Cell division

  • Reading time:6 mins read

Legally, I must comment that Metroid Prime has the best music in the world.

Something weird comes over me, just sitting and listening to the theme which plays behind the game options menu (one button-press past the title screen).

Game music has done odd things with my emotions on numerous previous occasions. It has ever since the original Legend of Zelda, where the first time I placed the game into my NES I simply stared at the TV for what might have been half an hour for all I know, listening to Kondo’s lilting title theme and watching the item scroll. It does when I watch the opening FMV to the first Sonic Adventure. The Phantasy Star II score has done mountains for me.

But even in the best game scores — Jet Set Radio, Streets of Rage, Ninja Gaiden II — generally the best that happens is that they impress the hell out of me and then that’s that. And even in the cases where I’ve been struck more deeply (for one reason or another), generally it’s been a single blow — often a manipulative one — in an otherwise so-so score.

Frankly, the reason the intro to Sonic Adventure does a weird job with my chest lies more in the direction of the intro sequence and my own personal share of nostalgia than anything about the music on its own. Heck, I’m not even very fond of half of the music in that game for its own merit. What music I do like well is mostly from Kumatani Fumie’s end of the stick rather than that of Jun Senoue.

Kenji Yamamoto has done something different here. I can’t explain it rationally. But it fucks with my head. The more I listen to it, the more this becomes true.

I’m afraid I’m going to develop a nervous condition, playing this game.

A bigger one, I mean.

I find this interesting, as I’ve honestly never been as impressed with the Super Metroid score as just about everyone else on the planet. It didn’t come near to Hip Tanaka’s original vision, or even the chirpy B-ambience of Return of Samus (a soundtrack which I still contend has never gotten its proper due). Super Metroid‘s music was appropriate, well-written, and… there. It suited the game, and sounded Metroidy.

But this? Ye god.

Again, I feel more or less exactly as I felt when I was eight and Zelda was new. And this fact is all the more peculiar just because I’m no longer eight years old. Zelda isn’t new. Metroid isn’t new. I’ve played so many games. I’ve seen so many conventions. Cleverness and skill and joy and wonder are about the best I can expect. That anyone can expect who has been around as long as I have.

There just isn’t a lot out there which feels new anymore. There aren’t any more revelations. There’s no new life to discover.

But perhaps there is.

And perhaps it’s not in Japan?

Who would have thought.

It’s not that this game is anything so totally original that it should — taken as a mass of parts — be as much of a breakthrough as Zelda. We’ve seen most of the elements here in at least some form before, for years on end. Some of the incarnations perhaps aren’t even all that different.

Half-Life was a step away from its FPS roots, and toward a more evolved gaming sensibility — and look at where that got it. Metroid Prime, I suppose, a person could consider the next logical step in this direction. Except that when you pull its laces, this is something else entirely.

I guess the way one could put it is that what this game feels like is something close to a culmination of what we’ve learned over the past thirty years of game design. Someone managed to boil it down and make The Game — or something like it. After all of the struggling since the last checkpoint, suddenly we’ve got progress. And we’re allowed to move on.

I’ve not played Eternal Darkness yet, but it’s worth noting again that this game was developed by an American studio, with aid from Nintendo. I imagine it’s got its flaws, but it still sounds like that game did a hell of a lot more right than most games have been doing lately. And like it had a solid vision to it.

Edit:

Nintendo has been doing a lot for the industry lately. They’ve gone through some pretty huge changes in attitude since the glory days of the NES, and now seem to be pretty much content to be Nintendo. I keep harping on that Q-fund thing of Yamauchi’s, but I feel it’s a lot more important than it looks. It fits right in with the recent “apprenticeship” system of game design that Miyamoto’s been pioneering, and what Nintendo’s been doing with second and third parties.

They’ve got the money and the expertise, so they’re investing it in the next generation. They won’t have it forever. Miyamoto won’t be around forever. Nintendo won’t be. But the art will remain, the skills will flourish. And maybe someone else will march on to victory, birthed from the seeds of that knowledge and support.

