Dan Froelich and his Yamaha FM chip

  • Reading time:1 mins read

If I were smart, years ago I would have tracked down Dan Froelich and asked him what he used to write his funky CMF soundtracks for Jill of the Jungle, Solar Winds, Xargon, and other early Epic MegaGames stuff. Turns out I no longer need to, as he has written about his experience on his website. It seems he tracked his early game music in AdLib Visual Composer, a program that spoke to AdLib’s Yamaha FM chip (not dissimilar from the Sega Genesis chip) using a combination of piano rolls and FM instrument banks. Those elements were later crunched together into .CMF files for use with early Sound Blaster cards. To give a rare peek at the raw AdLib sound, Froelich has included clips of his Jill of the Jungle score, exported into ProTools. Cool beans!

So for anyone who wants to write early 1990s shareware music, that’s how the experts do it. Or rather, how an expert did it. I’m sure there are other methods.

( Read the original post at insert credit )

From Shooter to Shooter: The Rise of cly5m

  • Reading time:2 mins read

Seiklus was a turning point for the indie scene. Even if you’ve never played it, you’ve played something influenced by cly5m’s game. Seiklus was one of the first “exploration platformers,” now a booming and distinctly indie genre. A small man, nearly a stick figure, travels a gentle flat-colored world, collecting pointless trinkets and the occasional control upgrade, to find his way back home again. There is no death, and no overt violence; Seiklus is all about the journey, and the player’s relationship with the game world.

Seiklus comes off as a very personal game. Although the controls amount to little more than walking and jumping, and the presentation is nearly as minimalist, the experience feels emotionally rich. Its level geometry and sequencing trade epiphanies for careful observation and experimentation, and the sound design creates a distinct and whimsical atmosphere.

The stripped-down expression of Seiklus has helped to legitimize canned game creation systems, leading Mark Overmars’ Game Maker to become the respected behemoth it is now, and lending the indie scene an entry-level spine. There have been tributes and parodies. It’s just an important game.

For all its influence, Seiklus is kind of a one-off. For a while creator cly5m and Robert Lupinek teased the Internet with Velella, a sort of spiritual successor involving dream flight. Otherwise, the last eight years have passed pretty quietly. The previous eight, though – that’s a different story.

( Continue reading at insert credit )

Buttoning Down

  • Reading time:8 mins read

What if the GBA had had two more buttons, as people kept asking for at the time? What difference would that have made?

You know, aside from fighting games, I don’t see what use the extra two buttons would be. Few games really use more than that for anything significant, and if they do they’re often rather clumsily designed. The GBA has two shoulder buttons that rarely get used for anything much.

Even now, how many DS games use the extra buttons to any particular effect?

As much as I enjoy certain fighting games, I find it kind of stupid that they’re always used as an excuse for a million buttons and a standard layout for controllers. If people want to play fighting games, they can go buy a fighting pad — which most people who are serious about the genre, which includes most people who bother with it, do anyway.

Of course, you can’t easily do that with a handheld. Still, what are fighting games on a handheld besides a novelty? NeoGeo Pocket aside. Which has… two buttons.

But the shoulder buttons are awkward to use, so perhaps that’s why. Anyway, games don’t have to use every button on a controller. Don’t more buttons just increase the available options?

Shoulder buttons aren’t really meant to be action buttons. They’re basically useful for state issues. For changing the nuance of the face buttons — much as with holding up to use the secondary items in Castlevania, versus simply mapping it to a third button.

The more you can abstract the actions, the better. If you’ve got an attack button, try to put all direct attacks on that button. If you’ve got a jump/propel bodily button, try to put everything jumping or flying or swimming or whatever-related on that button. Context (including the context of state-shifting buttons like triggers) narrows down the verb, so the player doesn’t have to think about it.

That’s kind of the idea behind Ocarina, with its context-sensitive jumping and junk. It just wasn’t implemented too well there. RE4 does basically the same thing, except it gets it basically right. In that case, “A” is basically the “DO SOMETHING” button — and what you do is determined entirely by circumstance and what other buttons you’re holding down.

