Showing posts with label killer is dead. Show all posts
Showing posts with label killer is dead. Show all posts

Thursday, March 13, 2014

Moons over my hammy: Move over Killer, Asura's Wrath did it too

at 9:15 PM
Remember how it was all awesome when Killer Is Dead had a boss fight set on the Moon to the fourth movement of Dvorak's Symphony No. 9 in E Minor? Hey I was playing Asura's Wrath the other night and THAT SAME BOSS FIGHT HAPPENED!


So before anyone cries foul (and let's please not even take a look at the Youtube comments), we should learn an important fact. This choice of soundtrack is not much of a coincidence. In fact, that particular Dvorak piece is something of the Moon's theme song, having been brought along by the one and only Neil Armstrong on the Apollo 11 mission. And the symphony's fourth movement is certainly the boss-musicyiest.

The final battle starts at 6:49:

Did one game copy the other? Killer Is Dead of course came out over a year after Asura's Wrath, but it's entirely about the Moon. Having a final boss fight there isn't particularly conspicuous, especially in video game world (I believe a certain Duck Tale is set on the Moon as well, no?), and we just got a pretty good explanation for the choice of music. Could the choice have been inspired by Asura? Sure. It still works on its own. You be the judge. Also, who cares. I'm only writing about this because I didn't have time for a real post this week.

Wednesday, February 19, 2014

Game game game of the Yeaaaaaaaaaaaaar Awards!!!!!!!!!!!! Part 2

at 8:39 PM
Continued from yesterday. You can see the rules in that post - remember, the top three are picks of games I played for the first time in 2013, not games that were released in 2013.

Game game game of the Yeaaaaaaaaaaaaar Awards!!!!!!!!!!!! 2013 Ed.

Special Baby Retard Category: Best Game released in 2013
You folks asked for it, so here it is: my vote for best game that was released in 2013. The reason I would never bother orienting a peer-to-teen choice awards contest around this idea alone is that I don't actually play enough games that come out in any given year to choose anything even remotely representative of "best of that year". I played maybe 20 of the, I dunno, 500+ (mainstream) releases of 2013. I'm not gonna judge a game I haven't played, no matter how much I've read about it. That's why... well, I'm not going to criticize the big boys. I'm sure they know what they're doing and they have their integrity and we all respect that. Anyway, the second runner-up to Best Game Released in 2013 WOULD HAVE TO BE:

#3: Killer Is Dead, Xbox 360, Grasshopper Manufacture, 2013
It's action. Reaction. Random interaction. Now who's afraid of a little abstraction?
Not I. And neither should be you. I like a nice formal narrative. Okay, does it really count as formalism versus bland David Lynch symbolism when a guy's secret twin brother appears in his dream and slices his breakfast of a single fried egg perfectly in two? No, but that's exactly what makes it funny! There's a fine line Suda walks here between depth and mockery, and that's what makes for great satire. Killer works as a compelling mystery of its own, carefully exploring the facets of Mondo Zappa's buried psyche, and also takes every opportunity to send up the video game industry's self-seriousness about sexuality while being incredibly sexist (see the Gigolo segments), existentialism while being incredibly preposterous (see the Alice-meets-lobster boss), and even bromance while being incredibly... bromantic (see the hilarious Gears of War mission). I must admit I wasn't left wanting for more of Killer Is Dead's combat, but it was fun while it lasted and tough enough that there was mastery on offer. [I also have to comment that my combat fatigue is probably more a testament to having played too many of this type of action game in the past year or two... Killer Is Dead is more unique than Platinum fare, but doesn't transcend the crowd like Arkham Asylum or No More Heroes 2] Considering that the game is nice and short (praise short!), looks like a impressionist painting, and has a soundtrack ranging from thrash to hip-hop to classical remixes (by Akira Yamaoka of course), it certainly justifies further plays to investigate the themes.

#2 DmC: Devil may Cry, Xbox 360, Ninja Theory, 2013
S-Stutter!!!!
Certainly this is one of the combat action games of the generation. This is combat that derives its depth from clever reactivity, the ability of the player to quickly analyze a split-second situation and be prepared with which tools can be deployed to handle it. Those tools are what make DmC particularly rewarding - like the original Devil May Cry, this isn't a game where you'll be stressing to remember which combo string does what and spending hours mastering the input timing to pull it off (a la Bayonetta or BlazBlue) - DmC is based around simple inputs with wildly varying results. If you want to play a game where you fight demons with swords and guns, it is hard to pick one that will make you feel more powerful and graceful than this. The chains (uh, physical chains that is, not combo chains) that pull Dante or enemies across the battlefield add such speed, dynamism, and - yes - chaos to the battles that you'll never feel you're repeating the same conflicts, and the bit of platforming they provide between fights strings the adventure along all the more fluidly. I may not have been a huge fan of the story, but few players will have time to worry about that amidst the endless combat variations. In fact, this is kinda the opposite of Killer Is Dead - where there the story inspires replays that the gameplay is just good enough to support, here the story is successfully kept out of the way enough not to ruin a first play-through which is sure to inspire more gameplay-based reruns. The stages are loaded with unique enemy combinations and scenarios that'll draw you back for score- (and collection-) based runs.

