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Wednesday, December 29, 2010

Trip


I was reading through the uploaded content of this old UK, mostly ZX Spectrum- centered mag called CRASH, which ran from 84 to 92 and had about 100k circulation at its height. Pretty big, moreso in those times. And, among much else which some might not find as interesting, I found this interview with legendary EA founder, Trip Hawkins, from issue 46, from November 1987, during the Personal Computer World Show, an annual (from '79 to '89) trade fair held in London, organized by Personal Computer World, another magazine (which only closed 2009, though).

http://www.crashonline.org.uk/46/pcw_ea.htm
Anyway... Even though the interview is made in the old school style of article form, and not in direct speech, it's a very interesting read, and one can see how right Trip was in how he saw the industry would evolve from then.

The advent of the standard Windows-run IBM computer for game development, developing games for an older generation and women... even how he compares games to other art forms and sees the need to make them about real life and people.

And of course how in '87 you can already see a hint of what's going on his head which will ultimately lead to the unfairly ill-fated 3DO.

Overall, a very interesting piece on this somewhat forgotten genius.

Tuesday, December 14, 2010

Mazembe through to WCC Final!


After beating current CONCACAF champions Pachuca from Mexico 1-0 (Bedi) last friday, Tout Puissant Mazembe, the R.D.C. four-time African Champions (and current two-time consecutive winners), faced a difficult challenge against Internacional de Porto Alegre, representing CONMEBOL. After all, only teams from Europe or South America had ever played in the final.

But today the African spirit was raised higher by the goals of Kalungu and Kaluyituka which defeated the Brazilian team and have sent Les Corbeaux de Lubumbashi through to the World Club Cup final in Abu Dhabi.

The team will face either Seongnam Ilhwa Chunma from South Korea or Internazionale Milan from Italy, who play tomorrow.

After the historic hosting of the World Cup earlier this year in South Africa, history was again made. Or was it? Let's see if, come next Saturday with a little luck, and a lot of heart, we might have the first African Club Champion of the World!

Wednesday, December 8, 2010

Way of the Samurai 3 short review


What it means to follow the path.

WoS3 is the first game of the series on this generation of consoles, debuting for the first time on a Microsoft machine, after 9 years of Sony exclusivity. The premise of this 3rd game is however unchanged: you play the role of a ronin (an unemployed samurai, so-to-speak) during a particular conflict; this time the story/ies unfold in the Amana county during the Sengoku period (the civil war which ultimately led to the unification of the country). Four factions can be aligned with, the result of which shapes your playthrough’s unique story.
Indeed for a game which develops itself unto the general idea of an almost Shakespearean setting (one can understand Akira Kurosawa’s obsession with the writer in his period-films), and that places the burden of unfolding that drama solely on the actions of the player-character, giving so much emphasis on understanding the character’s ambitions, it is more than a little queer how little relevance and presence the lead is granted: the player is forced inauspiciously into the role of stage director, an almost invisible presence in the production. This is not to say that effort was not made to go against this, although it seems poorly executed. You can make very egotistical choices to attain more powerful roles within the drama, you can decorate yourself with a slewth of accessories and apocriphal customization options, but these aspects seem to detract even more from giving charisma to your character. In the end, you either become a walking anachronism or an invisible mute.

The best way it did manage to give relevance to your actions (the one way to define yourself in the world of Amana), is through the reaction you ellicit from vulgar NPCs (but rarely in story sequences). Generally, you’ll become well loved, loathed or ignored in the various regions and to the various factions that compose the meta-world. This leads to the game’s main source of charm, as characters might kick you, praise you, or follow you around, considering your actions. The variety of responses are a good way to compensate for no voice-overs in non-story sequences, as they’re quite varied and entertaining.
This might constitute the most relevant and charismatic of a game that does little to distance itself from its predecessors storywise and rewards players with sandbox tinkers, like the before-mentioned accessories, invisible mode, instant-kill difficulty or being able to play as an NPC you’ve blunted.

This little world gains credence as per the people that inhabit it. You have the snooty castle soldiers, the rude rebels, the annoyingly humble peasants and the greedy merchants. Their character flaws, despite slightly exaggerated, but within reason, give a layer of humanity to the game, and are a far cry from the robot-personality of most western open world games. This is better emphasized in the new partner system, which allows you to develop relationships throughout the game, enabling you to know some otherwise irrelevant NPCs a little better.

Above all, WoS3 is a game that prides itself in its uniqueness. There is a constant feeling that not everything has been seen, and of an incredible depth that isn’t avaiable on the first playthrough. Its fault is that it pratically purportedly takes away most of its juice from the casual player and rewards only the most hardcore gamer. While a single playthrough might take some 3 or 4 hours on your first try (and can be concluded much quicker), the game is actually meant to be played for dozens upon dozens of hours, as you finally understand just what it means to follow the way of the samurai.

Saturday, December 4, 2010

Into the Wilderness










Moving the Goalposts


I put on my raincoat to make it rain
And sure enough the skies opened up again
I dreamed of you as I walked to the shops
You were dancing with the wallies on Top Of The Pops

Once in a while
Gennady Gerasimov deops his smile
And you can see that his aim's
A portfolio pregnant with gains

He's been up all night
Moving the goalposts

Like a jackdaw with a fiery brand
Spread the news all over this land
Robin Hood and his Merry Men
Are never, never, never coming back again

I don't believe that love should be pain
So could you please rub my back again
I think it's safe to leave tham in the park
Let's blow out the candles and kiss in the dark

Heavens above
Can this sticky stuff really be love!
Don't get dressed yet
Not yet

We've been up all night
Moving the goalposts

-Billy Bragg

Another World - 15th year appreciation

"The creation is an iterative process where we progressively refine our ideas."
- Eric Chahi

Despite having reviewed the 15th Anniversary Edition of Another World earlier, only recently did I have the pleasure to explore the addendi of the package, namely the making-of featurettes. Comprised of two small notebooks (one of them Chahi's technical programming scrapbook, which I'm afraid I could grasp nothing of) and a video, they do however give a relevant, albeit short, insight into one of the most accomplished works in the medium, and certainly the prime reference back in the times of its release.

The 'Design' notebook, subtitled as a 'Development Diary' compares Chahi's paper sketches with the game's final version. Rather than just an image gallery, we're presented with commentaries from the author. More often than not, hardware restrictions forced a lot of toning down, an interesting concept on a game that is visually so rich, even if somber.

One page focus on the 2nd level's enigma, escaping the prison. It's amazing how Chahi's design process was already so progressive back in 1991, something which became even more apparent in the video feature. His personal handwritten notes on this gameplay puzzle, centered on the necessity of escaping and the possibility from which that escape should become (who should be the liberator? The player? Someone else? Fate?).
This segues into one of Another World's staples on a game design perspective, according to Chahi, the initial idea to develop around defense, rather than attack. Once again, limiting technology got in the way, but this managed to carve its way into gameplay by the use of the player-generated force fields. Still, the clear intent of using Lester as a survivor, as the odds seem to always be against him, rather than a Green Beret who'd take down an entire alien world with his handgun, was a clear correspondence with the fight-or-flight attitude, so differential to the majority of game's of the time (and presently as well).

Later on in the notebook, Chahi emphasizes the importance of rhythm in gameplay. While it's true that the possibility of death is present in almost every screen, elliciting frequent replays while breaking up the action, it's also hard not to realize what he's on about. Much like the simpler shooters Chahi undoubtedly played some years prior to starting this game, the exhilaration of gameplay must stem from being in-sync with the rules of the game. This mental and mechanical coordination based upon the game's brilliant cinematic aesthetic evolves the game from a Dragon's Lair twitch-finger reactional gameplay, to a progressive and absorptive experience. The experience of rhythm, and the quest to keep the game within rhythm is a quintessential, even if hardly grasped, feature of player gratification, in detriment of 'level-ups' and scoring systems.

The video seems to be a TV-style program, as suggested by its presentation, assembled by Nolife, a french cable channel whose focus includes geek culture and japanese pop music (apparently).
During its short 17 minute run, we're treated to Chahi's discussion of the game. Above all, his concern on making something different and his very distinct vision shine through. Other highlights include the presence of Jean-François Freitas, the talented composeur, whose soundtrack was also remastered for the re-release. Without further ado...