In this light, the point about few GBA games using the shoulder buttons still holds. Between the two shoulder buttons, that basically gives you six face button functions — and yet how many games take advantage of this?

But using the shoulder buttons for state shifting isn’t practical. And besides, a diamond layout lets you pretend the buttons are a second D-pad, for all that implies. And again, isn’t it simply better to have more available options, even if those options are rarely used? Having fewer buttons limits the types of games you can create.

Let’s not be silly. State-shifting is not only practical; it’s one of the only significant concepts in control design to be introduced in the last fifteen years. I’d love to hear what makes it impractical.

Though I guess it’s nice, using the face buttons as a second D-pad is an incredibly specific and imperfect use, that is almost never implemented. Though I might adore Bangai-O, this argument is just as silly as saying every system needs six face buttons so people can play Street Fighter properly.

Of course having fewer buttons limits the possible variety of games. Which is why the PS2 has so many more kinds of games on it than the NES does.

As for the “more choice = inherently good” argument: not really. Arguably so at best. See older relatives, who get confused when there’s more than one button on a controller. See the Brain Training game for the DS, that asks people to ignore all of those strange, extra buttons on the system. The most important element in any videogame is an intuitive interface — something that anyone can pick up and quickly understand. An ideal default interface will also offer flexibility on a game-to-game basis, meaning it can’t be too specialized.

The other benefit here is that the fewer input options there are, and the more intuitively they are designed, the more care and consideration developers have to put into control design. Sure, some people will always screw up their work no matter what help they’re given. Might as well rein in the margin for confusion as well as practicable, however — if just for the sake of the end user.

Of course, the question is one of balance. How little functionality is too little to be functional, and how much functionality can you include before you generate clutter — therefore distraction and confusion — in the name of very specific implementations?

State-shifting address this issue elegantly by providing few options then tiering them to accomodate extra depth, for those circumstances where it is desired or required. Think of it in terms of a reference tool. Is it more ideal to have every possible item you might want to read about all on one page, or do you want to break it down into categories, then subcategories? The more you want to know, the more specific the knowledge you desire, the deeper you delve. No clutter. No noise. No distraction. Or a significant reduction in all of this, anyway.

Here are a bunch of games that (arguably) require two joysticks, so ha! And see, I didn’t even mention a FPS yet! And I’ll pretend not to mention fighting games either because you clearly hate them so much!

Yes, exactly. So what?

Mind that I like just about every game you’ve mentioned. Almost.

But you said there were barely any games like that! So there’s a bunch, and I can keep on going! What else are you going to dismiss just because it doesn’t fit into your ideal scheme, huh?!

Look, it’s the same fighting game argument again: Street Fighter uses six buttons, so every controller must have six buttons or else you can’t play street fighter! Except weaker. I’m not dismissing the existence of fighting games or first-person shooters or these random and rare double-joystick games you seem so fixated on; I’m dismissing their import in dictating an idealized default input method, specifically because of their specialized nature.

Again, if you want to play fighting games it’s easy to buy a fighting game controller that’s more suited to the genre than a standard pad ever could be. If you want to play FPS games, a standard pad will never be ideal for them anyway, conceived as they are for a completely different control scheme, so there might as well be a specialized controller to better facilitate them.

I mean, hell. Ikari Warriors wasn’t even designed with two joysticks in mind; it had a rotary stick, the purpose of which was to allow strafing. A more accurate compromise there is using a shoulder button for strafe-lock. Chu-Chu Rocket’s control scheme was a compromise to start with; the game would be better suited to something like a stylus or a mouse interface.

Beyond the stylus, the DS also has the internet thing going — making for an even more ideal Chu-Chu platform.

Which kind of illustrates the point that not every game is suitable for every platform, and no single input device can account for every special demand. There will always be a compromise, and the question is as to where to draw that line.

What you’re asking for is an all-in-one device that accounts poorly for every possible variable, and not only will that never be entirely satisfactory on its own right; it’s also the wrong approach to a deeper problem. By this logic, what else should the average controller include? Should it rattle when you shake it, to make Samba De Amigo more feasible? I’m sure if the feature were included, Kojima would find something to do with it. And then of course it would have to be included in every future controller, or else if Kojima’s game were ported to that system it wouldn’t play exactly right!

Just, come on already.

The question is perhaps both easier and more difficult for handhelds. It’s easier if other platforms are available, that offer different potential. It’s harder in that you can’t just switch controllers so easily. Although, actually, I can think of some ways around that as well.

In the case of the GBA, the question is whether two or four buttons are more ideal. In the long run, given how few games even used the triggers for anything of note, having only two face buttons certainly didn’t seem to hurt it too much, or to constrain too many developers. Would the extra two buttons have done any harm? Well, from what we’ve seen it doesn’t look like they’d have done much good. And, you know, omit needless buttons. Complication for the sake of complication does little save muddy the water.

The four buttons work as a concession on the DS because the main focus is on the touchscreen. The oversupply of buttons helps to balance that off and encourage pedantic gamer-types just as the touchscreen draws in non-gamers. The GBA doesn’t have a mitigating factor, so there the buttons would just be buttons.

Right, like anyone would get confused or put off by two extra buttons.

See, the problem here is that you’re a gamer.

I OBEY

  • Reading time:2 mins read

I have been requested of more Dalek footage (as referenced here). Far be it for me to overlook a chance to show off.



The colors are deeper now, and more in line with the New Series Daleks. I don’t know if it’s obvious from here.

As before, this fellow is a product of Graffiti Kingdom. I’ve now beaten the game; it’s short, and intentionally easy. There’s a lot more that could have been done, in the end; I kept waiting for a few tools that never presented themselves, like the ability to rotate and move pieces you’ve already drawn, or to define a “body” element, or to set multiple attachment points. Or to set individual portions of arms and legs. Or light-up or “hover” pieces. There’s a lot of overlap, and not much organization. The versus mode is a wasted opportunity, too.

Still, it’s pretty neat for what it is; these are all just details. If someone’s paying attention, a DS sequel could be one of the niftiest games around. Come to think of it, maybe the map drawing feature I proposed earlier would work even better if the levels were 2D. That would bring this game even closer to Cocoron. And that could hardly be bad!

What’s so good about Dragon Quest games?

  • Reading time:4 mins read

There’s no nonsense to them. Keep in mind every other JRPG is a Dragon Quest clone, and has to contrive something to set itself apart from Dragon Quest. Draon Quest is, therefore, the fundamental game that everything else is a deviation from.

And there is a certain purity and wholeness to it, as an experience. It’s balanced for a certain sense of immediacy: all that matters is right now.

For the most part, the game realizes where its abstractions are and that they are abstractions. Although it’s mostly just statistics, fighting means something in and of itself: the stronger you get, the further you can safely explore. The larger your world becomes. It’s a barrier you must butt heads with if you want to grow. Nothing to glory in; it’s just a fact. This is compared to most RPGs where you fight to make it easier to beat upcoming bosses, or to level up for the sake of levelling up, or where fighting appears to be the whole point, for whatever reason, rather than a mere fact of exploration in dangerous places — and where you move forward to get to the next area and forward the plot and finish the game.

Its simplicity and its honestness really drive home how most other JPRGs have missed the point — by slapping on extra systems, extra layers of complexity just to make themselves different, trinkets, fetishes, by taking literally things that were abstract for a reason (like the numbers, or the concept of an “overworld”), by putting the focus on petty issues rather than practical ones.

When it comes down to it, Dragon Quest is about growing up, maturing, seeing the world. Experience has meaning, because the more experience you have the broader your world becomes. Money is practical because it allows you buy tools to help you in your travels.

You will constantly be hitting your head against your limit and being forced to go home, rest, recuperate. The next day you go out and hit the world again, a little wiser, a little stronger. Maybe today you’ll see something you never saw before.

That’s more or less the focus of every game. DQ8 makes it more clear by making trees trees, making mountains mountains, giving you a horizon and putting things on it to inspire you to go out and look for them. You will still keep having to go home. Stray too far, too quickly, and you will get in over your head and you will be in trouble. And you might just get killed. Yet that danger just adds all the more excitement to every day’s travel.

Curiously, if you can get around the interface issues (like having to choose “stairs” from a menu every time you want to climb them), the original Dragon Warrior has hardly dated at all. Again, that’s just a matter of the game’s fundamental simplicity. It’s like playing Super Mario Bros. or Asteroids. They’re all complete, as far as they go. Not as complex as current games, but so what. What’s complexity other than complexity. Compare that to Final Fantasy 1, which is pretty much unplayable by current standards. It just doesn’t know what it’s doing, or — more importantly — why it’s doing what it does.

When it comes down to it, playing Dragon Quest is a meditative experience. In Dragon Quest, things just Are. When you play, you just Are. It’s a game about Being. There’s no real goal; anything that the game might throw at you is a MacGuffin, really. Something to get you out the door. It’s a joyous game, a little melancholy, all about the patterns of life and change while always remaining the same. It’s happy simply to exist, and do what it does because that’s what it was put there to do. No ambition. No glory. No drama. Just a quest. A quest after dragons.

World of Warcraft (Windows/Blizzard) **1/2

  • Reading time:2 mins read

by [name redacted]

This review was composed under strange conditions. I was flat broke; a reader sent me a copy of the game and said he’d pay to see my take on the game. Then after the review went up, I think four out of five responses were objections over the fishing example. Hmm.

I’ve stopped playing World of Warcraft. Actually, I stopped a few weeks ago; I only turned the game on twice in the last few days, to buy that orange tabby that I couldn’t name and to see if I had reason to pay money I didn’t have for another month of forgetting the game was installed on my hard drive and downloading a hundred megs of patches whenever I chanced to start it up.

Until I got to level twenty, I enjoyed the game. I wandered around, I improved my skinning and my leatherworking. Maybe those weren’t the best choices for a mage, since I couldn’t wear leather. Why be tidy, though.

It started out well enough. I found a nice role-playing server, where I presumed I would have less bullshit to put up with since everyone would be concerned with etiquette. The Internet is backwards that way. Give a real person a fake identity and he’ll use that as an excuse to go wild. Get into strip clubs preternaturally. Rent videos with no intention to return them. Speak in tongues, go to ren fairs, and wear fursuits. It’s a trap door from the monotony and the conformity of the suburban right-wing hate media spewing public school adolescence we all carry into our thirties.

Give an Internet person an identity, it becomes an anchor. It’s fake, and you know it’s fake. Deep down they know it too. It’s one of those lies you live with, comfortable lies, to grease the gears and keep the project moving. You all know you’re there to escape, so why rock the boat. Let’s pretend, they say. Don’t remind me of my real life. And it’s fair enough. We all have our problems. We all need to be someone, even a fake someone. The role-players are harmless and a little sad. They want to play the game right, and that sounds good to me. Let’s do it, I figure.

( Continue reading at Insert Credit )

SNK: The Future is… Coming

  • Reading time:7 mins read

by [name redacted]

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.

Although my Wednesday plans called me to ask Akira Yamaoka stupid questions, on Wendesday Brandon called me to accompany him in asking SNK slightly less stupid questions.

We walked a dozen blocks, to a hotel decorated like a Roman bath. The door to the room was ajar; inside milled PR representative Michael Meyers, ensuring all was in place. On the enormous television to the right, the Xbox port of KOF: Maximum Impact; on the reasonable television head, the PS2 port of Metal Slug 4. On the coffee table to the left, a stack of DVD cases, the spine lettering on their temporary sleeves unified in all save size. Amongst these sleeves were The King of Fighters ’94 Re-Bout and Samurai Shodown V, and the new and unfortunate cover for Maximum Impact; to my recollection, all the sleeves were emblazoned with the Xbox logo.

While Brandon was drawn to Metal Slug, I asked of Michael Meyers questions that Brandon and I would again ask each subsequent person who entered the room.

Silent Hill 4: The Room (Xbox/Konami) ***1/2

  • Reading time:1 mins read

by [name redacted]

I have been away for a few days. On the bus today, as I reflected on my return, I began to tense up. It was strange to feel; I thought I was cured of this. I haven’t had this sensation since I left home and found my own apartment. Then it struck me: bills. Obligations. I don’t have the rent this month. Reality. Fuck.

As long as I’m away, at least I am removed from these problems. I might be hit by a car, or I might get jostled by a street person or yelled at by a light rail employee or frowned at by a cashier at the market, or I might just lose my way — yet it’s a fantasy violence. I grit my teeth, shudder a bit, and move on. None of it matters.

When I come home, it matters. It’s all that matters. Home is reality. Today, I’m safe. No bills. There are no new surprises. I can relax. I am safe, for now.

This is the kind of horror that The Room depicts.

( Continue reading at Insert Credit )

Texas Gunfire

  • Reading time:7 mins read

Doom is very different in philosophy and design from modern FP shooters.

Doom is built like a console game. Heck, Romero idolizes Miyamoto. Commander Keen came out of a demo that he and Carmack whipped up for Nintendo, showing how to implement the scrolling from Super Mario Bros. on a PC (which, I guess, was a feat at the time). Howard Lincoln yawned. The Texans made their own game.

Quake is, indeed, more the prototype for the modern shooter. It’s also kind of boring in comparison — at least, for me. Here they paid less attention to actual design; more to just getting a 3D engine up. That, and getting Trent Reznor involved. I mean, they already had a template with Wolf3D and Doom. Quake was just technology. They filled in the blanks with gray textures and asinine Lovecraft references. It feels like they were bored, doing it — as well they should have been, I guess, since that’s not what they cared about anymore. And this was about where Romero started to flake out, too. Whether the rise of Superprogrammer was the cause or result of this, I don’t know.

Doom isn’t concerned with being a first-person shooter as-such, since the genre didn’t exist at the time. Instead, it is an attempt to rework the rather barren Wolf3D into as vibrant a design as possible. To do something substantial with the concept, if you will. It’s kind of the same leap as from Quake to Half-Life, because it’s the same mentality at work.

Doom’s console sensibility extends from its controls (as with Wolf3D, it’s made to be played without a mouse; the mouse only really enters when you have a Z axis to worry about) to its level design and (as someone noted) pacing, to its monster designs, to its set pieces and its idea of secret areas and items.

For one, the game just drools charisma. We all can rattle off most of the monsters in Super Mario Bros. and Zelda. We know Brinstar like the backs of our hands. There is a certain iconography even to the level design: even if on a cursory glance it might not stand out as anything special, it bores into the consciousness just as well as a cheep-cheep or a zoomer. Everything is placed preciously, exactly because there is no template to fall back on.

And, as we know, there is a certain subconscious pacing built in, for how the game introduces concepts. You run to the right, jump up and hit the flashing object overhead. It makes a chime sound and a coin pops out. You’ve clearly done something well. You hit another block and a mushroom appears. It must not be harmful, unlike the enemy you either ran into, jumped on, or jumped over a moment before, as it comes out of a block like the one which rewarded you with a chime a moment before. When you touch it, you grow. Since you’re bigger, you can more easily reach the platforms above you. You try jumping and can break the bricks. Keep going right and you hit a pipe. Then two enemies. Eventually a pit. Then a fire flower. Then a koopa troopa.

And. So on. It all sounds simple, yet so few people get it right. And since it’s supposed to be invisible, so few people notice on a conscious level when it’s missing.