#1: Bit.Trip Runner 2: The Legend Runs On, XBLA, Gaijin Games, 2013
It's actually called Bit.Trip Presents... Runner 2: Future Legend of Rhythm Alien. For those worried about copyright infringement. If that's how that works.
I actually like my name better than the real one. Can we do anything about that? Tim? Name change? Tim's giving me a no. Runner 2 is the type of sequel that does exactly what the Bit.Trip series wasn't all about. Bit.Trip told a succinct and fluid story through gameplay, music, imagery, and a tiny handful of abstract cutscenes. Gaijin didn't have time for a typical video game sequel that reiterated gameplay concepts with better graphics, more songs, multiple playable characters, a world map, and dancing. They had an artistic vision to uphold. But people loved Bit.Trip Runner and they didn't give a shit about Artistic Vision: The Game, so Runner 2 is exactly that typical sequel I described. Thing is, as far below the genius of the original saga as it is, it's still an absolute blast. It is everything an arcade-style rhythm platformer could hope to be, overflowing with charm, style, gorgeous visuals, toe-tappin' tunes, a great sense of humor (if you like pickles), and one HELL of an addictive structure. I couldn't stop playing for days, and the game is cleverly crafted arcade greatness that always allows room for improvement while still providing multiple levels of satisfaction for skilled runs.

This is the epitome of a fun video game - one that is memorable and delightful even for unskilled players, and a sensory treat that demands mastery.

AND FINALLY: GOTYE 2013

Yes ladies and gentlemen, the moment has arrived. It is time to unveil my three very favorite games I played in the last year that every single one of you should go out and play right this very instant. The second runner-up, bronze-medalist, almost as good as the other ones Game of the Year 2013 IS:

#3: Mark of the Ninja, XBLA, Klei, 2012
Playing to terrify guards is one of the most challenging and satisfying strategies
Mark of the Ninja is a game that knows what it wants to be. It's a ninja game and it's a stealth game and it's a platformer. It's not a stealth-platformer starring a ninja. It's a ninja game and it's a stealth game and it's a platformer. To clarify the seemingly arbitrary semantic distinction I'm making here: over the course of the game, Klei cranks up all of its design elements independently and allows the player to choose how to approach each situation using distinctive gameplay methods. Your "tools" aren't just a set of interchangeable maguffins like night-vision goggles and lazer trip wires, they're gameplay styles like "slow and strategic, using items" or "fast as possible using precisely timed jumps". This gives the game an almost Sonic-the-Hedgehog-high-path-low-path feel, where knowledge, skill mastery, and choices can be applied to result in a totally different gameplay payoff. It's amazing how naturally Klei pulled this off without ever making the game feel like a series of discrete choices. Partly that owes to the stealth framework, wherein a mistake gives the player a chance to adapt (as in Sonic when a player falls to a lower path) rather than immediately sending them back to an earlier checkpoint. There's so much variable gameplay here, especially once the extra playable characters (costumes) are thrown into the mix. This game demonstrates that there are still new ways to do the classic platformer (without just throwing in puzzles, fuck you "indie" gaming). [it wasn't my #1 platformer just cuz I wanted to make it clear it was one of my absolute favorite games of the year, transcending genre, and that everyone should play it].

#2: Retro Game Challenge, Nintendo DS, indieszero, 2009/2007(JP)
This is such a great total experience that was completely undersold by everyone who pitched it as an anthology of faux-classics or a nostalgia trip. Retro Game Challenge is the story of two Japanese kids (one of whom happens to be a young Shinya Arino) growing up in the late '80s indulging in video game culture. The beauty of the game doesn't come from the neo-retro "8-bit" games (which are a dime a dozen these days anyway), it comes from the fictionalized experience of anticipating a new game, finally getting your hands on it, sitting down and going nuts trying to master it, reading magazines with fan letters and hints, and going through the entire cycle again with the next game. It's meta as hell, but it's a game about the experience of being a gamer, set in an idealized time we imagine as more optimistic and which many of us associate with our youth. Still, I think this experience would resonate with anyone who's ever been excited about games. The fact that you actually get to dig into eight cool original titles (that are just as fun as those they're based upon) is really just a bonus. 

