Tuesday, June 7, 2022

3D platformers index and rough ranking

at 1:58 PM
UPDATE 5/24/22: 
- added Kirby FL (vague ranking) 
- added Mystical Ninja Starring Goemon after playing through the first dungeon. It's got some platforming

The following aren't ranked by core platforming gameplay alone, rather as complete experiences; great aesthetics benefit a platformer as much as any other game. As I add each game to the list, I ask myself: if I already possesssed all the games listed above, which of those remaining would I take next? Think of it like picking a kickball team. Every game ranked I have beaten from beginning to end! Most of them were 100%-cleared. 

3D PLATFORM GAMES tier list sorta

    S-tier; which are unique and as close to perfect as one can ask

  1. Super Mario Galaxy
  2. Super Mario 64
  3. Prince of Persia: The Sands of Time
  4. Ape Escape
  5. Rayman Revolution
  6. Sonic Adventure 2
  7. Maximo: Ghosts to Glory
  8. Super Mario Odyssey

  9. A-tier; good ideas well-executed, challenging and rewarding

  10. Castlevania (64)
  11. Candleman
  12. Crash Bandicoot 2: Cortex Strikes Back
  13. Super Mario 3D Land
  14. Sly Cooper & the Thievious Raccoonus
  15. Maximo: Army of Zin
  16. Sonic Generations
  17. Jak & Daxter
  18. Spyro the Dragon
  19. Super Mario Galaxy 2
  20. Jumping Flash! 2
  21. Bomberman Hero
  22. Rayman 3D
  23. Banjo-Kazooie
  24. Adventures of Cookie & Cream

    ? tier; both great and terrible


  25. Sonic Adventure - What the fuck is going on here? But when the Sonic character gameplay is left alone it's a free-form experimental high speed analog genius. That's about 15% of the content included.
  26. De Blob - The idea of directly interacting with surfaces is a fantastic one for a platformer. The idea of a motion controlled jump is a diabolical one. The Switch version may be worth visiting.

  27. B-tier; solid but dominated by better alternatives

  28. Super Mario 3D World: Bowser's Fury
  29. Ratchet & Clank Future: Tools of Destruction
  30. Prince of Persia: The Two Thrones
  31. Mystical Ninja Starring Goemon - Fantastic story and a decent world structure, strong theming to the platforming but simple and with very limited movement
  32. Super Mario Sunshine
  33. Wario World
  34. Sonic Heroes
  35. Super Mario 3D World
  36. Crash Bandicoot 3: Warped
  37. Ape Escape 2
  38. De Blob 2 - De Blob already outlived its core idea, this is artifically distended even further with completion percentages and sidescrolling sublevels. Still a solid foundation, and there's a jump button now!
  39. Ratchet & Clank: Going Commando
  40. Rayman 2 (PS1)
  41. Prince of Persia: Warrior Within
  42. Jumping Flash! - identical to its sequel, with a less challenging "hard" mode.
  43. Ratchet & Clank: Up Your Arsenal
  44. Kirby and the Forgotten Land

  45. C-tier; ones you can learn to live with, if you so choose

  46. Sonic and the Black Knight - The controls are a huge hurdle to get over and never more than 90% reliable - after that this is arguably the purest 3D speed-based Sonic game.
  47. Crash Bandicoot - Rudimentary and one-dimensional, but very well-made and fluid.
  48. Psychonauts - Not any fun to play or mechanically challenging, but the metaphorical level design is earnest and thoughtful. The anti-Bandicoot.
  49. Pac-Man World - Glaringly inconsistent and full of jank, with respectably element-focused level design.
  50. Castlevania: Legacy of Darkness - A completely ruined camera and redesigned stages that removes most of the challenging skill tests with easy but irregular and repetititious lilypad platforming
  51. Mega Man X7 - Alternatingly painful and impressive.
  52. American McGee's Alice
  53. Sonic: Lost World

  54. D-tier; mechanically unsound and unpredictable; far more irritation than value

  55. Oddworld: Munch's Oddysee - An alpha kit with fan created levels, always approximating ideas instead of creating them organically, though this is the one I am sorriest to rank so low.
  56. Rayman 3 - The direst expression of the 3Dplat's fatal flaw, combat. That it's supported only by poorly utilized power-ups and trivial jumping challenges is damning.
  57. Medievil - The jankiest game on this list, with all kinds of random interactions and glitchy behavior. 
  58. Crash Bandicoot: N. Sane Trilogy - Crash is a tightly mechanical near-rhythm platformer. An adaptation that changes the tuning and nothing else is insane.
  59. Jak II - One of the worst games I've ever played; utterly pointless meandering time-waster with arbitrary challenges as miserable balance. A tech showcase made unplayable.

Notable gaps I'll probably one day cover 

(red = in progress)
  1. Ape Escape 3 - I liked 2, but it was unremarkable compared to the first.
  2. Billy Hatcher and the Giant Egg - It's Yuji Naka, but it's also Billy Hatcher.
  3. Bionic Commando ('09) - If this counts, do I need to include Spider-Man games?
  4. Donkey Kong 64 - About 15% complete. Gruelingly boring, flat, and repetitious
  5. Epic Mickey - Depends on Epic Mickey 2. I got that one free.
  6. Epic Mickey 2 - Dubious, but it's a late representative.
  7. Frogun - etc
  8. I-Ninja - Wild-card.
  9. Jak 3 - The Sony sequel mantra was "simplify the platforming and add minigames", so this is dubious.
  10. Mirror's Edge - Major gap. Potential gateway to other FPPs like Cloudbuilt and Clustertruck.
  11. Pac-Man World 2 - Wildcard.
  12. Prince of Persia ('08) - A dead end, but worth a look.
  13. Prince of Persia: The Forgotten Sands (Wii) - The 360 one went too far brawler to qualify.
  14. Rocket: Robot on Wheels - Wildcard. Would need to emulate.
  15. Shinobi ('02) - About 80% through, and not sure it counts.
  16. Sly 2: Band of Thieves - About 30% through. Hardly qualifies.
  17. Sonic Unleashed - Werehog.
  18. Spyro 2: Ripto's Rage - Similar-looking sequel.
  19. Super Monkey Ball: Banana Blitz: HD - About 95% through.
  20. Vexx - About 80% through.

Notable gaps I'll probably never cover

  1. Banjo-Tooie - I don't love Rare and hear this is even more distracted than Kazooie.
  2. Bubsy 3D - I probably should.
  3. Conker's Bad Fur Day - Banjo-Kazooie's aesthetic is already hard enough to stomach.
  4. Pac-Man World 3 - Depends on Pac-Man World 2.
  5. Prince of Persia 3D - Need a way to play it.
  6. Ratchet & Clank - The three I've played are *so* similar, even if this is the original.
  7. Sly 3: Honor Among Thieves - depends on Sly 2.
  8. Sonic the Hedgehog ('06) - If it wasn't for the load times I'd suffer through.
  9. Spyro: Year of the Dragon - Depends on Spyro 2, but knowing Insomniac...
  10. Super Monkey Ball: Banana Blitz - infuriatingly, this is not the same game as the HD one.
  11. Yooka-Laylee - we'll have to see how the new wave of 3D platformer fangames fares.

Others that exist

  1. 40 Winks
  2. A Hat in Time
  3. Balan Wonderworld
  4. Blue Fire
  5. Chameleon Twist
  6. Chameleon Twist 2
  7. Cloudbuilt
  8. Clustertruck
  9. Croc
  10. Croc 2
  11. Crash: Twinsanity
  12. Geograph Seal
  13. Gex 3D
  14. Glover
  15. It Takes Two
  16. Jett Rocket
  17. Medievil 2
  18. Ratchet & Clank Future: A Crack in Time
  19. Ratchet & Clank Future: Into the Nexus
  20. Ratchet & Clank Future: Quest for Booty
  21. Scaler
  22. Shadow the Hedgehog
  23. Sly Cooper: Thieves in Time
  24. Sonic and the Secret Rings
  25. Sonic Colors
  26. Sonic Forces
  27. Tonic Trouble

Master list

  1. 40 Winks
  2. A Hat in Time
  3. Adventures of Cookie & Cream
  4. American McGee's Alice
  5. Ape Escape
  6. Ape Escape 2
  7. Ape Escape 3
  8. Balan Wonderworld
  9. Banjo-Kazooie
  10. Banjo-Tooie
  11. Bionic Commando ('09)
  12. Blue Fire
  13. Bomberman Hero
  14. Bubsy 3D
  15. Candleman
  16. Castlevania (64)
  17. Castlevania: Legacy of Darkness
  18. Chameleon Twist
  19. Cloudbuilt
  20. Clustertruck
  21. Conker's Bad Fur Day
  22. Crash Bandicoot
  23. Crash Bandicoot 2: Cortex Strikes Back
  24. Crash Bandicoot 3: Warped
  25. Crash Bandicoot: N. Sane Trilogy
  26. Crash: Twinsanity
  27. Croc
  28. Croc 2
  29. De Blob
  30. De Blob 2
  31. Donkey Kong 64
  32. Epic Mickey
  33. Epic Mickey 2
  34. Gex 3D
  35. Geograph Seal
  36. Glover
  37. I-Ninja
  38. It Takes Two
  39. Jak & Daxter
  40. Jak 2
  41. Jak 3
  42. Jett Rocket
  43. Jumping Flash!
  44. Jumping Flash! 2
  45. Kirby and the Forgotten Land
  46. Maximo: Army of Zin
  47. Maximo: Ghosts to Glory
  48. Medievil
  49. Medievil 2
  50. Mega Man X7
  51. Mirror's Edge
  52. Mystical Ninja Starring Goemon
  53. Oddworld: Munch's Oddysee
  54. Pac-Man World
  55. Pac-Man World 2
  56. Pac-Man World 3
  57. Prince of Persia ('08)
  58. Prince of Persia 3D
  59. Prince of Persia: The Forgotten Sands (Wii)
  60. Prince of Persia: The Sands of Time
  61. Prince of Persia: The Two Thrones
  62. Prince of Persia: Warrior Within
  63. Psychonauts
  64. Ratchet & Clank
  65. Ratchet & Clank Future: A Crack in Time
  66. Ratchet & Clank Future: Into the Nexus
  67. Ratchet & Clank Future: Quest for Booty
  68. Ratchet & Clank Future: Tools of Destruction
  69. Ratchet & Clank: Going Commando
  70. Ratchet & Clank: Up Your Arsenal
  71. Rayman 2 (PS1)
  72. Rayman 3
  73. Rayman 3D
  74. Rayman Revolution
  75. Rocket: Robot on Wheels
  76. Shadow the Hedgehog
  77. Shinobi ('02)
  78. Sly 2: Band of Thieves
  79. Sly 3: Honor Among Thieves
  80. Sly Cooper & the Thievious Raccoonus
  81. Sly Cooper: Thieves in Time
  82. Sonic Adventure
  83. Sonic Adventure 2
  84. Sonic and the Black Knight
  85. Sonic and the Secret Rings
  86. Sonic Colors
  87. Sonic Forces
  88. Sonic Generations
  89. Sonic Heroes
  90. Sonic Lost World
  91. Sonic the Hedgehog ('06)
  92. Sonic Unleashed
  93. Spyro 2: Ripto's Rage
  94. Spyro the Dragon
  95. Spyro: Year of the Dragon
  96. Super Mario 3D Land
  97. Super Mario 3D World
  98. Super Mario 3D World: Bowser's Fury
  99. Super Mario 64
  100. Super Mario Galaxy
  101. Super Mario Galaxy 2
  102. Super Mario Odyssey
  103. Super Mario Sunshine
  104. Super Monkey Ball: Banana Blitz
  105. Super Monkey Ball: Banana Blitz HD
  106. Tonic Trouble
  107. Vexx
  108. Wario World
  109. Yooka-Laylee

Tuesday, February 4, 2020

Valfaris: "Gazer Guard" boss analysis (phase 1)

at 11:13 PM
Valfaris' "Gazer Guard" is a mid/late-game boss with a compact, elegant design. The first phase of the battle (see video) is composed of three sequential tests: reading, vision, and reaction.


NOTE: The video depicts a successful run of "Gazer Guard's" first phase, so some of the interactions described in the following paragraph aren't seen here. Valfaris expects the player to risk death during experimentation, so defeating this boss for the first time may take multiple restarts, refining and hastening the eventual successful run.

The majority of enemies in Valfaris take direct damage from weapon fire, but "Gazer Guard" does not, setting up a unique boss fight. When "Therion" fires upon the central eyeball which appears to be the boss's body, its blue shield aura* and static health bar indicate that damage is not being inflicted. This feedback is identical regardless of "Therion's" equipped weapon, ruling out direct attack and suggesting a more patient approach. While the eye remains invulnerable, six floating beacons dash around the screen, pause, and repeat in an ostensibly randomized pattern. "Therion" cannot interact with the beacons while they are moving; though they can be attacked during the final and longest pause. Attacking a beacon won't kill or damage it, rather it triggers one of two events. When a beacon is struck, the boss eye either fires a single aimed laser directly at "Therion", or it recoils and its health bar decreases by a fixed decrement. Afterwards, the beacons resume their pattern of shuffling and the eyeball remains invulnerable to direct attack.

The first test for the player is reading the scenario as laid out. Once they've experimented enough to determine that the beacons are vulnerable and not the eye**, they need to figure out why sometimes damaging a beacon hurts the boss and other times it triggers a counterattack. They may deduce that given six beacons, only one is a correct target, or they may simply continue observing and experimenting until they come to the same conclusion. This should draw their attention to the shuffle, at which point they need to observe that one and only one beacon glows blue at the beginning of each cycle, just before the shuffle. At this point, the player has passed the reading/observation test; their reward is the knowledge of which beacon to target.

Now the focus shifts to the shuffling pattern. The target beacon is indicated before the shuffle, but the vulnerability window comes after. The player needs to track the (now identical) target beacon as the pattern speedily and repeatedly reconfigures. It's a game of three-card monty, a fairly rudimentary and likely familiar test of vision. This is the second test; the reward for successfully tracking the beacon through the shuffle is again knowledge, this time knowledge of the target location when it becomes vulnerable.

The third test barely registers as such, it should be so ingrained into the player at this point. As the beacons finish shuffling and are fixed in place, they lose their purple glow, indicating a change in state that experimentation will have revealed to be their vulnerability window. If the player has passed the first two tests, they know now which beacon to target and where it is. If any other beacon is attacked at this point, the window ends, the eyeball attacks, and the cycle restarts. Striking the target beacon without damaging any of the others is the third test. This can be accomplished with a melee weapon by running and jumping to its location, or with a ranged weapon by aligning "Therion" with his target along one of his eight axes of aiming. This action needs to be accomplished in a short period of time (1-2 seconds), otherwise the cycle restarts. To pass the test the player needs to be able to quickly attack an arbitrarily placed element (the target beacon) while aiming around its cover (the other beacons). This time the reward is damage to "Gazer Guard" - irrevocable progress in the boss fight.

This ends the suspension of challenge and the cycle of tests returns to the beginning. Invoking the rule of threes, the player needs to complete this three-part test three times to end phase one of the battle. The beacon movement during the shuffle becomes faster through progressive cycles, increasing the difficulty of the middle test while leaving the other two consistent. This produces a linear difficulty  curve. Phase two will be discussed in the next video.

What makes this part of the "Gazer Guard" battle particularly elegant is the inverse relationship of complexity and suspension as the tests progress. The first test is highly specific to this boss and requires processing and filtering novel information. The subsequent shuffle challenge is a new way of testing visual tracking, a skill underpinning the entire game. The player is applying a developed skill to a novel scenario, which they ought to be more comfortable with than they were with the initial analysis. At the peak of suspension, the third test, the player needs to aim and shoot at a static target, something they've been doing against every enemy in the game. As more successes are suspended on the line, the abilities tested are increasingly fundamental - this gives the game cohesion and identity: victory in Valfaris is ultimately determined by running and gunning skills, not isolated puzzle solutions.

* the blue shield aura is an indicator the player should have learned by this point in the game, as it is used on every enemy that receives an attack but no damage (guarding).

** you could say experimentation is the first test, but I think that's implicit in any scenario where the player does not yet know how to progress.

Monday, January 6, 2020

Finishing with 3D plats, vehicle action, and GOTY - Part 2 of 2019 in review

at 9:00 AM
Why doesn't anyone talk about Ape Escape, easily one of the top 10 and probably one of the top 5 3D platformers ever made? Yeah, the sequel is mush (I didn't bother continuing onto Ape Escape 3), but the original's tight focus on dual analog mechanics and evolution of collectibles into enemies with unique behavior paves a path for 3D action that was never followed up. Comparing this to Banjo-Kazooie (where I made the 100% clear with the assistance of the unimpeachable WarioFan63) is like comparing homemade ravioli in lamb ragu to a cold can of spaghetti-Os. The sixth console generation relegated the right analog stick entirely to camera control; Ape Escape posits a world that didn't need to be that way. Full-on dual-analog action games are something to consider for the future. (Keep in mind that the greatest 3D platformer series of all time, Super Mario, has always gotten by just fine without a camera stick). Other major 3D platformers cleaned up were Spyro (very solid), de Blob 2 (de Blob 2 long), Jumping Flash! 2 (identical to the first), and Psychonauts (not my thing). There's a ranking of the all-time top fifty 3D platformers coming sometime in the new year. And shout-out to Candleman, an awesome indie game from China doing something absolutely no one else in 2019 is doing - being a 3D plat that isn't a Banjo-Kazooie fangame.

To return to Psychonauts for a moment, I've added a new category to my table - forfeited games. Ones which will take too much effort to finish, or offer so little new information, that they just aren't worth wasting more time upon. Some of this year's forfeits were games that had been sitting on the list for years untouched - Axiom Verge and Popful Mail, both taken on only as part of the Commune - and the other three fill me with such utter disdain that they didn't seem worth the mood penalty - PsychonautsBattalion Wars, and Rayman. Still, I'm reserving forfeits for games 1.) that have been half-cleared 2.) that I played at the behest of others, and 3.) that I severely dislike. It's a last resort.

Racing, flying, and all that great vehicle shit - these are the games I live for these days. Birds of Steel should've been the game of the year, as I finally wrapped my head around energy fighting and how to use a plane's traits to guide strategy (best represented by figuring out why everyone likes the Corsair so much - you don't fly it like a Spitfire). I knocked out the first three AceCombat in what must've been January, since they seem such a distant memory. We got as close as we're going to get to a new Armored Core game in 2019 with Daemon X Machina - though I don't like the idea of using loot for tuning and the framerate can be a bit slow, it otherwise provides a great weapon set almost worthy of the almighty Custom RoboRogue Squadron on Steam was fun to revisit, more of an on-rails style Star Fox game thanks to the heavy use of linear canyon design, though it's ostensibly free-roaming. And the Commune played Pilotwings, ever the meditative experience.

GRID Autosport was my first real go at a racing sim - the previous two Codemasters games I played are the simcade ones, and though I love them quite a bit, Autosport clearly is operating on a far more nuanced level, showcasing that modern racing is really about how to use the brake. An important technique I picked up along the way is using an analog stick for acceleration/braking, which (for my hands at least) offers a finer level of control than analog triggers. I guess you could also call this the year of the right analog stick. I finished off the EAD racing line with F-Zero and Stunt Racing FX on the Nintendo Switch SNES Online, the former an unending frustration and the latter a treat that really deserves the Sega Ages treatment (as do all the Super FX games). Once I figured out how to driftcelerate I was also able to clear the hard modes of F-Zero X, a weird detail that makes me slightly less confident in calling it EAD's best.

But GOATY was not Birds of Steel, nor any of these others, but a game which is much narrower, a game with level design so tightly tuned that it is almost indistinguishable from the mechanical design, with dynamics worthy of any arcade-style action game, yet bounded such that they never overwhelm the universal technique driving the entire experience, none other than Virtua Racing. Specifically the Sega Ages variant, which takes a design that was perfect in its original form and upgrades the presentation not to match modern standards, but to let that design shine through all the more clearly. M2 didn't upgrade the game, they did something even better - stripped out all the downgrades, be they draw distance, framerate, or price. Around October I was thinking I'd pick Sega Ages Outrun for doing basically the same thing, in that case with a game I never liked to begin with and was finally for the first time able to grasp (also thanks to some graphing I did that makes me think I should be applying mathematical methods to game decoding more frequently). But the subsequent 120 hours of V.R. can't be ignored.

Some epochal FPSs slipped in there (Turok: DH and DOOM 3) and some not so epochal (Quake 4 and Battlefield Bad Company 2).

Thursday, January 2, 2020

Gradii, Mega Man reboots, and 2D action - Part 1 of 2019 in review

at 9:00 AM
In the year of our lord 2019 I completed 43 games, I believe exactly the same total as 2018. I'm not going to talk about the "games started" metric anymore - I've been trying that out a while and I just don't think it adds any useful information. The theme of this year was cleanup: cleaning up the list one chunk at a time.

First the co-op plays - Golem and I started the year on Hitman 2, the rare title so utterly useless we abandoned it halfway through - a guess-what-I'm-thinking adventure/strategy game that doesn't even have the courtesy to tell you when you guessed right. Adventure games use locks and keys to direct progression, strategy games use numerical metrics, Hitman 2 has neither. It's a completely unordered mess, a guess-if-you-guessed-what-I'm-thinking game. Things took a turn for the better with Mega Man Maverick Hunter X, the PSP remake of Mega Man X. The core gameplay of the best Mega Man is hard to ruin, though the gigantic new weapon set is the type of playground I'd love at age 12 but lacks the challenge I now prefer. The second Mega Man reboot of the year was Mega Man 11, the first since X2 to provide a decent contest for best in the series. The superhoned buster weapons and tightly tuned boss fights make this the first I genuinely want to call a run-and-gun (which is to say, a game more about bullets and aiming than about gravity and timing). Mega Man Legends was the third of the set, a strangely orthogonal leap for the series that is good at rivaling Zelda for a Playstation game, but still not great at rivaling Zelda. The element design is high quality, but Golem would say it's badly proportioned (too many weapons and too few enemies), and I'd say it's lacking in structure. Some sense of what will comprise a session is doubly important with content that demands experimentation (Volnutt's arsenal) - the player wants to be able to answer "when should I try this out?", "when should I switch?", and "when am I going to get a new one?".

I'm burying the lede. The largest and best part of our sessions in 2019 were the co-op 1CCs, first of Bio-Hazard Battle and then Gradius Gaiden (links to replays). BHB is a real gem of concrete design, the kind of game that looks and sounds like nothing around it, even if the shooting gameplay is fairly simple. Absolutely worth picking up a Genesis collection to try out. (Golem thought it was lame, but he's blind and deaf and plays games by smell alone). Gradius Gaiden was like learning a beautiful dance; a beautiful dance that you perform with a man. Truth be told, it was probably the instant startback offered by co-op mode (like Life Force) that made this so much more approachable and enjoyable than other Gradii. I'll reserve any more comment on Gaiden, as we're presently working on a commentary track for the game that'll be posted here and on Golem's Youtube when complete.

Onto solo clears - for shmups proper it was a light year, with just a few runs of the unspeakably easy Deathsmiles II X and a closeout of the NES Gradius. It's hard to say I've completed the Deathsmiles games, as I enjoy their scoring systems so much that I'd like to eventually play competitively. But my BFS mind won't let me settle down til I've cleared the majority of the Cave catalog, and that's a long way to go. Gradius was a 1LC mostly because there's simply no other way to play. Golem says hit points are a good thing for a shooter, and it took me clearing Gradius to understand why I've never felt the same. Gradation of punishment makes sense, but the problem with the shield system present throughout the series is that it absorbs an aribtrary number of hits not one-to-one with mistakes - or mistakes are judged at a much finer level than my ability to register - so punishment isn't graded by the severity of the mistake, but largely at random. That's complicated even further by the variable speed, which can carry you through more bullets for the same input if it's set higher. That is to say, it's very easy to make a single mistake (say, dodging a bullet in the wrong direction) and take three hits, and then later to make the same mistake and take only one hit, or none at all. This is not only poor feedback, it also undermines planning for errors. If you know there's an area you're likely to make errors, but don't know how harshly those errors will be punished, how do you use the power-up system to plan for that? I don't know, so beating Gradius required a zero tolerance approach. Setting that aside, it has good, clear level themes, and runs exactly the right length for a shooter (~20-30 minutes).

The more difficult classic clears I put aside were in the Contra Anniversary Collection and the Castlevania Anniversary Collection. With Hard Corps available for the first time digitally I had to 1CC that, and NES Contra followed. Though I wouldn't tag them with the 1CC label, I also made it through Belmont's Revenge and Kid Dracula for the first time, and more importantly, the white whale is dead! Castlevania III haunts my conscience no longer. (Then I made it about halfway through Lament of Innocence and kind of lost interest, it's a boring one. I'll be back to it later. It's uncomfortable to admit that that was the closest I came to a beat-em-up clear all year). While we're still talking classic 2D, I ran the original Klonoa - one of the all-time greats - and 100%ed New Super Mario Wii U Luigi Bros. Deluxe.

Tomorrow: the 3D lineup from the past year.

Friday, December 27, 2019

Strategizing for the ammo/health balance in Journey to Silius

at 5:29 PM
Journey to Silius is balanced such that ammo is more valuable than health. This is the case because the player possesses 3 health bars to a continue and only 1 ammo bar*, though expending ammo rarely saves health in a 3:1 ratio. For ammo to be of greater or equal value to health, it would need on average to decrease the health lost to the enemy it was used upon by a factor of 3. Put differently, it would need to kill damage-dealing enemies 3x as quickly, below which rate it would not be useful against enemies with less than a 2/3 chance of dealing damage.

The "ammo" and "health" abstracts underpin a strategic decision presented to the player: to fire a weapon [consume ammo in exchange for advanced targeting or damage rate] or to accept a mechanical limitation [smaller attack zone, shorter action timers, longer conflicts] which creates varyingly a finer tuned style of play or a higher probability of error, dependent upon the enemy/layout at hand and the player's technical** skill. Where the prolonged conflicts (resulting from the slower damage rate of ammo conservation) exceed the full cycle of an enemy's actions, this puts especial pressure on the player's ability to repeat a single technique reliably.

Thence, Journey to Silius feels like a lot of doing the same thing over and over. In a way it's like a survival horror game where you can kill everything with the knife if you kite it properly, except that in Silius it's slightly easier and much more necessary to do so. Like if you took RE2 and gave the player only a knife and a shotgun with one bullet for every dozen zombies, then placed a dozen zombies at every bottleneck.

*Journey to Silius features ammo and health restoratives which should alter these ratios. However, as far as I have discovered, the rate of appearance of these items is completely random. This means the player can't rely on their presence and must plan/execute as though they will not appear - that, or accept a built-in failure probability even on a perfect execution.

** a "technique" here refers to the combination of a game input and a timing. A timing is the combination of a [feedback] trigger and a length of time.

Saturday, June 22, 2019

Godzilla: King of nothing much in particular

at 1:55 AM
Finally! caught up with this. It's not hard to see why everyone's already lost interest - I didn't think it was especially bad or good, just a hodgepodge of interesting ideas, fanservice, dumb politics and mediocre family drama, none given enough time to stand out. Particularly the loudly iterated but never explored themes of can we live alongside monsters, is there a natural order, who is responsible for making this decision, etc. These are good questions, and good questions for a Godzilla movie, but after the establishing 30 minutes everything is exploding so quickly that no one has a moment to think.

What works: Rodan looks better than ever, I loved the fiery redesign and trailing embers. Took an indistinguishable giant flying thing and made it into a true fire demon. Ghidorah's and Godzilla's designs are perfectly passable, although the new potbelly (a GMK reference?) does Godzilla no favors. The Mothra CGI is weak. The movie is full of incredibly striking frames of monsters-as-gods in conflict, clearly taking visual inspiration from mythological artwork and succeeding with flying colors. The most garish and also the coolest is Ghidorah atop a volcano with a leaning cross in the foreground. Oddly, each of the monsters gets an opportunity to menacingly emerge from darkness (ocean/ash/stormclouds//waterfall), and those individual shots are like lightning.

I liked most of the fanservice too (like a protest sign reading DESTROY ALL MONSTERS), and in that vein I'm glad that they recognized this was the correct moment to open up the floodgates and start bringing in the crazier genre elements of the franchise. If you'd told me at outset that this movie was going to end with a dozen monsters kneeling and bowing their heads in front of Godzilla's throne, I'd have said fuck you. After the return of the bird machine, the oxygen destroyer, G-Force (basically... Monarch even has a flying fortress, not called the Super X), Ghidorah being a confirmed alien, and best of all, thermal Godzilla, I still wasn't fully sold on the moment, but I was willing to nod and say okay.

The right visuals, the right elements, so what went wrong? The script is fine enough. It gets the roles the characters should be in, how to relate people to the monsters, and how to establish a rising threat. But the movie is incredibly busy and noisy, the perennial Hollywood shaky-keys in front of a crying baby. So much effort, energy, and animation is put into simple establishing action like "a helicopter lands and the characters get out" (already a rather loud way to open a scene) that the movie is bulldozed into a pile of atonal rubble. The camera is constantly swinging, the soundtrack is constantly blaring, the lighting is constantly shifting, all to the effect of a quickly tiresome movie wasted on moments where nothing spectacular is happening. I expect Godzilla movies to have boring parts, and I expect dumb characters and pointless conflicts, but I'd rather them be sleepy and sobering than blaring and melodramatic, because the way this movie is, the actual monster action I'm here to see doesn't stand out, and I have no time to process it.

Which is of course not helped by the incessant cutting. Jesus is this poorly edited action. Is it too much to ask for 30 uninterrupted seconds of a single shot? Or even 30 uninterrupted seconds without shifting locations? All of the fights are chopped up with asinine crap like landing a helicopter with no characters on it in an airplane that has unclear problems solved by an otherwise useless protagonist. The only thing as galling as the editing is any scene with the nonsensical Emma, a character that is maybe supposed to be a villain, or maybe supposed to be a hero, but I can't tell because the actress and/or mannequin in the role doesn't move a single part of her face or body during the entire film. Also, can anyone explain why Sally Hawkins is in these movies? It was so weird seeing her *yet again* show up to give a single scene of backstory exposition.

Given Michael Dougherty's history (I like Superman Returns and X2, but don't love either), I think he was just fine to write this film, and as with Superman and X-Men he seems to get the characters and make sure their traditional presence is maintained (Ghidorah is an intelligent evil alien, Mothra is a benevolent martyr who always loses her fights, Rodan is angry). I would've much rather seen Gareth Edward's take on that script, but as such, KoM doesn't do any real harm to the franchise.

Friday, April 5, 2019

Jordan Peele's THE US

at 1:01 PM
What a letdown. I missed GET OUT so this was my first look at Peele, and if this is the new face of horror I'm not sure where I fell off the bus. The last thing I was expecting was a reboot of mid-00's slasher reboots, complete with overplayed pop songs (sometimes used *ironically*!), explicit references to older horror movies, too many scenes set inside an SUV, a twist designed entirely not to make sense (explaining why the final girl and the killer are bound by fate), and flatly irritating expendable meat (who make our heroes look psychotic, both by being friends with these people and being happy when they die (and this extends into the core family - if any characters but the mother and son had any sympathetic traits, please fill me in)).

There's so much character-burning comic relief that this ends up significantly north of most Adult Swim shorts in a comedy/horror mapping. That's an even bigger problem when you're already riding the line with black humor (is the line "we're Americans" meant to get a big laugh, like it did in my theater?) and have drawn a clear SAFETY line around the main characters. Comedy is a black hole that sucks in everything close enough to count, why beg for laughs like that? Most of the third act plays like an SNL sketch. It all makes so absurdly little sense that I can't believe it draws attention to itself that way (you don't see SUSPIRIA trying to explain what the fuck just happened).

What's most disappointing is that the concept is so terrific and a small handful of shots so perfect (opening credits, a roadside accident) that I hated watching it wasted on just another slasher (parody?). Replace the clones with Michaels Myers and the whole thing plays out the same. Maybe the subtext falls off, but I ain't giving out subtext points til you can pass on surface text (and anyway, I'm really not sure it does need clones to make sense). I'm not even going to start listing the missed opportunities, because a doppelganger movie without a single case of mistaken identity says it all. The clones being kind of stupid and extra hard to kill makes them more like zombies anyway, and if I start comparing this to Night of the Living Dead I'm going to need to lie down.

Just terrible. At times almost so-bad-it's-good.

Wednesday, February 27, 2019

Come on, God of War isn't a brawler, don't be ridiculous

at 10:00 AM
Sorry there are more enemies in God of War than grunt and minotaur? They must've been hiding behind the sheer millions of grunt and minotaur corpses when I was playing. You haven't even gotten to the part where it's two straight hours of grunt fights ("the whole game lol!" no you don't even know). Pretty much everything about God of War's brawling is wrong, so starting from enemy variation is far too high on the chain. I think that's one place where it's bad, but not unforgivably so. The fact it's so noticeable is more a symptom of the failure of everything else.

Why doesn't combat with a single enemy work? The omnidirectional i-framed-up dodge move means position doesn't matter, so the game space is reduced to one dimension. Then the grab trumps everything (if you haven't already discovered), so we're in a volitional difficulty situation. