The New Generation – Part Two: Masterminds

  • Reading time:23 mins read

by [name redacted]

Originally published by Next Generation.

Something is happening to game design. It’s been creeping up for a decade, yet only now is it striding into the mainstream, riding on the coattails of new infrastructure, emboldened by the rhetoric of the trendy. A new generation of design has begun to emerge – a generation raised on the language of videogames, eager to use that fluency to describe what previously could not be described.

First, though, it must build up its vocabulary. To build it, this generation looks to the past – to the fundamental ideas that make up the current architecture of videogames – and deconstructs it for its raw theoretical materials, such that it may be recontextualized: rebuilt better, stronger, more elegantly, more deliberately.

In the earlier part of this series, we discussed several games that exemplify this approach; we then tossed around a few more that give it a healthy nod. Some boil down and refocus a well-known design (Pac-Man CE, New Super Mario Bros.); some put a new perspective on genre (Ikaruga, Braid); some just want to break down game design itself (Rez, Dead Rising). In this chapter, we will highlight a few of the key voices guiding the change. Some are more persuasive than others. Some have been been making their point for longer. All are on the cusp of redefining what a videogame can be.

This Week’s Releases (May 22-26, 2006)

  • Reading time:9 mins read

by [name redacted]

Episode forty-one of my ongoing, irreverent news column; originally posted at Next Generation

Game of the Week:

Steambot Chronicles
Irem/Atlus
PlayStation 2
Tuesday

You have likely read, if you like to read, of a game called Bumpy Trot; this site in particular, in the hands of Japan columnist William Rogers, has taken every possible opportunity to name-check the game – resulting in a blurb on the its Atlus USA site. Here’s where I remind you of its Western name – the Haruki Murakami-esque Steambot Chronicles – and mention that it really is nifty, for what it is. For a more elaborate description you can turn to NextGen’s “Ten Best Games in Japan” column for last year; for here, suffice that it’s sort of like a Zelda game done right, thrown into a post-GTA sandbox, and produced on a shoestring budget by a sincere bunch of underdogs who aren’t used to making this kind of game. So it’s a little wonky, and a little glitchy, and it doesn’t know what it’s not supposed to do, which results in as many weird decisions as inspired ones. It’s not really made for prime time, and yet it’s got so much heart and it’s got such good ideas that it’s got the workings for a real sleeper hit. Give it some hype and some word-of-mouth, and this game will surpass expectations.

Atlus has done a pretty good job on the localization; the voices are… solid enough, and the writing is appropriately stark. Though something tells me the game might have made more of an impression with its original Japanese name, the new one maybe fits the game a little better. This is only one of maybe a half-dozen impressive new acquisitions Atlus USA had to show at E3; if Atlus can just get the word out the way it did with Trauma Center, this could be one of the company’s best years yet.

Sunder Land, where all is asunder

  • Reading time:4 mins read

I just beat both scenarios of Silent Hill 2: Restless Dreams in one day. In one sitting, really. I first had to play to where I left off in the PS2 version, although that took an atom of the time it did the first time. (I notice that James no longer comments, of a map of the United States, “It’s a picture of something. I’m not sure what.”) Perhaps I was in a better mood or perhaps I was just prepared; the goofy world-logic did not distract me as much, today. Instead, I was distracted by the atmosphere and narrative. This really is a sophisticated game, artistically; one of the most-so I have encountered. Although it falls short on the actual game mechanics, that’s okay. Its mind is elsewhere.

I think I actually respect this even more than the first game, although they are rather different in their approaches and intentions. Where Silent Hill 1has its crushing sense of fear, that makes a person think twice to play it in the dark — or even to play it at all, at times — this does something more subtle. It is about all-encompassing, numbing sorrow and guilt — with all of the haziness and tempermental bursts and aimlessness and self-effacement and strange obsession that come with it. It is a portrait of a man willfully falling apart. A trip through his head, as he fights to either self-destruct entirely or to confront his demons and accept what he has been unwilling to accept. Whatever brings an end to the murmur. The entire game is focused around illustrating that picture.

A common enough theme in literature. In videogames, not so much. It’s too adult a depiction of pain. The scope of the game, by which it does illustrate this theme, is far more ambitious than I am used to. The original Silent Hill deserved enough praise just for being bright enough to understand how fear works better than any of its contemporaries. That seemed like a stroke of genius. This… is something else entirely.

Then Silent Hill 3 seems like an attempt to go mainstream with the series. It plays (and, in general, feels) much more like Biohazard than either of the first two games do. It tries to directly follow the plot of the first game, and to provide some more stable answers about just what this “Silent Hill” place is — something that really did not need to be done. It has a sassy, sarcastic lead. The music is more oriented toward pop, over the metal machine of the first game and the drones of the second. It’s just so… polished, and pretty, and palatable. Then The Room is supposed to follow after the second game, in some respects. I… well.

I guess I should reserve comment until I have seen them through. Something just feels a little unnecessary here.

Anyway. I am making progress.

A while ago, Justin Freeman made reference to a list of the top five (or was it “only five”?) significant games in this hardware generation: Metroid Prime, Metal Gear Solid 2: Sons of Liberty, ICO, Rez, and Grand Theft Auto III. He said “Maybe Silent Hill 2” — although that would make an unusual five. I’ll throw it in. I will also throw in Ikaruga, Wind Waker, and Virtua Fighter 4: Evolution. These nine games seem, to me, to be the sum of all of note that we have learned this generation. I have yet to find a tenth candidate.

Some will be surprised that I include Wind Waker, given my attitude toward the game. Some who know me better will know that it is precisely that attitude which puts the game on the list. Evolution finally comes through and admits what a meta-fighter Virtua Fighter has always been, as a series. It says some things about fighters, and about videogames, and the way we interact with them in a broader sense, that should do some permanent damage if you think about it too hard. And Ikaruga is, frankly, one of the most perfect and elegant game designs around — one which helps to illustrate on a base level, along with Rez, what videogames are, at their spine — and one which demonstrates the “pure” videogame (that is, videogame-as-design) at its most ideal. There is a level of truth here that, although related to the games of the early ’80s, could not exist in any previous hardware generation.

I might talk about this all in more detail, later.

Or. Maybe not.

Out of the frying pan, into the SIMULATED COCAINE BUSINESS

  • Reading time:3 mins read

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

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

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

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

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

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

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

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