#1: Ys: The Oath in Felghana, PC/Steam, Falcom 2012/2005(JP)
Oath is actually a remake of the SNES/Genesis/Turbo16 Ys III
This game made me so happy. I don't know how else to put it. I just felt extreme, unadulterated happiness every time I sat down to play it. Okay, that made it sound a little creepy. But there's a child-like sweetness to Oath in Felghana, a romantic simplicity to the classic story of innocence lost that pairs wonderfully with the gung-ho "cool" metal and hardcore action that characterizes the game's underworld. I think I can best explain it using the soundtrack. The game goes from the track on the left when you first arrive in town to the track on the right when you're in a dungeon. That's the span.

    

It's just... a perfectly straightforward, honest video game. It's a fairy tale, not an epic, a stylized adventure that serves theme over story or character. If there is action, there are fucking wailing guitars. If there is sensitive stuff, there are sad violins. The dialogue and cut-scenes are just enough to carry a through-line, the rest is entirely mood.

The essentially-one-button action follows that fuck-it-just-get-to-the-point mentality. Just because it's button-mashing doesn't mean it's easy or mindless - your character is so fragile and everything moves so quickly that you'll need to learn enemy patterns and probably die (or at least restart dungeons - no healing items here) a lot of times to perfect your skills. Once you get it down you'll feel like a steamroller completely crushing everything in your path - until, of course, you hit the shmup-style bosses with their strict patterned mechanics. Will you have to match your magic charge attacks to a color-changing boss' periods of vulnerability while dodging his attacks specifically designed to capitalize on that element's weakness? Or perhaps you'll be up against a trio of spirits who adapt their aggression as you pick them off? There's even a side-perspective 2D fight that had me thinking of Castlevania. The boss fights are the game's absolute highlights, calling back to the style of classic Treasure and Konami action. 

Ys: The Oath in Felghana is my game of the year because it captures what is for me the absolute essence of a video game experience. It immediately puts all the cards on the table and develops challenges from established mechanics, putting me into a continuous state of adaptation. Each situation is a puzzle in and of itself, fun to learn because of the enjoyable core action and a different kind of fun once perfected because of the uniqueness of the setting. The fighting is contextualized with a concise, purposeful story about the consequences of action and responsibility and adorned with a sweeping, roaring soundtrack and minutely detailed graphics that bring the game's inhabitants to life. The action doesn't have to be the greatest ever conceived nor the tale the greatest ever told for the experience as a whole to be what every action/adventure should aspire to parallel. 

Thursday, October 10, 2013

What I'm Playing, September '13

at 6:50 PM
In this feature, we commemorate games I have for the first time started and finished in the last few highly variable time units.

Fall at last. What a delightful treat. I've played a lot of Disney games this month for no particular reason besides that Castle of Illusion and DuckTales Remastered came out on XBLA. So, that's clearly the reason. But no other particular reason. Once I got going on the old Sega and Capcom games, it was hard to stop - they're almost universally excellent.

Special Recognition for Starting and Finishing:

Castle of Illusion starring Mickey Mouse (Sega Genesis)

Here starts the legendary coupling of Sega development studios and the Disney license. I've had trouble uncovering much information on Emirin, Thomas Yuuda, and the rest of the team behind Castle, but this was certainly the start of a good thing. The art and sound design are top-notch, the platforming is spot-on, and the Disney magic is there.

The game just has great atmosphere. It communicates both Mickey's wonder at experiencing these fantastical worlds - and his fear. Many environments are bright, colorful, and lively, yet the fact that such monolithic cheeriness is lined with danger lends the world a false, creepy, mechanical feel. An illusory aspect. This is exemplified by the toy-soldier death squads in the playroom and the dessert world's bizarro carnival music and vertigo-inducing spinning backdrop. The mood varies between scenes; one of the best parts of the game is the quiet clifftop calm-before-the-storm level, hinting at malevolent powers brewing while also offering a reprieve between the saccharine toy and dessert-themed lands.

The gameplay works fine, but it's unambitious. Compared to Mario, Mickey moves lethargically and floats in the air for ages, but the levels are appropriately paced such that the gameplay as a whole never feels slow. Each level has some identifiable gimmick, but most aren't used to much effect - many are discarded as quickly as they're introduced. So the platforming, while solid, has a bit of a thin feel. It's a journey more than a challenge. But we'll come back to that when we talk about the remake....

World of Illusion starring Mickey Mouse and Donald Duck (Sega Genesis)

This is the sequel/crossover of Castle of Illusion and QuackShot, borrowing a few mechanics from each game but generally keeping the air of a straightforward adventure platformer. Most of the thematic elements and the structure of the adventure derive from Castle, but stuff like the run button, crawling, and stunning enemies are straight outta QuackShot.


While Castle of Illusion isn't tough, World is woefully easy - really the main thing I came away thinking was what a trivially easy game it is. That's particularly disappointing considering that it's short (about 40 minutes - and that was with a number of deaths) and it reuses two (of five) worlds from Castle. The silver lining here is some level variation depending on whether the player chooses Mickey, Donald, or both (2P).

The Magical Quest starring Mickey Mouse (SNES)

Of course, Sega weren't the only ones making good Disney games. Capcom had control of the license on Nintendo platforms and put out a litany of okay platformers and a few great ones too. People like to declare which is objectively better: Magical Quest or Castle of Illusion. I'm going to go with perhaps most basic answer: neither, really. They're both good games, but they're so different that they don't really bear comparison. What I will say is that Magical Quest feels much more like a generic shooter/platformer with Mickey inserted, while Castle of Illusion and the rest of Sega's games feel like they were built as Disney from the ground up.

But character isn't Magical Quest's strength, so who cares. What we get instead is something like Mega Man X meets Bionic Commando meets Super Mario World, in perhaps the safest way possible. Instead of blending these games' mechanics, the developers chose to give Mickey swappable outfits that grant him unique sets of powers, so the game plays like a level from MMX, followed by a level from Bionic Commando, so forth.

That's really not a problem since the individual ideas work so well, particularly the puzzle-shootery Fireman Mickey. FM gets to interact with the environment a lot, pushing blocks around and putting out fires. Little touches, like that flammable objects are relit when they touch other flames (rather than based on a timer) make this segment that much more engaging. I still don't love Climber Mickey, AKA Bionic Commando, but for the duration of one easy level, I can tolerate 'im.

Aside from the Best of Capcom feel, I really took a strong Demon's Crest impression away from Magical Quest. Everything from the music to the art-style to the level design to the boss fights (which are unfortunately a lot easier than Capcom's typical fair) reeks of Crest - the first boss battle is a frickin' Disney Red Devil. The power selection reminds me of Crest as well, as it transforms Mickey's movement abilities in addition to his weaponry.

Games Started:

QuackShot starring Donald Duck (Sega Genesis)

A very mildly adventure-dosed shooter/platformer. QSsDD probably has more in common with Mega Man 7 than Castlevania II, but that's okay. We teach ya. Sorry I'm too tired to write another one of these. It's good. The run-and-stunning is a welcome twist that manages to introduce speed to the scrolling shooter without making it incessantly hard. The challenge becomes to get past an enemy before he gets unstunned. The open-ended structure is pretty minor. As far as I can tell, the second halves of the levels (as each level has an entrance/exit halfway) are stuck to a linear order. It's cool though, it's still more engaging than a completely straight shot like Castle of Illusion.

DuckTales Remastered (XBLA)

This one is exactly what it claims to be. I talked pre-release about the mysterious nature of "remakes" in the contemporary gaming landscape, but there's thankfully no ambiguity to DuckTales Remastered. 3/4 of it is the exact same game as DuckTales. Same environments, enemies, layouts - even the same secrets. The new parts are explicit extensions, like the additional cut-scenes, the new opening stage, and some new mid-level sequences like the Gizmoduck rampage on the Moon. I barely remember playing DuckTales as a child, so this is really my first time with this game.

The most striking thing about the design is how collection-oriented it is - in fact, it's something of a precursor to Donkey Kong Country. There is something hidden on almost every screen, giving the stage design a (sorta literal) second layer. Unlike DKC, DuckTales Remastered is ostensibly quite easy to complete - blowing through the stages while just grabbing the necessities is almost a trivial task, especially once you've picked up one or two life extensions. The majority of the gameplay quickly becomes collection, which is perfectly appropriate for an adventure of avaricious treasure-hunter Scrooge McDuck. Great concept/gameplay synergy.

What's unique about the collection is that most of the game's treasure is hidden in plain sight, but invisible. Thus the challenge isn't to solve puzzles or keep an eagle eye out for secret paths, but to traverse every inch of every screen. The challenge is in finding ways to reach all the boundaries, planning the use of destructible platforms, and navigating around traps and enemies.