Doom does this, yes, on a mechanical level. Yet it does something else, too. It paces the atmosphere. I maintain that the best part of Doom is episode one (the Shareware episode) of Doom 1. After you leave the manmade environments, where something has gone really awfully wrong, and enter the abstract flesh-tents of Hell, the game has pretty much blown its wad (pun very much intended). Then the game just becomes about shooting, and I don’t much care for it. Episode one has a certain stress to it, however. You wander the station, looking for something to restore your ailing health. The lights go out. You hear snarls in the distance. You know something’s out there — but where?

And then there are just so many hidden passages. You never know what wall might open, and how. Or what you might find (like the Chainsaw). It’s kind of like Zelda, again. Often you can see things in the distance, or through windows, that you just plain can’t access through normal means. This gets you exploring.

The whole mindset that the game creates, with all of this — the mindset that it asks for — is different. It’s more introverted. More careful. The game is as much about exploration and generally owning the gameworld as it is about blowing shit up.

There’s a certain balance here, from level to level. Just study how things are laid out. It’s no mistake that the shareware episode is the best; after all, it’s the one that id needed to be good, if anyone was going to register.

>How would you say the modern FPS has deviated from this Doom mindset? And starting where, exactly? Doom II? Duke Nukem 3D? Quake?

I don’t know. I became disgusted with the whole degenre around the time of Q3 and UT. I like what I’ve seen about HL2, from this distance. It reminds me of, uh, Myst.

Quake’s probably a good place to start. Or maybe you could begin with all of the knockoffs of Wolf3D and Doom, which used the same engine yet didn’t do anything interesting with it. They helped to pollute the mindspace a bit, I bet, and distract from the reasons why Doom was as excellent as it was.

Quake’s the landmark, though, for all the obvious reasons. I mean, it led the way, from Quake to Quake II to Quake III, to a technology-oriented philosophy. It doesn’t matter what you do with the engine; it just matters what the engine does. Throw in a few rules and some network code, and you have a game.

I’m oversimplifying to an insulting degree, I realize. On the one hand, the whole multiplayer thing, although it appeals to me in NEGATIVE INCREMENTS, meaning a piece of me dies every time the subject comes up, has attained something of the same distinction that a versus fighter has in comparison to a sidescrolling brawler. It’s a place to show skill and piss on other people (even more so than with a fighter, for various reasons), and if that’s your kind of thing, there are a lot of excellent games to help you vent that testosterone.

On the other, you have the Half-Life-inspired movement toward using the form for a more holistic experience — expanding on exactly the part of Doom that the Quake thread gave up on. Halo sits on this end, mostly — though a little more to the right, toward Quake, than HL. If you were to count Metroid Prime as a FPS, it would be about as far to the left as possible.

>Masters of Doom says that Quake’s formative years were sort of the epitome of development hell. […] Carmack was going off into his abstract, workaholic computer world and Romero was becoming increasingly arrogant and was slacking off more than usual. The end result, then, was a Doom clone where the engine was designed independently of the levels, which were designed independently of each other, which is why they’re so goddamned bizzare and incongruous.

Yeah! I remember that, now. I guess that’s whence came Daikatana.

For my part, I did enjoy Quake at the time. It’s not half-bad. It’s just — it leaves me empty.

I can feel the walls closing in on me

  • Reading time:4 mins read

So everyone around me kept saying how great the new Zelda was

I don’t know. It struck me as another Zelda game, from what I saw of
it. And. I understand that some of Nintendo’s trends have been worsening. Even though Capcom’s making all of their games, these days.

Zelda used to be a thing of wonder. Now it is a template. Metroid is starting to go the same route, too. The series has been stagnating since the third game. Both series have been. It just gets more obvious, the more often it’s iterated. And the more out-of-touch and patronizing each iteration becomes.

Metroid Prime is a nice exception.

Wind Waker brings a lot of nice things to the series, just as Metroid Fusion does. The problems with them are the same, though. They don’t really succeed because in the end, the template rules. They have to answer to it, so they don’t get away with as much as they might. It’s mechanics, not experience, that Nintendo chooses to deliver these days.

I don’t give a damn about the rules. I want to feel something.

Here’s the part where I’m a wiseguy and ask which series has undergone more substantial changes over the years, Zelda or King of Fighters? I suspect most fans of either would pick the other, which is only natural. Fans of something pay attention to the small but sometimes crucial changes between iterations, while non-fans shrug their shoulders and say that they all sort of look the same.

I adore Zelda and Metroid — or at least, what they once stood for. The series have certainly changed; they’ve regressed. It’s pretty sad when the first two games are the most sophisticated, and everything else has just been about weeding away what made the games stand out from the crowd. A process of prolonged blanding. That’s what distresses me. I have come to be dismissive through one mediocre decision after another.

As far as fighting games go, KOF has evolved more in concept, and covered more ground, than any other series I can think of. If you can even compare it to other games; the series operates on its own terms. It’s more a serial novel than anything. Yet it’s a serial that only becomes richer and more rewarding as it unfurls.

Meanwhile, all of Nintendo’s series become more generalized and mathematical, drawing from the same proven design documents.

Metroid isn’t as far along the decay as Zelda, of course. Nintendo avoided the series for nearly a decade after Yokoi died. And Intelligent Systems isn’t EAD. Now Retro is doing some insightful stuff with the concept, fleshing it out in a way Nintendo never did. Zero Mission gets a lot right, especially where it borrows from Retro rather than from Miyamoto. I like the way it prepares the player for how to deal with Metroids, for instance. It is, however, still mired in the same hyper-safe, inbred theory that Nintendo’s been using since 1991. And with every generation, that theory generates more genetic defects

If every chapter of KOF were 2002 or NeoWave, I would feel the same as
I do about Zelda. (Conversely, this would probably please a lot of people.) If a game like Wind Waker or Fusion were allowed to follow through on its own ideas, rather than bow to the Miyamoto machine, I would be inclined to care more.

I’ve not really played Majora’s Mask. It’s the only Zelda game aside from Wind Waker to look interesting to me since the NES. I played for about half an hour, and in that time noticed that all of the models were recycled from OoT. That wasn’t too encouraging, though I suppose it doesn’t mean anything on its own.

Keeping Your Options Open: Reinterpreting a Legacy

  • Reading time:12 mins read

by [name redacted]

This is an early draft of a feature or review (depending on your perspective) that soon after went up on Insert Credit. The version there is probably better. Still, interesting to compare.

I must be forward: although the series has charmed me for two decades, Gradius is as cold, arbitrary, and unforgiving as videogames get. It almost feels like it doesn’t want me to play it. For my part, I abide where I can; I turn the game off when I lose my first life. The only chapter that has stuck to me through the years is the NES version of Life Force — yet I adore the game. Life Force is one of my favorite games for the NES. It’s one of the best shooters I’ve played. It’s probably one of the games I have the greatest affection for, overall.

Clearly something is odd here.

On Metroid: Zero Mission

  • Reading time:2 mins read

> So I was wondering, why did you never review Metroid Zero Mission?

Because I moved to the other side of the continent, and some plans have gotten kind of lost along the way.

It’s a good game. I really like a few things it does, in particular the way it frames itself and what that means; how it justifies existing alongside the original version of that game. There are some little bits of narrative which I find uncommonly clever and illustrative of just how videogames work, as a medium. The game also tries hard to fix some of the problems in Fusion. Much of that is a success. Some of it, not so much.

I just had a dream in which it was common knowledge (and indeed true) that oranges, left unpicked, grew up to huge gourd-like fruits; their rinds hardened into a shell, while their pulp decayed into a juice then dried away. Oranges also grew along the ground, on vines. There was one orange in particular, on the front porch of my mother’s house in Maine, that had a fungal infection on one corner. Sort of a tumor. I knocked it off, only to realize that if it had the one infection, the whole orange was bad. Especially if I left the hole in the shell which I (unintentionally) did. So I tipped the orange over, adding a flood of rancid matured orange juice to the front lawn.

There are a few things about the game which I don’t like as well as I might, of course. Most of those would take a while to explain, though.

The Focal Point

  • Reading time:4 mins read

It seems to me that the distinction here between the “big” and the “small” is one of focus. And I think that’s what made me think of B-games.

Silent Hill 2, Ico, and Shenmue are all very small games in the sense that they each consist of really one key theme, or concept — with maybe a related secondary theme, that helps to flesh out and color the primary one.

Further, each game is mechanically, substantially, practically designed so as to illustrate the theme at hand as well as possible. The games don’t always succeed; there are often silly elements present for no good reason. Some of the mechanics aren’t thought-through or implemented as well as they might be. The intent is there, though.

Ico is about Yorda, and the intent to create affection, a protective impulse for her. The game is designed in order to do that, without any distraction. There is no life meter because it’s not about life and death. You can die if you do something retarded, like jump from ten stories up, but that’s just there to keep the player from doing something retarded and to make the world feel more believable. What genius there is in the game is in what it chooses to omit, in order to make its point.

Silent Hill 2 is about James’s emotional state; the entire game is a dive into his subconscious, into his guilt and sorrow and his inability to let go. Everything — well, nearly everything — exists as an ingredient for exploring this: the monsters, the level construction, the imagery. Even the way the game determines the ending is tied into what the player focuses on; how he or she has, intentionally or not, chosen to narrate the game and thereby illustrate the details of James’s condition, through his or her behaviour. There are a bunch of issues with the practical implementation (particularly in the actual moment-to-moment details of gameplay), that threaten to get in the way. Ultimately they don’t occlude the underlying design, though.

Shenmue exists to illustrate the mundane beauty of Being. That life is in the moments, not in the goals. Some people complain that the game is boring; those same people probably wouldn’t think of staying up all night just to watch a sunrise. It’s almost Hitchcockian in the way that, right from the start, implicit in the gameplay, the game lets the player in on something that the main character can’t even see, to try to make its point.  In a way, Ryo himself is kind of a caricature of the average singleminded teenager who would likely play Shenmue, and thereby a perfect tool for the game’s purposes. Everything in the game exists either in attempt to illustrate the simple beauties of life, or to support the plot and characters which wind through this mission — in time, perhaps, to get to the point of seeing what the game has been trying to show the player from the outset, and thereby clearly state its case.

The games feel small in the same sense that a good movie will always be too short, and a bad movie will always be too long.

Same deal with B-games. Often as not, they exist to illustrate one concept. That concept might be philosophical or emotional; mostly it has to do with a unique idea for a play mechanic, or some other gimmick. Anyway, these games don’t mess around; for well or ill, the entire game exists to try to get that central idea across. See Gyromite or Pikmin — which I do consider a B-game. Heck, see Katamari Damacy. It is effective because in the end, its entire being is focused on getting one thing across.

In contrast, games which try to please everyone (like, say, Final Fantasy) try to include something to please everyone. So they come off as unfocused. Expansive. Big. Games which exist solely to reflect some outside idea (like, say, the games based on the Lord of the Rings movies) by nature don’t really have a focal point of their own. So regardless of their craft, they tend to feel empty.

Optional behavior

  • Reading time:1 mins read

That’s a thought.

The focal point of Gradius is the Options. It always has been. They are the most uncanny element of the game. They are one of the most critical elements to success. They are what make Gradius what it is.

G5 knows this. As mentioned, it designs the controls and the power-up systems around the Options. There is also the respawning, though. Unless, for some foolheaded reason, you set the game to restart you at a checkpoint, the Options wait around for you to reclaim. They are the powerups you keep with you throughout the game, regardless of error. With the Options in hand, it’s not too difficult to get back on track. All you need are a few speed-ups and a laser. That’s not hard to earn back.

Options, for all their enigmatic charm, are the heart of Gradius as a game and a series. G5 is the first game, though, to notice that; to be entirely built around them. At least, so far as I am aware.

I intend to dwell on this for a while.