersides. Lots of cellos and things in the background.

The Fragile (the song) is mostly a kinda’ quiet bit; about halfway through, at least in the live version, things started to get a bit tedious. I think Trent forgot the lyrics to a section altogether; he seemed to be getting a bit flustered; the music was getting softer, and the crowd was getting noisier. Plus it was an attempted live recreation — So it’s hard to tell.

These are the lyrics, to the best I can figure [and here are the correct ones]:

Spinball

  • Reading time:2 mins read

Huh — Sally, Bunnie, and Rotor make cameo appearances in Sonic Spinball, in two of the three bonus stages. This is odd, as I was under the assumption that these characters didn’t exist in Sega’s personal view of the Sonic universe. Of course, looking at the credits, Spinball appears to have been an american production — probably why it’s as crummy as it is. The game was also produced at about the time Dic’s Sonic cartoon (the decent one) was running on ABC.

I guess, in light of these factors, the cameos make a bit more sense. Still, it was more than a bit unexpected.

One might note that Sally appears much closer to her early comic incarnation, actually, from before the ABC show was even aired; black hair and light maroonish (or as close as the round’s palette will allow) fur — this is in contrast with her later red-headed, brown-furred look. I’m not quite sure what this means, but there it is.

Kind of miss the cartoon; it was quite well-written, acted, and animated. The comic, from the dozen or so issues at which I’ve glanced over the past few years, is written by and for five-year-olds. A pity.

The Three of Mana

  • Reading time:1 mins read

Seiken Densetsu 3 is more than keen, says me. Angela, with Hawk and Lise, are my chosen party (though renamed appropriately). It’s interesting how engaging is this game, as SD2: Secret of Mana didn’t really grab me inordinately. The GB SD game (renamed Final Fantasy Adventure over here) was playable, I suppose, but, again, didn’t do much to my brain. I’ve never seen SD1, so I can’t comment there. The fighting system in this game is a bit peculiar; a sort of liquid turn-based realtime Legend of Zelda setup. Whereas Secret of Mana and the GB game were simply a realtime Zelda-ish system, this has an added “fluid turn” system, making things a bit awkward. The character is wandering around, freely, in realtime, but is only allowed to attack once every few seconds. Hm. I imagine I’ll adjust, but it’s a bit annoying at the moment.

Nevertheless, this game grabs me. I dunno what it is. . .

Cheers to Neill Corlett, Lina`chan, Nuku-nuku, and SoM2Freak — it’d be nice to have their skills, I must say.

Trilobyte

  • Reading time:3 mins read

The 11th Hour is all of the worst aspects of The 7th Guest, amplified. Where Myst and, more so, Riven create a logically-balanced world to comprehend and explore, these games give you lots of bad FMV, very arbitrary riddles (suddenly throwing in an anagram in the center of the second riddle you’re given, right near the beginning, for instance), and random puzzles which impede progress, not even a hint of context, half the time, provided as to what the point/goal is (that is, no context even within the puzzle itself, after careful and lengthy analysis) — the only way to solve several puzzles is to whack around, hoping to crack them by force. The end result of the expended effort is to, again, allow the player to, say, examine a table or open an otherwise-unblocked — or even partially open — door in a hallway on the other end of the house. Right.

I really hate this type of game design. It’s unimaginative, shallow, lazy, and just plain poor. Myst had a few “puzzles” in it, but, with only very few exceptions, the game effectively told you what to do if you merely read everything carefully and added up, analytically, everything you experienced, interrelating as much as possible. Riven was a vast step up in that it didn’t contain any of those sort of artificial roadblocks. Every difficulty in the game was based in the structure of the place. If the player couldn’t get past something or if he couldn’t figure out what the purpose was of a certain device or item or bit of architecture or writing, there was a completely rational, logical reason why not — he was an outsider, stepping into someone else’s world, filled with a culture he didn’t recognize, devices he had never used, and geography alien to him. Given enough study of his surroundings and a bit of insight, it was perfectly simple to deduce how things were, why they logically were the way they were, and, by relation, how to manage that which was encountered.

The 11th Hour is not like this in any respect. It is not for the thinker; it is for the sadomasochist and the game designers’ egos. “Hah — see anybody figure THIS out. Aren’t we clever?” It’s not clever to simply withhold every speck of information and player control within normal gameplay.

I suppose that’s the real difference between the serieses — Myst/Riven (with, as stated, a few exceptions in the first game) is based upon giving the player as much information as possible but no overt connecting threads. The player is mostly set free to explore, as the point is to internalize and interweave information until an overall comprehension is achieved. Guided understanding is more important than precise methodology. 7/11 is based upon almost the opposite concept; that series gives nothing but connecting threads. All information has to be conjured up in speculation, based upon these often completely baseless clues. The player is mostly confined, in fear that he encounter too much information and spoil the puzzles. Method is more important than comprehension.