Sure, Nintendo is acting in Nintendo’s best interest — but they don’t have to do it in such an enlightened way. The fact that they are, says mountains to me and sets a tremendous example for the rest of the industry.

I think we’re closing in on a new era here. And it’s not going to come from where we expect. The old guard is starting to break down. The entire old infrastructure.

Just look at all of the shit happening in the industry right now. If you’re clinging to the old ways, it’s bad news. And it’s pretty scary. But there’s a new wind in the air, and just about everyone is clueless about it so far. If there’s any time to block one’s sails, I think this is it.

And dammit, I want a copy of this soundtrack.

Adventure theory

  • Reading time:8 mins read

I love all of these pop-up ads. “Is PORNOGRAPHY saved on your PC? Stop wondering and check now!”

Like I really need help to figure out where my porn is.

Here’s the value of the impression of near-infinite possibilities in a game world or system (“world” being a generalized term from here on out) — they give the impression that there is more to the world at hand than what the player is directly being fed; that something exists outside of whatever specific tasks lie in the player’s path. This creates a sense of place, and of being within that place.

As a result, the player becomes more involved and atached to his or her actions — and those actions become more enjoyable and interesting. The game becomes more personal due to this sense of being; you can say that the game world has a deeper personality — that it is greater than a simple reach of understanding. Just as a character becomes more interesting and “real” as his or her personality becomes more complex. Just as either complexity or near complete mystery make a character more fascinating. Either way, it’s difficult to entirely pigeonhole the character.

Next topic.

Is it just me, or are Nintendo’s major games starting to all feel very similar? I got this when playing Metroid. I realized at some point that it feels like Super Mario World, or Zelda 3. They’re starting to mush together now. Distinct and interesting characters and slightly different mechanics are about all that separate them. Same concept almost exactly; made out of the same elements. Super Bomb and Speed Boost blocks are exactly the same as bricks and Question Mark Blocks and Exclamation Blocks and… it goes on. Castlevania, although it lately tries hard to mimic the Nintendo style of design, still manages to feel a little different. Not necessarily better, but at least it still kind of works on its own rule set. It ends up at about the same place, but through a slightly different combination of elements.

To step on a tangent here: the recent games are obviously inspired by Nintendo’s style as much as they are by the earlier action-based Castlevania. The games are a little less refined and focused, however. There is a wide variety of items which serve no really useful and special purpose (even for the sake of collection, which is itself becoming a tiresome goal). The level design is good, but disorganized. New weapons and abilities are often neglected outside of a few specialized situations. There’s a lot of clutter, put to little use. And yet, they are competent (Igarashi’s more so than those of They Who One Were Kobe). In the case of HoD, even somewhat organic.

I don’t think I’m going to include many more items than will be actually be useful, in my own game.

Next topic.

PC-style adventure games work on more or less the same set of concepts as the console-style adventure, only the setbacks are of a different nature. Less action-oriented problem solving. In the Lucasfilm/Sierra games, puzzles tend to be item- and riddle-based. In the Myst style, they tend to be wholly environmental and logical in nature. There is no real inventory, as in the other styles of game. One’s tools are all in one’s own mind, and in what mental devices one is able to cobble together from the enironment at hand.

The Lucas-type, character-based adventures are a little more clumsy and less pure, in a sense; they rely on physical items as the machines, or often merely as the keys to other machines. They lay everything out for the player, and all one is expected to do is figure out what goes where, and how (logically or not). Bring item x to locatino y in order to open door z. The more interesting mechanics tend to be a little more sophisticated; they involve deciphering the use of certain machines, either within the inventory or the environment.

Occasionally there is the element of deciding what action to take with these machines, upping the player’s involvement, but also the potential frustration if the game isn’t designed well enough to deal with its own system. This is a carry-over from the Infocom and Zork days.

The console-style adventure has more of a tendency to be action-based. Environmental and mechanical logic puzzles are rare, although inventory-based “key” puzzles are not uncommon. Often, however, the “keys” are integrated into the character. Rather than existing as random icons, they become facets of the character or additions to its moveset.

The “doors” which are opened (machines operated) with these keys often — at least in the Nintendo system — are in the obvious default shape of blocks. All manner of blocks! A relatively pure example of this mechanic is Mario. A combination of this concept with an inventory would be Zelda. A halfway point is Metroid — where items are gradually accumulated, but add directly to the character mechanics rather than an inventory.

Biohazard is an incoherent amalgam of the inventory-based Lucasfism-style game with a second mechanism, that links resource management with an awkward battle system. Where this becomes frustrating is in the combination of action and scarcity. The game does not control very well, and is based around surprising the player with difficult-to-manage situations. Due to much earlier errors and indiscretions, it is not at all uncommon to become stuck in a stalmate of sorts where the player has no recourse but failure. The player can become trapped in a very real way, causing all of his or her dedication and patience to come to nothing.

This is poor design. There should always be a mechanism for escape and eventual progress. This is similar to the flaws in a powerup-based shooter like Gradius; one mistake, and it can be next to impossible to recovr. The difference is, in Gradius it is usually possible — if incredibly difficult — to build one’s self back up to where one used to be. In a well-balanced fighting game, a player with little remaining health should still be capable of winning, given enough skill. This isn’t always the case with Biohazard.

What makes a game like Mario or Zelda or Metroid so satisfying, conceptually, is the variety in its callenges, and in how ineffably they blend togeter as pieces of a larger coherent whole. That is, the integral elements of each system all tie into a common scope of reference, making each independent system merely one aspect of interaction with the game world given.

If simple exploration on its own isn’t enough in Metroid, one has a gradually-expanding set of character based “keys” to use, and one knows that related “doors” might potentially be anywhere. If none of these abilities are enough, there is an implicit trust between the player and the game that a later ability will solve the problem. If there are no more abilities to be gotten, then the solution must be something that the player has overlooked.

Where Metroid Fusion failsm ir at least pushes its luck, is by either breaking or stretching that trust which has been built up through three previous games as well as by the inherent makeup of Fusion itself. The player is often trapped through the course of the game, occasionally in a precarious situation, with only one unobvious, difficult-to-detect, means of escape — either to safety or simply to further progress. The game is somewhat redeemed by allowing that escape, but such frustration is trying on the player. After a few situations like this, it becomes obvious that something is just not right with what the game is asking of the player. It’s abusive.

Ultimately, the game can be beaten by anyone with the perseverence, and every item can be obtained — a crucial point of Metroid’s appeal — however the game doesn’t always play fair.

Beyond this, the puzzles have become terribly overt and incongruous. They’re clever, sure, but obviously contrived to fill a formula. The entire body of the game carries this mark of contrivance. Fusion feels like Nintendo By Numbers; pieced together by a design team either rushed, lazy, inexperienced with a game of this sort (and yet observant of its obvious qualities).

The game is clever; not creative. The surrounding elements and the game concept are creative (in terms of the new elements introduced, and the elegant reinvention that they necessitated). This is part of what makes the game so confusing, for me.

And I’m tired. And my copy of Phantasy Star Collection has actually moved from its resting spot in New Orleans, where its’ been for over a week. Now it’s been sitting in Portland since last night. They didn’t bother to bring it over today, for whatever reason. Hm.

Watch for falling spoilers (not too many, and nothing huge)

  • Reading time:6 mins read

Wow. Only thing is… Harmony of Dissonance is damned short. It was a fortuitous decision, in this light, for Igarashi to have jammed so many secrets into the game. I accidentally ended up finishing the game, getting what I think must be a luke-bad ending, in less than ten hours, with nearly 200% map completion, all but two items for Juste’s room (one of which I’ve since found), somehow without two of the magic books (again, one of which I’ve since got — it’s the one I put off getting for a while, since it was kind of stressful to race the marble (you’ll… see what I mean)), and without two of the relics (one of which I believe must be Dracula’s eye).

Circle of the Moon, to mention, I’m probably well over fifty hours into — and I’m still missing the Black Dog card. (It’s in the battle arena.) I beat the game it at around thirty hours or so (though I took my tubular time, as I tend to), but since then I’ve still been wandering around, collecting things, and generally powering Nathan up far more than necessary. In comparison to this nigh-pointless time vacuum, HoD is amazingly self-contained.

There are only two isolated map squares which I can’t seem to access, one in each of the two castles. One of them’s behind a big lump of rock (which isn’t there in the other castle), and the other one is in the marble-racing room. It’s just that there doesn’t appear to be any obvious entrance in the A castle.

I’m guessing if I’ve got all of Dracula’s parts and have the maps completely filled-in I’ll get a better ending than the one I received — not that it was really too bad, mind. And during the ending credits I was treated to one of the two high-res bits of music in the game. Might as well not spoil which one, but it was what I thought one of the better themes anyway. If audio was working properly on Edgar here, I’d probably have dubbed the tune off a while ago for referencing in my post the other day.

I’ve toyed around a bit with Maxim, and it seems like his game has been completely reformulated from Juste’s. While playing through the first time I noticed that HoD had a very classic, almost action-oriented layout to its stage design. Although there was a lot of wandering, whenever I needed to go somewhere it tended to be along a pretty straight route and usually through some new territory. What happens in Maxim’s game is that nearly all of the adventure elements have been removed. You can save, but that’s about it. Otherwise, it’s more or less become a classic Castlevania game. What’ve been mixed up are the paths available to you and the order in which you play through the castle. So far (though I’ve barely played into Maxim’s game at all) it looks like you’re constrained to a somewhat linear path.

Also, Maxim plays like a ninja. That’s about the best description I can give. He’s got Juste’s dashes, but on top of that his running, jumping, and attacking speeds are all about fifty percent greater. He’s got a triple-jump, a slide kick, and a normal ducking kick from the outset, and his normal attack is a quick sword swipe. He only has one special weapon, which is a strange and elaborate cross-like contraption. Maxim is just a speedy, strong character. His game ends up playing something like a cross between Strider and Ninja Gaiden (though without the wall-crawling). Considering that Ninja Gaiden and classic Castlevania play almost exactly the same, this seems appropriate.

The boss mode is actually fairly interesting, and the widely-reported secret contained therein, really is firing up my jones for a GBA compilation or remake of the original NES trilogy. (I mean, it’s perfect down to the sound effects. Even the irreplacable “whoop!” sample.)

Muh. So. There that is. I guess it’s better to have a condensed hunk of gaming goodness than a sprawling fifty-hour affair stuffed with needless filler and busywork. (God, why are so many games full of tedious chores these days, just in order to increase playtime? Who started this trend? Wasting my time is not the key to my heart, people. Let me finish the fool game already, so I can move onto something else!) There was barely a moment in HoD which felt superfluous, with the exception of some nasty backtracking in the last third or so. Once the teleporters are all located this isn’t as much of a problem, but — oy. And y’know, people always make what seems to me to be way too big of a deal about backtracking in adventure games. So far as I’m concerned, it’s all part of the exploration aspect in a game like Metroid or Zelda.

But remember what I said about the castle’s layout in this game? There are two sides to everything. The first time through, it’s great and really focused-feeling. The problem is, whenever you want to go back to someplace, you usually have to go far out of your way to return. Much of the time I just put off some smaller tasks which I knew I could finish in another part of the castle because I didn’t want to put in the effort to slog all the way back there through ten minutes of rooms and corridors. The game’s pretty good at directing you back to each part of the castle in turn, though. So generally you don’t have to do a ton of backtracking if you’re patient enough to wait until you’re back in the neighborhood. But the thing is, there are a ton of shortcuts that are present from the beginning but which are locked until very late in the game. The “skull doors”, for instance, exist mostly to keep the player from being able to revisit earlier sections of the castle without putting a ton of effort into winding his way back through his own footsteps. I don’t see why this is in many cases, except perhaps to keep the player from being distracted from the tasks at hand. This is fine in retrospect, but at the time it was kind of frustrating.

And yet this kind of a limitation has its interesting effects. Indeed, it kept me from bothering to revisit the start of the game until about eight or nine hours in. And there’s something… well not exactly poignant, but at least interesting, about finding one’s self preparing for the end by going back to where one began. Everything just went full circle, in a sense.

And come to think of it, isn’t this kind of the point of the series?

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.

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. . .