Tuesday, November 23, 2010

Gadget, Past as Future - get back review


I've beat it a few days ago (it only takes about 2 hours), and I had been trying to write something here since then... But I just can't. I loved it and I can't sum up exactly how good it is.
It suffers from not being an actual game, more like an interactive movie, but it managed to create a fascinating universe and intriguing story, with lots of eye candy. It works on so many levels and it clearly influenced and reminds me of so many other games with its design (Half Life2, Bioshock, Fahrenheit, Last Express, FF7 or Lost Odyssey, heck even Shenmue...) One of the most original pieces I have had the delight to experience.
I realise haven't talked much about what it is: it plays as a first person adventure, like Myst, but with no real puzzles or gameplay. You just click around the places which you can see at leisure (including the various gadgets that give name to the game) and certain objects to progress the story. Many cutscenes intertwine the action and this, coupled with the setting, is where it shines. The story revolves is great, deep and philosophical, free for interpretation and lots of freak out sequences.
Lots of attention to detail as one would expect from a Japanese team.

*/10

Originally published July 10, 2009

Way of the Samurai - get back review

No, not THAT way of the samurai ...

I had wanted to try this game for a long time, long before I even had a PS2. And, after that it still took me some time to get it, but I did manage to get one recently, and it was sealed and everything, joy.
On with it: The main draw of the game is to play multiple times, because what you do and don't do, affect how the story unfolds, much more than in, say, Raw Danger or Shadow of Destiny, sometimes just being at a certain place at a certain time has an outcome, but of course, choices based on text options are present as well. The story takes place in just 2 days and revolves around Rokkotsu pass, and more or less 4 factions. On one side there's the Kurou family that are historically the rulers of the pass. Then there's the Akadama clan, who are ruled by the Kurou boss' illegitimate son and want to bring back samuraidom ruling to Japan. Then there's the Meiji government (who historically ended the shogunates, this is XIX century) who intend to take control of the pass. In the middle of it all are the people who Rokkotsu, mainly a restaurant, a foundry, a swordsmith and a railroad track.
To get the full understanding of what's going on, you really have to play through it at least twice. Thankfully, and while I did only beat the story on my third try (because when you die, it's really gameover and you have to start from the beggining, oops), you can play through the game in about 1 hour and 30 minutes, which is perfect, as you can do it all in one sitting.
What I liked the most about it, is how the characters, in small number, and the situation, resembled so much a play, in that they were quite multidimensional, and while some were holier than others, everything was justifiable and it all made sense. Tough but fair, weak but honourable.
What I didn't enjoy as much was that it included some atmosphere breaking elements. The whole of Akadama clan dress up in a typical JRPG fashion (and haircuts) and the inclusion of an english woman and an afro samurai was also more or less weird hehe.
A final note for the music. While there aren't many different tracks (after all, a single playthrough is very short) I found them to be quite interesting choices. It ranges from very pleasing more or less epic tunes to a very Shenmue-like ambience tune, to traditional japanese music, and the battle theme is also an atmosphere breaker, using a more rock-ish tune with guitars (both electric and spanish), but this, as a whole, gave it a certain flair and made it stand out from other games rooted in historical Japan like... Ôkami or Cosmology of Kyoto, for instance.

All in all a nice surprise (it didn't exactly get stellar reviews) and an interesting game to enjoy.

Originally published July 25, 2009

The Path - get back review

Tale of Tale’s biggest project yet ends up as one of the most interesting experiences in gaming.

You’re invited to take 6 sisters through the path to “Grandmother’s house” (1 at a time, in any order), interpreting the Brothers Grimm’s classic tale of Little Red Riding Hood. The first thing you’re told is to “stay on the path”, what where’s the fun in that?! And this is of course, the juice of the game. And, my friends, is it ever juicy! Indeed you’ll encounter many things, which will make our girls say a little poetic comment about and, if all goes well (or not, actually), you’ll find the Big Bad Wolf, unique to each girl (as are also certain places and objects). After you find your Wolf you’ll wake up, frail, on the ground outside Grandma’s house. Within you’ll explore various rooms until you revisit your apparent “demise”. What makes the experience so incredibly brilliant is in fact how due to the subjective nature of the tale and the ethereal feel of the game’s environment&atmosphere&direction, your imagination and interpretative skills are given free pass to conjure up what is REALLY happening to these girls and what they are actually seeing and doing. Filling food for thought which I have to say I had seldom been given in this medium.
Common to all 6 sisters is another girl, dressed in white, who usually takes us back to the path (& thus out of harm’s way) and is an almost omniscient presence in the forest. You also get to play as her in the concluding epilogue chapter. All in all this game has become one of my favourites, on the same pedestal as SotC and Shenmue and definite GOTY (MW2?! Hah!). A true mind-boggler that made me go “Oh my God…” every two steps, as our little girls braved through this most metaphysical of forests. It certainly conjured up feelings like a VG had never done to me, and on an artistic level reaches for a very ambitious place. A true beacon for indie game mentality.



Originally published December 2, 2009

Another World - get back review


In 199x Éric Chàhi of Délphine made what was to be, along with the original Prince of Persia, the founding father of the modern console adventure game. Both these games stuck out back then due to their incredibly realistic animations (thanks to use of rotoscoping technique), minimalistic storyline, dark visuals and frustrating difficulty (one-hit kills). As acknowledged by Fumito Ueda, Another World is the true videogame precursor of what are the practically undisputable videogame masterpieces of the XXI century, SotC and Ico. But, 15+ years on, how does it test the strain of time? The recent 15th anniversary edition gave the game a beautiful graphical lift, with really smooth HD and high res graphics. I would dare to say, the best graphical remake of this generation, definitely benefitting from having been made by Chàhi himself and not some outsource job, like the incredibly cringy HD remakes on XBLA or the Ultimate Genesis comp. the minimalistic approach is now beautifully rendered and it gives an even more awe-inspiring view of this alien landscape our hero ended up on.
Keeping things ever so simple, only 1 button is used, apart from the directional controls, throughout the game, just another example of spot-on design. The gameplay is of course still deep, with various jumps and shots possible. It can sometimes be, though, extremely tiring as it uses the “trial-and-error” method, even if ways to die are incredibly varied and well animated and directed (I guess as a small treat for the player). Unforgiving, but gratifying, as it makes the journey all the more epic.
The story is mostly non-verbal (very little text) (another thing Ueda picked up on) and even in “alleged” cutscenes you are somehow always in control of your character. Now, this is something that only very recently VGs have picked up on (Assassin’s Creed, Half-life,…). It is also overwhelmingly cinematic, with very smart cutscene direction and a great sense of action and tension throughout.

Originally published December 2, 2009

Fatale - get back review


Exploring Salomé

Tale of Tale’s next release after their most ambitious project yet (The Path), Fatale took the team in a completely different direction (although akin to their first project, The Graveyard). So, in Fatale you’re invited to delve in the story of Salomé, one of the stories of the Bible but, in this case, following Oscar Wilde’s adaptation, “Tragedy in One Act”. The game is, however, divided in three: first off you’ll play as John the Baptist in the dungeon, then you’ll hover over the courtyard, and in the epilogue you’ll be Herod Antipas, the tetrach of Judaea. All of these are sort of in “first-person” view. The courtyard hovering is the real meat of this “game” though, as the other bits don’t even require you to do anything.
The “gameplay” consists in hovering over the courtyard where Salomé rests in contemplation. You should zoom in on sources of light (various lamps scattered around) and just try to put them out with a sort of darkness that you control while you’re zoomed in (the process of zooming in is quite cryptical, I haven’t yet understood what they meant by it). As this is a very passive and visual game, these zoomed up views gather the content of the game. This makes it quite free to interpretation (as seems to be the main thing about Tale of Tales, and I guess one of the things that sets them apart as artists rather than gamemakers). As the actions you can take are quite limited (hover, zoom, put out candles) you’re instead invited to take in, absorb, what you’re seeing. The game is quite small if rushed (40minutes?) but I found myself pacing just wondering why they chose particular angles on the zoomed bits, the way things were arranged, like you were analyzing pictures, although not as a game element (like so many adventure games make), but for your enjoyment, to interpret and figure out what it was exactly they were trying to express, without it depending on your “game progress” (truth be told, there would be no right “answers”).
Apart from the candles, there are 7 coloured veils twirling about and just some things you wouldn’t expect to see, like a guitar and amplifier, a matchbox with Salomé written on it, or an iPod strapped to Salomé’s thigh.
The game’s graphics and music are quite a delight and show just how close independent and mainstream games can get in those departments. Lighting is exceptional, character design (by famed Silent Hill designer Takayoshi Sato) is intriguing and it’s just overall quite an experience to just stop, hear the music, see the contrasts, the fluttering veils… quite an artwork.
As for the story, I must admit that, as a semi-heathen, I wasn’t familiar with it when I played Fatale for the first time. So it was even more cryptical than ever, albeit slightly fascinating. As I read the play afterward (it’s quite a short play) and got the gist of the Bible story (somewhere in St. Mark’s gospel), a lot of things started to make more sense and it just struck me that the way they transposed a play into interactive media was amazing. Lines from the text pop up here and there, but it’s the way the atmosphere was captured (a hot summer night, gradually turning into dawn), the connection between the Moon and Salomé, the facial expressions, the way it all wrapped up in the end… It made me wonder how this method could be applied to other literary works (why not something more ambitious like Don Quijote or Walden?); extracting feelings and ideas like movie adaptations can’t seem to.

In the end it’s a very interesting piece that I guess should be enjoyed with a basic knowledge of the story. It’s an experience that does strike a chord, and is just quite different from anything else ever done. Worth it if you’re fans of Wilde, Tale of Tales, Sato or just looking for something out of this world. I can’t wait to see what they deliver next.
Fatale is a contestant for the Independent Games Festival 2010 awards.


Originally published December 7, 2009.

Machinarium - get back review

I had been following this game ever since I first saw it as one of the finalists of the Independent Games Festival 2009 (it won the Visual Art award). It immediately struck me as a throwback to the old adventure games (it had that Neverhood-sort of charm) and at the same time looking fresh and original. As I had never heard of Amanita Design before, I took the liberty of trying their first two games (Samorost and Samorost 2) which I thoroughly enjoyed and raised my antecipation for Machinarium even more.
Well, in Machinarium you play as a little robot that was often bullied around by bigger robots and must attempt a daring rescue in a most fantastic robo-world. Mind you, the story is nothing to write home about and merely a vehicle for gameplay (as was with both Samorost).
The puzzles are all quite entertaining even if some of them are a bit hard and may be a put-off. The best are environment-based and the hardest require a lot of patience and thinking skills. The first ones are just one-screen puzzles, while later on, as the game opens up, you’ll be trekking back and forth for items, switches and the lot.
I am in no way a fan of puzzles so what made this game for me, shallow as it is, were the technical details. The visuals are tremendous, incredibly defined with a slick and distinct style, great use of colour and light effects and great animation. The cutscenes and some of the talk and thought animations were done in black and white cartoon style. And it’s all done on Flash! Lots of little details abound, from the animations when your mouse goes untouched for a while, to the hint mechanisms (original), some minigames (including little hommages to Adventure and Space Invaders)… It all shows a great attention to detail and a very high production value, that we normally don’t associate with independent production.
The soundtrack is another great plus, a really fantastic score, very ethereal, very dynamic, very coherent with the visuals. Tomas Dvorak (rising to the legacy of his name) is certainly establishing himself as one of the most interesting videogame soundtrack composers around.
In the end, while it was a great game (let’s face it, how many games like this have come out… not even this year, but this decade?!), I admit that it was a little bit too much puzzle-heavy at times, and even, while absolutely charming from a technical point-of-view, I personally preferred the iconography of the Samorost games (more up my alley).





Originally published December 8, 2009



Link to picture gallery of the Collector's Edition:
http://img257.imageshack.us/g/dsc073460.jpg/

Huong Jiao Ping & Ulitsa Dimitrova - get back review

I came across these games through the list of applicants to the Indie Games Festival 2010 (IGF10) award, which was announced about a month ago. Albeit possibly indefinable as games, they present an interesting, if short, foray into the interactive media genre. Although surprisingly well set in China and Russia (respectively), these games were actually made in Germany by students from the University of Fine Arts of Kassel. This new wave of graduate gamemakers seems to be in full gear since USC’s Interactive Media Division paved the way.

Both games share a distinctive handmade pen&paper art style with simple drawings but well animated and great intro artwork. Sound is minimalistic.

Intro screen


Starting with the eldest, Huong Jiao Ping has you guiding a woman through what appears to be a chinese marketplace. Interaction is slim: you can move up and down the road or look in your shopping bag. The so-called purpose of the game is to fill the aforementioned. You’ll gather your ingredients and then boil them up in the pot at the end of the street, and at this time the game ends.
Of course, from what I’ve told you you can imagine this being done in a very common way, perhaps imagining some old woman from Shenmue II’s Green Market Qr., just shopping about for groceries. What is shown however is somewhat more gruesome and bizarre. So bizarre that I have no way of interpreting the ending as no more than slapstick or maybe a deal of karma. Spend 2 minutes downloading and playing the game and you’ll understand what I mean. Quite a disturbing experience.

Buying cigarrettes from the stall


As for Ulitsa Dimitrova, it is slightly more complex. The game environment is larger, there’s more interaction and the game really only ends when you don’t want to play it anymore. The name of the game means something like Dimitrova Avenue. You’ll play the role of an actual son of a whore, and you’ll be able to rob hood ornaments, smash windows for vodka and glue or beg, with which you can get cigarrettes or money (to buy more cigarrettes). The game is very much touted by blind perseverance. You can play for as long as you like, and the little tune that’s being whistled will repeat ad infinitum. But as soon as you stop, the boy will get the shivers, curl up and die in the snow. Just like Pacman, Tetris or Donkey Kong (save for killscreens), death is inevitable.
Again, the themes are borderline and present a harsh contrast with the juvenile artwork. Not only are your game mechanics very much reduced to stealing, but you roam around an environment that’s populated by drug addicts, blackmarket dealers and prostitutes.
One interesting encounter will be with a girl that fancies you reciprocally. Your one shot at love is maimed by your offering of a cigarrette. She willingly accepts but as her mother catches you she takes her away. Unlike everything else in the game (that runs on a continuous loop), you’ll never see her again.

These games are obviously free and avaiable here:
http://www.uni-kassel.de/hrz/db4/extern/trickfilm/spiele/

Originally published December 30, 2009

Far Cry 2 - get back review


I'm going to start by stating that I am in no way a fan of first-person shooters. In fact, I can count the ones I like with just one hand: Half-Life 2, Prey, Breakdown and now Far Cry 2. What I think these games have in common though is that they definitely transcend a lot of the stigmatic barriers of this ill-genre although, with the exception of Breakdown, they're still far too rooted in them to reach their true potential.

Such is the case with Far Cry 2. From the get go, you're dropped into a vast unnamed african country, divided into two areas. Like most FPS the story is non-essential, which is a great miss considering the incredible potential it had. You're main goal from the start is to assassinate The Jackal, a take on legendary weapons dealer Viktor Bout, as you take missions for both opposing factions UFLL and APR which, just like real-life militias, all look the same. The supporting cast is thus far and wide forgettable, a huge miss considering the fairly interesting range of characters movies with similar backgrounds like Hotel Rwanda, Last King of Scotland or Blood Diamond have produced.

You are commissioned your story missions in towns which are another miss as they're totally FPS-like. While there's talk of "the people" and "refugees" and stuff, during the entire game, you only see soldiers, taking a big amount of realism out of it, as for instance more interaction with villagers, drivers, women and children would surely give a lot more emphasis on the dramatic action. Like all FPS, interaction is nearly limited to gunfire.

All this would be unbearable if it didn't have some redeeming factors. The big star is the environment. I was very excited when Resident Evil 5 was unveiled as being in Africa as this continent has such great potential that is seldom used in art, and more so in video games; i was then very disappointed when I saw the final result. In Far Cry 2 however things are different.
One of the criticisms the media pointed were the long treks you had to consistently make to get to your target missions, as well as the overall length of the game (it takes seriously more than 30 hours, huge for an FPS). I myself revelled in it. In fact, it's where my comfort with this game comes from.
Although mission objectives are relatively strict, you can execute them to your liking. If you wanted you could take days preparing a mission, deciding on what equipment to take, deciding your approach, placing getaway vehicles, planning the hour of the day of your attack...
This is aided a lot by the excellent dynamic GPS and map system, allowing you to pursue paths less travelled, reach for higher grounds for scoping and just essentially to get by, as you'd feel very much lost without them.
There's a reasonable network of roads and vehicles (including gliders and boats) you can take as well, but sticking to them is detrimental to the experience: refreshingly, this is an FPS where you can explore a beautiful, lush, dynamic reactive environment with great delight.

Apart from the fixed gun set in front of you all the time which really aggravated me (it's part of that country-with-no-people-just-soldiers thing), the first person perspective is quite dynamic and enthralling. Coupled with the silent protagonist, you get a real sense of presence in the world, even if for the smallest glimpse, and that makes it very special.

The special effects department is a beacon of excellence, with fire effects simply astounding. It develops very realistically through all flammable contents and is just a delightful eye-candy. The one set-back is that it puts itself out and very quickly at times (no more than 2 minutes)...
Fortunately it's not just fire that shines. The light and dark routines are excellent (aided by a full 24hour system), with sun effects really top notch. Let me tell you, it's really something to watch a sunrise or sunset just as you wake up in the middle of a forest hill. The storms that punctuate the game at times are also incredible, trees shake everywhere, rain pours, I wish they had gone the extra mile and put up puddles and mud development as well...

An ingenious piece of design is that you're never really in control, a harsh difference from common "action-hero" type of FPS. Guns jam and even blow up in your hands (right when you were gonna take that crucial sniping shot, hehe), cars break down, you get malaria attacks periodically, and even the environment can work against you (since there's no HUD it's sometimes really hard to see who's hitting you at night; although the same applies to the enemy).

Sound is amazing, from the environment sounds to a great soundtrack that keeps you on the edge just as you try to sneak through the long grass outside an enemy post.

Final words: while it's still an FPS, I feel that games like this and Prey really try to push forward the genre, making it feel more dynamic and alive. It's a shame that it got a little stuck halfway. Still it's an incredibly enjoyable ride, very entertaining, and especially atmospheric.

Originally published February 17, 2010

Yakuza 3 - short review

Doing it for the kids

Foregoing its Japan-only side-story Kenzan!, Yakuza 3 marks itself as both an improvement and a departure from the first 2 episodes in the series. On the one hand, it’s bigger and better than it’s ever been, with an environment that while completely familiar and related to the series, is now incredibly more detailed, and whose exploration is much facilitated by the use of a 3rd person perspective and a very immersive 1st person view mode; the fighting sequences are more refined and varied and the series’ staple sidequests are plentiful (even to an excess) and creative as ever. On the other hand, Yakuza 3 delves deep through more sentimental grounds in terms of story and characters, a slight rift from its previous racier “crime-thriller” episodes. This is perhaps much owed to a change in writers. Thus, there’s noticeably less emphasis on crime family politics and war mongering, and more on life values. While the characters certainly feel much more interesting, and the new graphics’ engine allows for a lot more expression, in the end it seems all that potential wasn’t fully utilized. The game rewards us with some great directed cutscenes right at the start involving charismatic characters that unfortunately end up not being completely relevant to the tale, or are brushed aside too early (Tsuyoshi Kanda, Goh Hamazaki). While what ends up being the main antagonist is an interesting choice, American Psycho-like (sans the sexual bits, at least) Yoshitaka Mine, he too is under-utilized. In the end, the game ends up having too many characters that, for the game’s overall length, just aren’t developed enough.
Gameplay-wise the scale has too been upgraded, although always maintaining familiarity with the series.
While giving players and fans more of the same though, it did manage to convey what was undoubtedly the best experience in the series, simply due to its enormous depth and variability. Even if the story was shallow and unfulfilling, sometimes bordering on the inane, it never took away from the core experience of the series in providing an immersive and detail-attentive experience in modern Japan, with its tradermark humour and violence intact.
After this, and with Yakuza 4 out in Japan, it might seem that the formula is drying up. Only time will tell, but it’d be a shame to see this great series and current pearl of historic company SEGA be reduced to ridiculous expansions and sidestories in the vein of Metal Gear Solid and Resident Evil.

Saturday, August 28, 2010

Red Seeds Profile

It’s hard to believe that Red Seeds Profile (RSP) is only Hidetaka Suehiro’s second attempt at making a video game. Why? Because more than a definite grasp on consistent and innovative game design, there seems to be almost a cry, a satire of the common video game traits, that would more commonly be expected of a tired veteran.
Gameplay elements like rewarding the player with fake video game currency for mundane actions like shaving or sleeping denounces the absurdity with which meta-economies are implemented as artificial rewards for the player’s efforts (and spend them on ludicrously priced commodities). Concurrently there is the “good” kind of reward, one that isn’t number-based, by getting the players to know the world and its characters. Much like Shenmue, it isn’t a grind to get something artificially valuable, but it’s your personal experience as the game player that is your own reward. In the end, it’s this that will compose your memory and fondness of the game, and not how many Greenvale dollars you racked up.

RSP makes things differently. Despite its ‘free-roaming’ structure tied into a survival horror shooter, it reaches untold heights in the way story and characters are developed. While it doesn’t invent anything new, it’s the way it took the old design and made it different that sets it a cut above. Characters are more human now, the story is fantastic and even if it drops into Hollywood 80s horror at times, it is more than coherent.
Above all it shows not only a great deal of intelligence from the creator but also a great deal of respect for the player’s intelligence.
The way the whole game embraces you, how it gives you so much to think, how all ends up trying up together (in a way that Heavy Rain, a game that was much more pretentious and whose budget Access Games can’t compete with), even things that look surreal end up being coherent. This extreme control over the experience is a complete game design masterclass, in a genre that had admittedly gone stale.
The mistery of York Morgan, central to the entire story is a delight to uncover.
This duality between good and bad design (or “mock bad design”), and the concept of duality as a whole, is key to the entire game.

The presentation in this game is, to say the least, intriguing. Due to the constant restructure of reality (the real vs the other world) there is almost always a second side to everything. The way we’re led into the game is a fine balance between serious cutscenes with a great sense of aesthetics (particularly regarding the crime scenes) to the relatively quiet exploration of the town and surroundings. Then there are the more comedical or farcical cutscenes and the action scenes. There’s a real sense of being overwhelmed, particularly when the game begins to open up after the first chapters, and you really get the scope of how much you can see and do with this apparently simple game.

The main character Francis York Morgan is, despite his incredible charm, a tortured soul. Since you play the game through him, you’ll be taken into his world, but you’ll soon realise his reality is quite more complex than your typical video game character. Apart from the main adventure in what is presumably the real world, you’ll often have to delve through what is called The Outer World, where reality is transformed through York’s mind, for mysterious reasons whose explanation is part of the main story. If this was not enough you’ll also explore his dreams, in mysterious rooms (a red room, a white room, a forest room…) in which the content is much more surreal and past and present mingle. These dreams while visually familiar to other game’s dream sequences are richer; they don’t intend to scare you, but more simply to give impact to the mystery, with characters, much like in Twin Peaks, that seem to hold the answers that you just can’t seem to get ahold of yet. York’s personality and the game’s pacing contribute to making these dreams an interesting point of reflection, particularly in hindsight, as the plot begins to unravel in the real world.
The Twin Peaks influence ends up as being irrelevant. After all, it seems much more worthy a praise that an unfinished series from 20 years ago is revisited by video game designers from Japan. Secondly, while first impressions do give the notions of familiarity, by the end of the journey (and this game definitely demands an apprecciation in full) both ends would have strayed apart, as Red Seeds Profile expands the Twin Peaks premise and develops it for a video game, and end up exploring the investigative genre in quite a different way. After the superficial similarities, I wouldn’t compare them further.

Throughout the game York will get to meet and interact often (the more the better) with Greenvale’s residents. While the number of characters in itself is not overwhelming (about 30), the fact that you can follow, reach and interact with them at any time is a cut above what Shenmue did 10 years ago. This time, thanks to a map that is both an intentional nuisance and a life-saver, you can know where all characters are at all times and thus, can approach them when you like. Some of these characters have routines, others lead pretty dull hard-working lives, but they always have something to say, if not some important sidequest. The availability is dependent on both time and weather, as well as chapter (despite being of colossal length for an adventure game, the game also expects you to replay chapters and/or sections – if you want to ace it, that is).
No character is more important however than yourself. Making the player a different character from the main one, while still controlling it, goes far from just adapting Twin Peaks’ “Diane” into “Zach”, your and York’s alter-ego. Having a slight correlation with Akira Ueda’s Contact in terms of situating the game player within the game world, York will frequently engage in conversation with you and is even aware that you are controlling him (“I’ll leave the action bits to you”) – in fact, he has complete faith in you. The way it makes the player so comfortable with the character turns York into even more of a charmer. These constant soliloquies (so to speak) grant the game an almost literary value, an interesting and sharp contrast with Alan Wake’s often forced descriptions of things you can see (which should have no place in visual media) and the best characterization of any protagonist in a video game.
Far and away, Francis York Morgan (“Call me York, every one calls me that”) is the most interesting and intriguing character I have come across, despite being pretty much foreign and almost lost within the set environment. After the intro, we’re formally introduced to him, as he speeds on his car while talking on his cell-phone, using his laptop and smoking a cigarrette. After the crash you’ll lose all these items (save for the cigarrettes, a slim “Heavy” brand that ends up being part of his persona, and a key visual aspect in the profiling sequences). Although the cars have a sort of GPS (as well as turn-signals and windshield wipers), your map will be quasi-severed – you can’t zoom out enough. All of this adversity is to antagonize York to the environment. His initial clash with the inhabitants (and your initial clash with the map, hugeness of the town and blandness of the environments, until you learn them) is relevant. This objectivity in taking away the control from the player has been a staple of modern game design (with Far Cry 2 a common example). This makes the player work for his comfort, exploring Greenvale to make himself familiar with shortcuts and turns, with the aid of very long day cycles and no real need to rush (there are time-limits to certain missions but they can be repeated the following day).
While York drinks heavily from Dale Cooper’s fountain of wit, he keeps a video game charm that others don’t possess yet. As he’s so complex it’s very hard to analyse him. In a way, he also inherits heavily from the movies he admires (80s american movies; movies he chats with you about), and so does the game, as a whole, particularly toward the later chapters, as climatic action sequences become more prominent. The question is, however, what deal this is: farse, praise or simply love? Don’t we all try to be like movie heroes? That York is so human, even if quite a quirky human, we can understand his personality going past the common spectrum of black and white heroes and villains, to a whole other level of depth.
The conversations between York and Zach are, for me, the highlight of the game, particularly while free driving, rather than during cutscenes. The streets of Greenvale are deserted as it is (“the people don’t like to come out when it’s raining, because of the legend of the Raincoat Killer”) so short talk usually fills the long drives (if you’re carrying a passenger, the conversations between York and them are a delight as well). Far from drama-heavy conversations York reveals his human side and more often than not is more interested in the lives of the people themselves. After all, it’s a long investigation, and he shows to have more than a one-track mind, as he freely shares and confides his love, and knowledge, of movies and music, in a style that is very reminiscent to American Psycho’s Pat Bateman album reviews before the killing passages. That these scenes don’t come more often is a pity (they don’t repeat) as they again infuse the game with literary value – the insight you’re given inside a video game character’s mind is pratically unheard of in this medium.
Even visually York comes as an appealing character. Indoors the camera perspective is very near to his back, making you feel almost like you’re (as Zach) just behind him. Curious aspects like attracting flies from wearing your clothes for too long or growing a beard reflect your actions toward the character, nearing that “perfect-avatar” ideal (Swery admitted he would have also wanted hair and flab to grow). His gait is too quite enthrancing, almost feminine but with a lot of self-confidence, hardly the static walk of most japan-based games. His signature scars complement his aura of mystery, given that we’ll progressively uncover his backstory as the story goes on - everything about York exhudes style; Access Games show that despite its shortcomings from a limited budget on a current generation game, it still managed to invest the most in the details.

The action sequences are RSP’s unfortunate remembrance that you’re, after all, just playing a video game. Despite being admittedly a late add-on, they are reasonably well made and entertaining, particularly later on as you have access to a heavy arsenal of weapons. However, put up for comparison with the stalwarths of the horror genre, it’s hard to compete. For all its faults, I do admit that it would have been hard to do otherwise (as a ludical mechanism to make the investigation progress), and it does add that necessary sense of danger that even games like Ico needed to have (even if it does feel like a delay until you uncover the visually enticing Profiles, and get on with it).




The themes are irrepressably mature. While certain aspects are admittedly low grade science fiction, the fact is that the whole of the investigation can be interpreted as a metaphor, creatively circumventing difficult themes to impose on a mass market. Thanks to its sensibility they’ve managed to deal frontally with themes like rape, conjugal infidelity and love in a surprisingly sophisticated way. In a game with such heavy emphasis on sexuality, tactfully approached in the storyline and beautifully explored thanks to graceful cutscene direction of the more critical scenes, one has to admire how competently and adequate everything feels, always coherent with the yinyang-defiant duality concept. Only The Path ever delved this deep into humanity.

Sound is part of the best and worst of the game. While the voices are often terrific, particularly the ones of the more important characters, sound effects are an obvious cut-cost. The quality of the voices helps us forget the japanese origin of the game, and almost makes us think that, much like Kojima’s works, the english dub was thought as the primer. Despite the shortcomings of the sound fx, details like fading the sound and voices away when the camera is not near York/Zach is an interesting idea that while at first seems inconsistent with its TV-style presentation, speaks higher in giving more protagonism to the player, and enhances its relation with the gameworld. The soundtrack fits the game but is never fantastic. The small number of pieces at least gives them more emphasis.

As a sort of final thoughts and due to the length of this review, maybe it would be appropriate to sum it up. There’s no doubt that the game suffers from a sub-optimal budget. This is a highly ambitious game that does manage to impress with all the details present, whether they be in the storyline, presentation or gameplay. Thus, while the game easily disappoints at first glance, over its prodigious span of over 30 hours, one is taken for a memorable ride that makes up for any of the initial frustration. The surprising part is that this seems like a design choice, rather than an inherent flaw, an intentional bypass of frivolous gamers (as so many reviewers have showed) and the eventual reward of core gamers. This is of course a forced supposition, but stabs at inconsequent games invariably lace this interesting ouevre.
The superb, patient way it presents its cast of characters, the whole development of the relationship between York and Zach, the finesse with which disturbing and mature themes are introduced in a video game, pushes this game into a place where few games have dared go to.
The sheer amount of entertaining content is staggering, as it makes use of being a free-roaming adventure, rather than being a more linear affair. Sidequests, mini-games, upgrades and item collecting will take up hours, and are always presented with that twist that sets it apart from the banality with which these gameplay artifices are explored in other video games.
The little details present in the game are comparable only to Shenmue, to the best of my recollection. These are to be enjoyed fully in hindsight, as every little obscure corner seems to have an hidden meaning, and everything gets wrapped up.
Red Seeds Profile is my game of the year. Games like these come one in a thousand, but reviews can only say so much, unlike playing it…
“Isn’t that right, Zach?”

Tuesday, August 10, 2010

My Summer Art Book


To celebrate my review, I'll post a few pictures from my Boku no Natsuyasumi art book. I apologize for some being a bit dark, but my room won't stand for this scorching summer heat with the blinds too open.

http://img831.imageshack.us/g/dsc07293y.jpg/

Monday, August 9, 2010

Boku no Natsuyasumi 3

Summer Holiday 20th Century

Being part of a series that has gone through 3 generations and 4 consoles (thus being part of every of Sony’s consoles roster) over a span of 10 years, Millenium Kitchen’s Boku no Natsuyasumi series has been a staple of Sony’s first party production, consistently (its only deviation being the family-centered Bokura no Kazoku) reimagining an adult’s memory of his holidays as a 9 year old child. Having gone through depictions in the unnamed countryside and seaside, this time we visit Hokkaido, a place more commonly associated with winter sports rather than summer holidays.
As such, we’re back in 1975 as the main character arrives by rail to his uncle’s farm (aptly named “Uncle Farm”). His name is Boku, meaning “I”, “me”, and it’s through him that we’ll go deep into the lovingly crafted sceneries, courtesy of KUSANAGI, and experience the Summer Holiday 20th Century, as per the series’ subtitle. This obsession with putting things into perspective is central in the series. We’re playing as an adult reminiscing about his holidays – “old” Boku’s voice is a presence throughout. The fact that the series debuted in 2000 marks an interesting rift between the sort of summer holidays the game emulates, with the summer holidays kids are getting in the XXIst century – like playing “summer holiday” videogames!
Apart from Boku there is a good amount of other characters in the game, starting with your relatives (uncle, aunt, grandpa, cousins) and the other inhabitants in the area, including two glass-artisans, a haiku-loving truck driver, an elderly couple, a priest and of course the other children. While you don’t have unlimited interaction with these characters, you do end up spending a lot of time with them over the game’s 30 day length, and get to take part in various activities and events with them. This obvious but realistic limit to the game makes the experience very true to life. At first I was struggling to see everything, all was new, I didn’t know what to do, what to touch… but by the time it was like the 23rd, I was rushing here and there, trying to make the most of me time, as I knew there wasn’t much more left! That a game can make you appreciate and treasure the time you spend with it is something that is truly fantastic and almost unheard of.

While the nature of the game is essentially free, your ultimate goal is to enjoy the best holidays ever. The days can just fly by if you walk around aimlessly, so a small amount of discipline is needed to make sure you visit every place and do everything you can before the day is over, lest you miss something. While it sounds like a chore, the game is anything but, with a very rewarding system that makes your time worthwhile.


The realistic backgrounds ensure the game looks as pretty as a picture

The day starts with breakfast. The family is huddled over the table containing the many delicacies. Right from the start the exhaustive attention to detail is apparent as meals aren’t generic bits of food, but vary from day to day (within reason) and give a definite flair and atmosphere to the game. During the day you can even decide what you want for dinner, should you go talk to your aunt as she’s preparing it in the kitchen, usually during the late afternoon.
With breakfast over, you’re free to roam around in and out of the farm. There are some daily chores that you can do if you want, like feeding a calf, checking on a sparrow’s nest or watering grandpa’s vegetable patch, but you’re more entitled to have fun by collecting bottlecaps and insects (some you can use in beetle-wrestling), fishing, swimming and of course exploring. This is after all the most enticing of the game’s aspects as Millenium Kitchen show they have mastered the pacing to a degree of excellence. Sooner or later you’ll be braving new paths, which grant you with much needed shortcuts, access to new species and people and of course the environments themselves which provide for awe-inspiring moments. That the game is so reliant on visuals grants it a certain reliability. After all, despite all dialog being voiced, the game relies mostly on image and sound to craft the holiday experience – to explore a new area and really take in the new sights and noises is the hidden treat in the enjoyment of this game. While the images themselves are static, characters, insects, leaves and water move and really make it come to life.
As said above, the game’s pacing is so spot on that there is never room for disappointment. While things start to look less glorious than when you’ve first saw them, you know that when you can finally open that cave, cross that bridge or climb that hill, you’re going to see something newer and even better.
As time doesn’t move continuously but rather when you move to a different screen, you’re really encouraged to get acquainted with every detail of KUSANAGI’s living paintings.
Another crucial aspect to its immersive qualities are the sounds. While the soundtrack is pretty competent in itself, the nature sounds confer a high degree of presence, as crickets and bird calls (unfortunately quite absent visually) are beautifully audible, along with the wind in the leaves, the water runnning in the river, or even hearing singing in the distance.
Despite not understanding but a few words of japanese I’ve never felt completely barred from the experience. After all, due to the simplicity of the character design, there’s a lot of visual information going on (pointing at things, etc), and quests or events aren’t really “do or die” (nothing in the game is), so many times just by being at the right place at the right time makes things happen. It is, after all, a very spontaneous experience.

Meals are an important part of the day, marking the beggining and end of the day.

Bottom line, Boku no Natsuyasumi 3 is a fantastic experience for fans of exploration games, and an incredible window into japanese society and habits. While infinitely more contained than other games like Yakuza 3 or Shenmue, it gives perhaps a purer insight, more akin to seinen manga than video games. I have found a certain similarity with my pet mangaka Jirô Taniguchi regarding themes and art style (the environments).
If you’re interested in trying it but are unsure to import the PS3 version, the PSP now has Boku no Natsuyasumi 1, 2 (both remakes of the PS1 and PS2 respectively) and 4 avaiable.

Tuesday, July 6, 2010

Hot from the set

'And workin' overtime.'

Friday, June 4, 2010

Tuesday, May 25, 2010

From the shelf - II

City of Darkness comemorates one of mankind's forgotten relics, unfortunately bound to be obliviated. What we're dealing with of course is the story of that most mythical of places of yore, last century's rotten fruit of anglo-sino debauchery, the by-product of Hong Kong: Kowloon Walled City.
Alas, this is not entirely true, for the Walled City had been part of the Kowloon bay area for a long time, long before the acquisition of Hong Kong Island by the English. It was this landmark in World history that changed what was once a small, rural and peaceful town, whose famous walls had been set up as fortification for that coastal area. However, after the island transaction a series of misinterpretations of the article in the contract relating to the possession of Kowloon remained in debate... pretty much until the end of Hong Kong's lease in 1997.
This granted Kowloon the title of enclave and, almost, freestate; and it was this apparently effective yet twisted commune that stemmed so far from anarcho-syndicalism as possible made itself into what it was: a haven for the poor and outcast.
While living conditions could be compared to the common slums, it was the lack of government interference, legislation and, most importantly, service that set it apart. Buildings sprung up into the skies until the set limit of 14 stories had been reached (due to the proximity of Kai Tak airport), and for the most part could be traveled above ground, with various passages between them at upper levels. Water was drawn from wells and electrical wires were everywhere, a massive web that was so much a visual part of the City.

Who was to gain from this experience were not as could be easily thought and wrongly publicized, the black market and drug dealers (although they played their part, mostly in using the City as a temporary hideout) but free-enterprisers, like factories and medical offices, who came to the city as a way to set up shop while avoiding prohibitive land taxes in the populated and high-rolling Hong Kong island. And this was in fact what set it apart from the common slum. What transpires from this wonderful book is how Kowloon was made up of such a hardworking and tighknit community; a community who made a honest living and looked out for each other. Basic principles of associativism were followed to ensure basic services like electricity and trash collection could be brought from the outside, while even despite the absolutely labyrinthic nature of the streets, a regular postal delivery service could be mantained.
The book itself, more than a history book, presents itself through interviews with a series of inhabitants from the city at the time when the first evacuation waves started. This, coupled with the marvelous photographic work by the authors, gives a tremendous and invaluable insight into the lives of these hardworking men and women who, despite their harsh living conditions still looked forward to a good future within the city and couldn't hide disappointment in its evacuation (compensations were handed) and destruction.
Kowloon Walled City was desinfected and demolished by wrecking ball in 1993.

For more on this subject:
Kowloon Walled City Park
Video footage from inside Kowloon Walled City
Kowloon Walled City Japanese Expedition
Seminal 80s movie Bloodsport set in KWC, starring J.C.Van Damme

And Zeus smote him with a thunderbolt

Sunday, May 16, 2010

Annabel Lee



It was many and many a year ago,
In a kingdom by the sea,
That a maiden there lived whom you may know
By the name of ANNABEL LEE;
And this maiden she lived with no other thought
Than to love and be loved by me.

I was a child and she was a child,
In this kingdom by the sea;
But we loved with a love that was more than love-
I and my Annabel Lee;
With a love that the winged seraphs of heaven
Coveted her and me.

And this was the reason that, long ago,
In this kingdom by the sea,
A wind blew out of a cloud, chilling
My beautiful Annabel Lee;
So that her highborn kinsman came
And bore her away from me,
To shut her up in a sepulchre
In this kingdom by the sea.

The angels, not half so happy in heaven,
Went envying her and me-
Yes!- that was the reason (as all men know,
In this kingdom by the sea)
That the wind came out of the cloud by night,
Chilling and killing my Annabel Lee.

But our love it was stronger by far than the love
Of those who were older than we-
Of many far wiser than we-
And neither the angels in heaven above,
Nor the demons down under the sea,
Can ever dissever my soul from the soul
Of the beautiful Annabel Lee.



For the moon never beams without bringing me dreams
Of the beautiful Annabel Lee;
And the stars never rise but I feel the bright eyes
Of the beautiful Annabel Lee;
And so, all the night-tide, I lie down by the side
Of my darling- my darling- my life and my bride,
In the sepulchre there by the sea,
In her tomb by the sounding sea.

Edgar Allan Poe

Thursday, May 13, 2010

Hamlet

Hamlet, contrary to what one may suppose, uses Shakespeare not in the same way as Fatale used Wilde, or even American McGee’s Alice used Carroll. Quite differently, it simply borrows characters and situations from the Bard’s utter classic. Thus, while feeling a bit like a “story skin” on top of what is very essentially a puzzle game, it makes it all the more accessible, and is quite light entertainment.
This one seems a no-brainer for AmanitaDesign (Machinarium, Samorost) fans: it’s a pure puzzler with a slick character and environment design. However, unlike Amanita’s games, it suffers from having perhaps less talented authors. The characters are endearing, taking us back to cartoons from the golden age of animation. The mouse pointer is (I suppose) an hommage to Neverhood’s very own, which was quite a nice, and deserved, surprise. The puzzles however aren’t as inventive. There’s no item menu, so every puzzle is solved within the same screen. They’re also very familiar, from the folkish style ones that are present in Prof. Layton games, to adventure games’ staples. All in all, you won’t see anything new that will make you think differently.
The music department is also a far cry from Machinarium’s superb compositions, although it plays its part.
Bottom line, this game has a lot of visual style that should appeal during the hour or so that it takes to be beat. Other aspects however show that this game is very much an independent and singular effort, that just doesn’t have as much polish as the token oeuvres of the genre. However, it is worth the single play, and I’ll be very much looking forward to improvement in Romeo & Juliet, the next game in the series.
Hamlet demo

Flower



I wandered lonely as a cloud
That floats on high o'er vales and hills,
When all at once I saw a crowd,
A host, of golden daffodils

W. Wordsworth

Has poetry made its way into video games now?
From a design standpoint, Flower is perhaps the greatest experience in the medium ever made. Furthering the exploits of tgc’s previous flOw, but now in a fully 3D environment, Flower drops us on fields and lets us indulge in simple rambling delights. Though there are objectives and even secrets for the most challengeable players, there is no doubt that what stands Flower apart is its accessibility to a new audience. Again furthering the exploits of flOw, Flower has perhaps the most simple and accessible controls in a videogame, with full SIXAXIS directional control and any face button for a small boost. This ties down with the simplicity and slickness of the style. Adepts of a pure design, you’re set with nothing but the bare essentials; there’s no HUD and no menus. The goal, either, is ever explained but through the gameplay: should you wish to, collect petals that add to your gust of wind, and rejuvenate the world.
You’re presented with 6 stages, which makes for quite varied atmospheres, however short. A full completion of the game will last longer though. Flower’s finesse reaches its climax, appropriately, in the last stage, a true visual and playable delight, and one of the better moments I’ve found in this generation of games.
Flower expands on flOw’s concept of straightforward design in videogames. Much more than numbskull ramblers, they entice the user with freedom within game rules, and an incredible sense of immersion. Flower’s superb visuals and soundtrack do much to this effect. The coupling with the sensible control scheme almost brings the player forward into the world, as if grasped by the wireless plastic wand into a dream world of eco-human critique.

Tuesday, May 11, 2010

Songs from the Bell Tree - I


Jirô Taniguchi couldn't have been more proud.
Fictional realism, while absurd in theory, gathers itself as a transition between the utopical realism and delirious fantasy, aiming for a best result in achieving creativity (defeating reality) but giving it common sense (disabling fantasy). The best of both worlds can be seen in this picture. While having for inspiration a measure of reality, with complex weather, construction poles, signs, electrical boxes, and the like... it takes it away by enabling game, and not life, design to come in place. The roads are mathematically correct, with a flat texture, the children are mostly rigid and you can't defy the gamerules. However, it gives us a comical coke immitation in Bell Wood's Cola ('bell wood' meaning 'suzuki', the director's surname), as well as original capsule toys.
The storefront is also a delight. Quite the antithesis of modern stores, notice how only letters are involved in its advertisement. In fact, if you can't read them, you could only take for granted the soft drink and toy dispensers at the front, as a hint to what might be a convenience store. This is pure design: it maintains all the usefulness, but those barren, almost dirty and old doors give us something to yearn for. That it gives us no look into what goods, if any, they might be trading in, cloaks it in a shroud of mistery, filling us with emotions as we stand by and dare enter. I'm not going to ruin anything for you, but it's quite a surprise inside, and it definitely does not disappoint.
That proves another point. If realism and fantasy are both defeated, there must concepts created to maintain the level ground; meaning that from then on out, the coherence standard is artificial, but still created by the author.

From the shelf - I


Mr. Shirer's personal experience as a journalist and american living in Germany doesn't cloud too terribly this thoroughly detailed account of the last of the charismatic empires of Europe.
Although far from an impartial affair, it gives good light on these turbulent and dramatic times, and shows very well how the spokes of high politics turn.

Saturday, May 8, 2010

First short - Short work




O Lord! They're hangin' white men now!

Tuesday, May 4, 2010

In my time of dyin'


Well, in my time of dying don't want nobody to mourn
All I want for you to do is take my body home
Well, well, well, so I can die easy
Well, well, well
Well, well, well, so I can die easy
Jesus gonna make up, Jesus gonna make up
Jesus gonna make up my dying bed.

Well, meet me Jesus, meet me, meet me in the middle of the air
If these wings should fail to me,
Lord, won't you meet me with another girl ?
Well, well, well, so I can die easy
Well, well, well
Well, well, well, so I can die easy
Jesus gonna make up, Jesus gonna make up
Jesus gonna make up my dying bed.









Lord, in my time of dying don't want nobody to cry
All I want you to do is take me when I die
Well, well, well, so I can die easy
Well, well, well
Well, well, well, so I can die easy
Jesus gonna make up, Jesus gonna make up
Jesus gonna make up my dying bed.



Essay nr.2:

Guiltily, Mort Jackson eyes over his wife. It had been some time since their eyes had last met; vanity is a word for the frail – none more than Mr. & Mrs. Jackson. Those dull, lifeless eyes are void of the shining which had once enthralled Mort who, then at the might and full potential of having reached legal age, was eager to cover them with his manliness. “Shine” is not kept forth unto the years’ passing. It’s as such a guarantee as vascular illness. Why would Mort, consistent male, masteroftheuniverse, have instead the gaze of guilt in his? What foul play by Nature on such a commanding creature-God. Mort is baffled, as guilt is spread now across his face, thick drops of sweat being actually showered from within, masteroftheuniverse in a microcosmos, eyes as white as dead skin, skin moist and itchy, adrenaline is playing its part, but guilt will not be subsided.
His legs must be bent, a chair! Alas, poor Mort, now mere dust at the sight of those dull and void eyes of his wife, how tragic, how humane. To never be under control that is the real thing, to be swept in waves to the oblivion of the self, to never merge, to understand naught, bliss.
Eyes ever closer, throat ever tighter; gasping for air, he reaches for the Mrs’ hands, something, but it’s no use, there he goes, down.
What’s there to think about in a time like this, grasping at one’s throat while kicking about in the ground? Odd as it seems, Mort’s mind is not unplugged. Rushing dreams pour through his mind’s eye, vivid and disturbing, but absolutely true. An unruly class of apes living on luxury quarters, Sodom and Gomorrah revisited in all the top tourist destinations, and a great mistrust between all the different Peoples. Into the future he goes, a great racial war, the suicide babies, the christian sodomites, the muslim harlots, the scum of the earth in primordial broth, as though the Great Satan himself is the master mixer, and there is just an overwhelming feeling that seems to unite just about everybody to commit mass murder, in accordance to the latest fashion.
All the while Mrs. Jackson has turned Mort’s body downward, and slipped the knife into his hand, taking the recommended hygienic guidelines for the appearance being suicidal.
Consequence was minimal - she would never be happy.

End.

Its meaning is universal: It is the permanent or semipermanent bond between a man and a woman, establishing responsibilities between the couple and any children that ensue.

No matter how sexually attracted a man might be toward other men, or a woman toward other women, and no matter how close the bonds of affection and friendship might be within same-sex couples, there is no act of court or Congress that can make these relationships the same as the coupling between a man and a woman.

This is a permanent fact of nature.


Married people are doing something that is very, very hard -- to combine the lives of a male and female, with all their physical and personality differences, into a stable relationship that persists across time.

When they are able to create children together, married people then provide the role models for those children to learn how to become a man or a woman, and what to expect of their spouse when they themselves marry.

It's about grandchildren. That's what all life is about. It's not enough just to spawn -- your offspring must grow up in circumstances that will maximize their reproductive opportunities.

Monday, May 3, 2010

Heavy Rain

Despite the occasional gloom, the use of lighting and colour is top notch


HR would be better defined as a convergence of two ill-fated genres: the interactive movie and the adventure game; to its manifest advantage it provides more than enough improvements to both. While it trades adventure’s staple puzzles for QTE-laden action sequences and does away with item inventories, it does manage to get a much tighter focus on storytelling and character development (often times a “less-than-stellar” characteristic of even modern adventure games, due to pacing issues and uni-dimensional leads); as for interactive movies, it’s by far the most dynamic experience ever done in the field, due to its adequate replay value, easy controls and overall good cinematic direction and sensibility (apart from some aspects to be explored further down), meshed with addictive pacing and fantastic (imo) character design.

Ever since first clips had come about, the beginning sequence had always seemed to me the most enticing, and I was thus very eager to sit down and try it. Not just the “lost child” premise, but the bit that came before, which ends up having tutorial purposes (not to Shenmue and Fahrenheit fans of course), but presents nonetheless a far undertapped scenario, the familial, so to speak, rummaging. Just like the first character we get to play with, we wake up into this world, which isn’t yet filled with the titular heavy rain, and presents us in morning glory one of the most unique and dazzling sequences in videogames. Akin to Ryo Hazuki’s first delvings in Hazuki manor, you’re free to explore your house; while the level of environment interaction is not on par with Shenmue’s (but then again, no game is and probably will ever be), it’s still far and beyond the scope of usual adventure and action/adventure games.

From the start it behaves less like a videogame than most. Many complained about character control; that seems to me a non-issue. I found it in fact very familiar to Shenmue’s control, with a non-analog button to go forward (but in this case, pression-sensitive) and an analog to look around. If there is sometimes a bit of control confusion that is presented by the camera which sits usually not behind you in 3rd-person fashion but is usually more dynamic, akin to the adventure genre. I support this decision though, because due to the game’s nature of indoors settings and cinematic approach, the dynamic camera suits it best and, coupled with the control scheme, allows for non-videogame architecture to be used, and thus more realism. What I mean by this is, unlike most videogames where room/city architecture is suited for 3rd person cameras, with room to walk around with no objects near (so you don’t get stuck), in HR there’s a more realistic architectural disposition, with more realistic rooms. Think for instance of Shenmue’s almost “race-track” streets or sort of void Kowloon appartments, or GTA’s stripped down feel of interiors, and you get the point, I reckon.
Still, many objects can be interacted with and many chairs and tables to sit or lean on, particularly in HR’s dynamic conversations.
The QTEs are of course a big part of it, but they feel for the most part organic with the controller (and thus with yourself). Sometimes you make mistakes because of what you thought you had to do isn’t what you end up doing, but this proves itself an interesting piece of design, just like in Far Cry 2, the fact that you’re not always in control.

Keeping up with what I thought was one of the best characteristics of Fahrenheit, HR uses several characters to tell the same story. This helps keep things dynamic and fresh, as most scenarios are usually in unique locations, keeping things constantly different and exciting. Despite the gloomy look of the heavy rains the visuals keep fresh and original, a valid gift from adventure games (without the need for token international metropolises à la Broken Sword).
The four main leads are extremely well designed. Although the detective and criminologist are a sort of cliché of their professions (the detective even drives a vintage style car), they amaze above all by the realism with which they’re portrayed. This, I think, comes from the game’s unique euro-sensibilities, something which has been gradually lost since the 90s. This would be matter for a complete dissertation, but the fact is, like japanese and american games are, for the most part, different, so are european (through their many game-developing countries) different; that is, when they’re not trying to immitate the more profitable (apparently) american sensibilities.
In fact, and despite the game being clearly set in America, I found myself taking full advantage of being able to play the euroversion (mainland only, I’m guessing), and my first time through was played in German, despite not knowing one bit. I know, crazy, and I have been on medication lately, but it just seemed so much more in sync with german drama/cop shows like Cobra Alert that I just couldn’t resist. The fact that the town was not heavily localized also helped, as the more gloomy bits seem just out of former eastern Germany; everything, I don’t know, the characters, the clothes, the rain, the lack of non-white characters? (Mad Jack seemed almost like a more tipical depiction of black people in japanese games; a sharp contrast from the funk-clichéd but endearing character from Fahrenheit)… it did help that the german dub seemed to be one of the best, with good voice actors, and none of the “french actors playing american” problems that hampered the english dub.
Apart from the four leads and some other characters (the store owner, the killer’s mother (how often do you see a character like THAT in a videogame?!), lt. Blake…) there’s a big difference to the level of detail in other characters, being bland and sometimes (as is often the case in games) repetitive. Although this might be something that wouldn’t stand out if the leads weren’t so defined…

Another thing that obviously stands out are the imposing themes exploited. Love and loss, parenting, sacrifice, even drug abuse and illness… obviously the dramatic scope is wide and usually well oriented. If everything is not to everyone’s taste, I think we have to agree that the simple inclusion of themes like these in a videogame is worthy of merit by itself; any psychoanalist will tell you that much more than being fragged by an alien invader, losing a child is the greatest pain that can be inflicted.
The soundtrack is also much better-than-average by videogame standards; it does suffer on one thing, which is length. The themes are short, although due to the also short nature of the game, they don’t get dramatically repetitive.
Where the game suffers most is, I think, not in the overly-dramatic sequences, which after all are very fresh for the genre, but the rate and quality of cinema nods, which end up dettaching from the experience (after all, you forget about the game, and remember the movie it is hommaging). 2001: A Space Odyssey, The Shining, Se7en… can you spot them all? Tarantino picks this off right because his movies are “comedical”, and it suits its pacing. In the field of self-designated “interactive drama”, it just can’t be played out like that. Cage seemed to have wanted to put a lot of stuff in. Perhaps the thing that is missing in videogames is the position of Editor.
A lot of plotholes have been pointed out as well, but again, this seems to me like complaints from people who want to be spoonfed everything and not willing to think or interpret things by themselves. It may seem convoluted at times, but everything can make sense when you understand that these are not your average unidimensional, superactionhero characters.
On a final note, I’d like to say that I thoroughly enjoyed the unlockable art pictures. They’re a beautiful insight into the locales of the game and it’s a dear shame that they didn’t put it out as an artbook in a special edition (which, for what it was, was incredibly disappointing).



As an adept of both “non-game games” and adventure games, Heavy Rain suits me in every way. As a PS3 exclusive I’d deem it almost mandatory to try an original experience that is easy to get into and provides a sort of experience seldom given in the medium (and definitely not with this polish).
Personally, I can’t wait to see what QD pull next.