I find this general kind of mindset to, frankly, be a combination of sad and injust. It masquerades as a test of brain power, when it more accurately a test of obedience. (I’ll not bother meticulating why this is — I’ve provided the data.) Whereas Myst and Riven compell the question “why,” The 7th Guest and 11th Hour compell the question “what?” It’s shallow and manipulative. Never trust he who actively hides his intentions.

Competition

  • Reading time:1 mins read

To what state has gaming dwindled?

Why is it every game developed is rated on its multiplayer capacity, and why is it every game which is obviously meant to be a real game rather than a brainless net-arena is met with bewildered surprise? “It doesn’t have a multiplayer option, but don’t worry — it doesn’t need it. It holds up as a single-player game.” Bring back the days when multiplayer gaming was constrained to a subservient second controller and the quality of a game in and of itself was what mattered.

Split Direction

  • Reading time:3 mins read

I keep seeing everywhere — in reviews for Riven — that the game is supposed to be impossible to play without a walkthrough. Everything I’ve ever read on the game instructs the reader to find a hint book or walkthrough, as the game is, otherwise, too difficult and frustrating to play. The game isn’t made to be played on one’s own ability.

What the hell? Riven’s not a difficult game. All you need is a small amount of patience and the capacity to think. It can become frustrating, yes, but that’s a part of the whole point of the thing. You’re supposed to find and follow the game’s inner logic — and not very complex logic, at that. How hard is it to realize if two objects are shaped in the same, uncommon way that they probably are somehow related? To follow tubes and turn valves to change the flow of steam? There were only two or three small things in the entire game which seriously stumped me, and those were completely my own fault; I just didn’t see something relatively obvious.

Myst, while a little easier, was a little less obvious about things, and, as such, was more annoying to play. Riven is streamlined to the point where, given a couple of weeks and some quiet time alone, a person of average intellect should have little trouble completing it. All you have to do is, to a very small extent, think. I mean, I know how some games can drive a person nuts by their complete lack of logic or near-impossible (and irrelevant) puzzles, but Riven isn’t that way at all. It has a total of one or two “puzzles” in the entire game, if you could call them that; those are solved basically just by being thorough and exploring until enough data has been collected that connections can be made and some picture begins to form.

I mean, really. The typical excuse is “well, I don’t want to spend my life playing a game — I just want to walk around and have fun.” Look — anyone who says that is completely missing the point. If you don’t have any patience and aren’t willing to think, you shouldn’t be playing a game like Riven. It’s not a hard game, but it’s not made for bumble-minded brats. That’s why they make Doom clones. Go net-play or something. If you’re going to play a game, play the fucking game. If you want to turn off clipping, fly, and shoot things, they make these games — play them. Have your fun.

A Myst Opportunity

  • Reading time:4 mins read

Myst:

Okay — done. It works fine in win98. I’ve not bothered looking at all of the endings, though. Myst is a much easier game than is Riven, though I did end up turning tail to a hint page because of stupid blunders and oversights on my part. Here they were, in total:

1 — somehow, it never dawned on me that one could walk behind the elevator shaft in the rotating tower on Myst island — a somewhat big oversight, and the same kind of problem I had that one time in Riven. Actually, I do remember walking back there when I was playing the game long, long ago, but I only remember this now, after the fact.

2 — I was a little too jumpy. I had the time and numbers for the clock code on Myst Island, again, written down, I knew that the clock was probably tied to the gears, and I knew it was the last puzzle on the island. I had been trying to figure out what was the correct time to which to set the clock ever since I saw the damned thing the for the first time, but, for whatever reason, something in my brain didn’t click for a few moments and I went back to the hint guide prematurely. The dumb thing is, I actually knew what I was looking up; I knew where to rotate the tower — my brain was just fuzzy.

3 — I scoured Channelwood about eight times over, trying to figure out how the hell to get onto the spiral staircase and how to operate the elevator right next to it, knowing that the two were probably intertwined. I also couldn’t find the red and blue pages in that age and knew they were probably on the upper-upper level which I couldn’t get to without using the staircase. blah, blah. Ends up that, somewhere in that mess of huts on the upper level, there was a lever which opened the door/gate which had been blocking my way. I walked by it (the lever) a hundred times, and I would have walked by it a hundred more. There’s no possible way I would ever have seen the lever, no matter what state of mind I might have been in. I was supposed to spot one unnotable stick amongst thousands and know it to be of signifigance?

4 — I did, early in my progress, notice the left half of the note which told how to obtain the final page of Atrus’ Myst linking book, but didn’t immediately know what it was and told myself to remember it for later, knowing I’d come across the second half at some point in the future. Ends up the second half was in Channelwood — in a drawer under a bed in the same location as the red and blue pages. I was just so annoyed and impatient about not seeing the previously-mentioned lever that I walked right by the note, grabbing the pages and getting out of there in frustration. I’d wasted enough time in that place. If the lever were more obvious or I’d otherwise just seen the damned thing in the first place, I’d have been more cautious, as I usually am. But I was irritated and I ran in and out, barely looking at anything. Later, when Atrus told me to find the missing white page to his book, I had no clue what to do. I thought it was dreadfully unfair of the game to just randomly tell me to find something which could be anywhere in the game with no clues at all. By this time, I’d been irritated enough that I forgot all about the half-note I made sure to remember for later. So, after dinking around and pouting for a while, I looked up the hint guide once again. Oh. That’s right — the note. Oh. Channelwood? Sigh. And it was in the one room in the game which I didn’t scour mercilessly.

Anyway, I think those were pretty reasonable hints I took; mostly my own fault and (with the exception of the frustration-related blunders) basically the same mistakes I made in Riven. Thing is, in Riven there were about five ways to do everything, so when I overlooked a few details, the game just made it a bit more difficult for me rather than blocking progress completely.

The ending of Myst is. . .well, strange. After Playing Riven, it’s a perfect intro to the second game, and it doesn’t annoy me very much because I know what comes next. I can imagine, however, if Riven didn’t exist or I’d never played it, that the ending could be disappointing, as I’d heard it rather was.

Castlevania

  • Reading time:2 mins read

I just now, after over a decade, finished Castlevania 1 (only by playing the japanese version on the easy setting and saving a lot)… the ending credits say the music is by — “Johnny Bannana,” I believe was the name. Also, they call Simon “Simon Belmondo.” There are mounds of credits such as “Plot: Brahm Stoker” and “Frankenstein: Boris Karloff”… hm.

I finally downloaded an msx emulator and frontend, in order to play Vampire Killer. The graphics in it blow the nes version away, but it’s impossible to play. It makes the original US ver of Castlevania seem like a pushover…

You can see sorta’ see how VK is a game-in-development… how, when they remade it for the nes, they looked closely at its structure and remixed the elements in a more palatable form. The rounds are very similar in structure and background, identical in music (though the psx music is better), almost identical in character and monster sprites, but in the nes version there’s scrolling, the enemies are placed sanely (inasmuch as they don’t keep coming in an unending stream, but, rather, are put in specific places), you don’t have to look around for keys and whip walls in hidden places to finish levels, and you get to really use items.

I think Simon’s Quest was a way of trying to put some of the original elements back into Castlevania which they thankfully removed for the nes conversion — such as the idea of an inventory; buying items and searching for others; having a nonlinear(ish) round structure. The shield from CVII is even in there… though nobody appears to shoot at you, so its usefulness is questionable. Actually, there’re two different shield types.

Playing that game from hell for about half an hour gives me a much greater appriciation for what it later spawned, and helps me to understand the series better, as well — just to see kind of the thought processes behind the first game, before major editing, and from where some ideas from the second probably came. Sort of like listening to Purest Feeling, the major difference being PF was a lot better than PHM in a number of aspects.

The Darkness Between the Pixels

  • Reading time:2 mins read

I think what’s so attractive about old nes games is, it’s just popped out to me, how dark they all feel — just a little surreal and a little mysterious. Blaster Master and Simon’s Quest and Zelda and Metroid — there’s so much which can’t be seen — you don’t know what anything is, and have to fill it in for yourself. All of the creatures in Blaster Master are a flat gray. The colors in Zelda are completely two-dimentional blobs; it has indistinct sound effects and rocks which look like turtles. Metroid is all black and empty, as is Blaster Master — and, actually, lots of Zelda and Simon’s Quest, really. They feel. . .unexplored. There could be anything in any niche. It’s like a dream. . .

With today’s games, you see everything and you know where and what everything is. The jellyfish in Blaster Master Look like the Metroids. Goonies II — well, that’s a strange one. It sort of overproves the point.

Life Force and Gradius. . .

The games which were hardest to play, I think, were the darkest ones — Gradius and Metroid and Castlevania 1; all great, but all kind of depressing. The games of today are… Microsoft/Apple spawn. They don’t feel real because they’re made to feel too real. Old NES games are like a dark fantasy — they feel so unreal that the mind makes them more real and alive than anything today could strive to be. And they’re mostly smaller than this text. . .