It's a neat game that I definitely like (I even eventually warmed up to Remastered's jarring blend of 2D and 3D), but the levels feel long as fuck and kinda not all that varied. If I was allowed to play them in 10-minute sessions instead of 40 minutes at a time, they'd probably be less draining. As is, the five mega-levels feel bloated.

Castle of Illusion starring Mickey Mouse (XBLA)

Wow am I loving this game. As someone who'd barely played the original there wasn't much nostalgic connection for me here (I remember Magical Quest and World of Illusion much more fondly), but it was definitely a wise move to run through the original before getting into the remake. While Castle '13 works excellently as a standalone game, one of its most impressive feats is revising and improving upon the original while still remaining faithful both to its gameplay and intentions.

The original game's level gimmicks had a tendency to fall flat and be completely under-utilized. This remake turns that train around so hard that someone's brain exploded. In fact, each individual mechanic is typically so fun and cleverly utilized that the biggest disappointment is that, like in the original, they never get a second pass or any ongoing development.

For instance, the both games have this gelatin shit that shows up in Toyland. In the original there are a few floors made of the sticky substance that work basically like a clingier quicksand. Mickey sinks slowly into the jello and can barely jump to get out. That's the extent of it - it lasts about thirty seconds and counts less as a mechanic than a thing that just happens. In Castle '13, the red goo again makes a forgettable cameo in Toyland, but it's brought back a second time in Just Desserts. This time, there are blocks of jello positioned throughout the environment and Mickey switches into a kind of swim when he jumps into one, suspended inside of it. They are mixed up with enemies, placed over pits, and used for scaling large vertical shafts. This stage also introduces green gelatin blocks with inverted properties. Instead of sinking into these, Mickey springs off like bouncing on a trampoline. The only way to get through them is to slowly tiptoe in. The multicolored blocks are mixed up for sections where Mickey is thrown around by the bouncy green blocks and caught by the sticky red ones.

It's a great expansion of what was a throwaway idea from the classic game, allowing it to feel like Castle of Illusion while developing completely new platforming ideas. The core concept is the same, it's just that more interesting things are done with it. And that's Castle of Illusion '13 in a nutshell.

Games Finished:

Killer Is Dead (Xbox 360)

Don't know if I have anything new to say about this at the moment, plus how do you expect me to remember something I beat at the beginning of last month. The ending was interesting - it had a nice unpredictable but inevitable twist that shed considerable light on the story and will make a second playthrough even more entertaining.

I have to be honest - as the difficulty of the game peaked, I found myself tiring with the gameplay. By endgame, the No More Heroes games were so dead-set on throwing curve-balls and skipping straight to boss-fights that it was impossible to get tired. By comparison, Killer (and likewise Lollipop Chainsaw) is happy to let the formula run all the way to the credits, essentially feeling like a game with no final act. It has a very "that's it?" ending. It's in keeping with overall sobering of the Suda style that Killer exemplifies, but this is one of the places where being more like popular/critical favorites is a shortcoming rather than an improvement.

Wild Guns (SNES)

Player: I am Clint the invincible!

Final Boss: I can't believe being defeated by you!


Amazing game. One of the best on the SNES, probably one of my favorite action games of all-time. Play it.

Mario Golf (Game Boy Color / 3DS VC)

Mario Golf is interesting in that, although it's the first (to my knowledge) Mario sports game, it has little in common with later spinoffs. In particular, where the later games (particularly in the Gamecube era) became wacky over-the-top arcade-style "sports" games, akin to NFL Blitz, Mega Man Soccer, and Base Wars, the original Mario Golf is for an intents and purposes a serious golf sim. While it features no real locations or golfers, it otherwise aspires to teach the fundamentals of golf and provide a reasonable and realistic (for Game Boy) simulation experience.

That is, until the first set of credits roll. Returning to the game after conquering all four courses, the player will find a final challenge: face off against Mario in the Mushroom Kingdom Club Tournament. The MKCT, or M...T for short, doesn't change the gameplay from golf bread-and-butter, but it certainly makes the holes as wacky as possible without breaking the laws of reality. Star bunkers, microscopic greens, and fairways shaped like Shy Guys - Camelot had fun with it and put together a goofy bonus round that pays homage to the Nintendo great and makes a neat reward - and challenge - for players who put the time in to make it through the main circuit.

Undoubtedly the strangest moment in the campaign comes when the player returns to his home clubhouse after vanquishing the Mush...ament. The powers that be, or whoever, sit down for a somber, sobering debate about whether the world is ready to learn that Mario has been defeated (in golf). The conclave concludes that the news should be leaked slowly, for to reveal that Mario has lost would be to destroy every golfer's goal to conquer the unconquerable. In the immortal words of Tom Never-Talks-At-Any-Other-Part-Of-The-Game, "Golf without a dream is no golf at all". I got the weird feeling that they were telling me not to tell my friends I had beaten the game.

Friday, September 13, 2013

Aw man the final boss music in KID is the New World Symphony!

at 10:37 AM
just plain cool.


for contrast, the other final (credits) music I heard last night was this :(

Friday, September 6, 2013

What I'm Playing, August '13

at 7:57 PM
In this feature, we commemorate games I have for the first time started and finished in the last few highly variable time units.

August what the doctor ordered. This. K these need to be shorter. The last one was like a full-fledged review of every game I've ever played in my entire life. Considering I generally already write about the stuff I'm playing, this feature feels redundant. But I do it for posterity.

Special Recognition for Starting and Finishing:

Sonic Generations (Xbox 360)

Everybody Segasonic Racing, try to keep your feet right on the ground! Yay! This game has that song! Sonic Generations really makes an excellent tribute game. I was a bit concerned (due to the character and Sega's shaky history) that Generations' self-referentiality would be yet another gimmick, this time used as an excuse to recycle old content. A lot of anthologies get slapped together with sadly little effort to get new players excited about the classics. That's not at all the case here. Generations is every bit the celebration of Sonic that Smash Bros. is of Nintendo (scaled appropriately of course - Sonic is just one series) - the game is littered with references (the whole gang gets back together), in-jokes (Tails apparently shares our childhood unease with Chemical Plant Zone's purple water), all-inclusive callback mechanics (everything down to the Thunder Shield from 3 shows up!) and gives every fan what they most want: the ability to set every stage's music to [this immaculately gay version of] "Escape from the City"!

Games Started:

Beyond Oasis (Sega Genesis / Sonic's Ultimate Genesis Collection)

This game caught me a bit off guard in how modern it is. Typically it gets swept into that category of "games that wish they were Link to the Past", and while in truth it doesn't fully escape that stigma, it's almost too perfect how Beyond Oasis predicts the future trajectory of the action-adventure genre. It is all action. For anything but a brawler to have this much combat in 1994 is odd enough in and of itself (combat didn't become mainstream games' bready butter til maybe 2002) - to maintain and evolve fisticuffs as a primary mechanic alongside a largely linear quest of dungeons, minor puzzles, and boss fights is almost clairvoyant. That's what sixth/seventh-gen 3D action adventures like God of War and Devil May Cry do! But that type of game didn't exist in the '90s! Apparently Beyond Oasis disagrees. 

I've speculated on the possibility of a "missing link" of action-adventure that fills the gap in the '90s when arcade sideways walkers presumably would've been absorbed into Zelda-style adventures; Beyond Oasis certainly demands examination under that light. Even if it wasn't particularly influential (who knows, but I doubt it was widely played), it at least shows that Devil May Cry didn't simply appear out of the void with a new gameplay paradigm in tow. 


Mario Golf (Game Boy Color)

Yeah, this old boy. Okay, I have played Mario Golf before, but never stuck with it. It was a reward last month for Club Nintendo members (join up! you pretty much get a free Virtual Console or eShop game for every three Nintendo games you buy) so I snapped it up in lieu of any good golf games at all ever happening since. Why aren't there more sports RPGs? If anyone knows of a good baseball RPG, please let me know. I would like to play it. It's such a perfect union of genres - each round of golf is that much more exciting as it helps you build toward a better player and conquering the world. 


Killer Is Dead (Xbox 360)

This feels like the final step in Grasshopper's recent journey from experimental art-games to full-blown immersive narrative experiences. Dead is, in a word, slick. Unlike earlier Suda-directed games like No More Heroes, it's not looking to knock you out of your seat and bewilder (or overtly mock). Dead wants you to sit down and enjoy a story, even if it is a little cryptic at times. Shadows of the Damned started to move things in this direction a few years ago, although that (along with Black Knight Sword) was locked to a succinct cinematic through-line that kept it from feeling like a full-fledged game. The player was along for the ride. Which is certainly one type of video game narrative, but a primitive one. One which shies away from control. Dead is like the Super Mario World to Damned's Sonic the Hedgehog. It's a fully realized concept for a virtual world without any obviously cut corners (which even Lollipop Chainsaw didn't manage) - the player is stepping into the life of Mondo Zappa. 

None of that really matters. Grasshopper has proven time and again that rough experiments can be terrifically successful, far better than the polished turds being fawned over today. What does matter is that Dead's writing is excellent. The protagonist's name alone is rife with subtext: "Mondo" is a pun on Bond, a type of philosophical Zen question, the German word for moon (the moon plays a major role in the story), a genre of hyper-realistic gore-driven Italian films, and slang for extreme; "Zappa" reiterates the Italian connection and obviously calls to mind Frank, known as an artist, virtuoso, freak, and outsider. This is the kind of thing you have to look for if you want to get anything out of Killer Is Dead. Writing. Ideas. Thought. If you can't appreciate a five-minute dream-sequence in which you are left nothing to do but literally run around Mondo's subconscious reflecting on the game's events (the time to reflect is fittingly set at the edge of a reflecting pool showcasing the moon), you won't like this game. It's far too easy to write it off as "bizarre" and "impenetrable". Yet it is by no means arbitrary, random, or purposefully obscure. If you aren't creative enough to put together the pieces... well I'm sure in five years when it's widely accepted as an underrated gem, you'll sycophantically insist that you liked it all along, the same as you do with Killer 7 today.

You know, I wonder if there's something to be said about the fact that the video game critical community is made up mostly of journalists, while the critical film and literature communities are made up of, well, usually film studiesers and literary theorists. Games aren't generally reviewed by people who study games. They're reviewed by people who report industry news. Yeah. There's something really obvious to be said. I don't remember what though.

Games Finished:

Sonic Adventure (Dreamcast / XBLA)

Finished this up before moving on to Generations. This holds up much better than most would have you believe - it's glitchier than a fake top hat and the camera isn't particularly friendly, but the platforming really stands out from other turn-of-the-millenium efforts (or really anything else that followed). Namely in that it doesn't suck. Unlike many Crash Bandicoots, Spyros, and Banjo Kazooies of the 3D revolution, Adventure doesn't throw the baby out with the bathwater. Yes, it's a game full of babies and solid '90s fundamentals to boot.

It goes without saying though that the Adventure Fields are an atrocity and go to great lengths to mar what otherwise would be an undisputed classic. It's not so much that they're brutally unfun and occasionally broken - the problem is that they destroy the cohesion and pace of the "main" gameplay ("main" in quotes because in reality, the Adventure Fields take longer to play than the Action Things).

Friday, August 30, 2013

Phantom sexism and the would-you-play-it-with-a-girl fallacy

at 6:38 PM
Sexism in games is a perpetually hot topic, not just because it starts with the word "sexi", but thanks to games like August's Killer Is Dead, Grasshopper Manufacture's typically sexually charged new release. While the reviews are all over the place, a common thread has been that Dead's Gigolo minigame is unnecessary and sexist, but doubly sexist because of its unnecessity. I don't want to have to try to decide what sexism is, nor (unfortunately) do I get to decide what offends people, so I'm not going to bother to positively or negatively categorize Gigolo missions as sexist. I honestly believe that many of the reviewers decrying the game are genuinely upset by its content. Maybe some are putting on a show to get site traffic, win friends and influence his uncle, but there is definitely underlying honesty to the overflowing conservative sentiment. What this says about our American culture, our gaming culture, and our perspective on gender relations, I'm not going to try to field. To that end I can only say "it doesn't offend me. You may disagree!". But when it comes to allegations, criticisms, and intelligent debate, jesus fucking christ the gaming community needs to grow the fuck up. [the gaming community has a lot of growing up to do.]

See, as a journalist, it's not your job to tell the world you think a game is sexist. That's your opinion and it's totally sw33t and can make a great thesis - if you're willing to treat it like one. But no one gives a shit what you think. [But no reader loses a minute of sleep over] They give a shit about your constructive reasoning and supporting evidence. [What they're looking for is]You can't just tell me that a game is sexist and expect me to take your word for it. This is quite literally what we all learn in high school English. Likewise, we learn not to invert other people's claims, but to counter their arguments. So I'm going to pick on one particular argument I've seen come up multiple times re: Killer Is Dead, as it's extremely common in the video game realm and - perhaps fittingly - extremely fallacious.

This particular sexism-win-button goes something like this - and this is a direct quote from an unspecified mainstream review of Killer Is Dead: "I would feel ashamed if my parents (or anybody who’s relatively unfamiliar with games) saw me playing Killer is Dead" - the idea being that you would be mortified at being 'caught' with this material, and that therefore the content must be sexist, because sexism is offensive and the only thing that causes interpersonal distress. And this hypothetical scenario (often with "girl" or "girlfriend" instead of "parents") is supposed to make you feel ashamed to be playing this game, ashamed that this game exists, ashamed that you are a gamer, and ashamed of video games. Sigh. The sad thing is that it's so easy to go along with. That's why it's such a go-to argument - we can all picture our embarrassment at our mom walking in on... just about anything. That thought brings forth a surge of negativity which we grab like a Sonic & Knuckles cartridge and immediately lock onto the targeted game, which becomes a scapegoat for our sexual awkwardness.

The problem is that whether you would play a game in front of someone isn't particularly indicative of the work's handling of the content, but of the content's appropriateness to your relationship. Creating a fantasy scene of playing the game in your parents' basement or on a first date immediately adds dozens of other variables to the situation, calling to mind classic circumstances of sexual tension, restraint, and repression. Of course these will be situations in which sexuality is unsettling - regardless of its presentation. The hypothetical has nothing to do with the unsuspecting observer's reaction to the specific content; instead it questions how comfortable the player is with communicating (through shared perception) in a certain (here sexual) capacity. In fact, invoking would-you-play-it-with-a-girl is really just a bland observation that "this content is complex in nature", with a corollary of "I bet you aren't too comfortable expressing yourself sexually. You're an American heterosexual male, and a gamer to boot". 

The school of thought that brings this argument against Killer Is Dead would also assure us masturbation is sexist, as is porn, underwear, anatomy textbooks, and nudity. 

So really - and let me just give an aside here that I don't think a hypothetical thought-exercise is ever the basis for a valid argument - but really, were we to go down this road, the only type of opposite-gendered person I would expect anyone to feel comfortable with sharing sexually explicit content with is someone with whom they were sexually intimate, or at least open. Probably someone they've, y'know, leered at once or twice themselves, and from whom they've received a few lustful gazes. 

Here's a different hypothetical situation that I pose for comparison. Pick in your head a romantic, but definitely erotic, love scene from a film. Something you consider completely egalitarian. I'm not trying to get into anyone's personal definition of romance, so I'll leave the scene choice to you. Maybe you chose [I literally can't think of anything. ...I'll say] the um disembodied mutant-head-on-mutant-head-banging at the end of Basketcase 2. So now, let me ask: would you want your mom to walk in while you were watching that? Would you throw it on for neighborhood movie night? Whatever your answer here, I'm sure it's the exact same as your answer to the same question about Killer Is Dead's Gigolo mode. Does that mean that everything to do with sex is sexist? By our subject contention, yes. Which is why this contention blows. Which is why writers that use it blow. Which is why the current English-speaking gaming discourse blows.

While discounting this tricky setup certainly can't serve as a disproof of sexism, it at least disengages the accusation from interpersonal sexual communication. We can come to a deeper understanding of a piece of art by examining our own relationship with it - no information about the work is contained within outsiders' perception of our consumption. There are far more revealing questions we can ask, among them, "how does the work represent women as a whole?" and, "in what ways do I identify with the protagonist in this scene?" Being offended or ashamed isn't the grounds for productive intellectual analysis - it's a superficial reaction, rooted in a personal worldview, that succeeds from our subconscious identification with a stimulus. To have a worthwhile conversation, we need to move beyond these emotions and look at the formation of our perceptions - put simply, we need to ask, "why?"

Bearing that in mind, I'll leave you with a short video of a Killer Is Dead Gigolo mission. Through the filter of another player and without the context of the game, this will be somewhat robbed of purpose - unless you've played Dead, you don't know Mondo, you don't know the girl, and you don't know what it feels like to be in control of the situation. Nonetheless, I think it'll spawn some kind of reaction in the viewer - enough of a launching point to start questioning perception.

Saturday, January 19, 2013

Killer is Dead: More from Suda

at 2:49 PM
Just thought it necessary to pass on the debut trailer for Suda 51's newest, Killer is Dead. A Japanese release is confirmed for this summer, and while no NA plans have yet been announced, I think it's safe to say it'll show up here eventually. If we got Lollipop Chainsaw (by way of Warner Bros. no less), I don't know what it would take for Suda to render a game untenable for the West. From this trailer, looks like the game is going to continue in the footsteps of No More Heroes, both stylistically and in terms of gameplay. There was also a quick burst of shooting in there, but I doubt it'll be full on Shadows of the Damned. Lollipop had some brief throwaway gunplay as well.


This is the first time I've been worried about Suda's originality folding in on itself. No More Heroes and Shadows worked as satire and Lollipop and NMH2 as homage... frankly I'm happier to experience a failed experiment like Contact than yet another over-the-top actioner. But who knows. Killer is Dead could have any number of tricks up its sleeve, and at worst will probably be a really fun game.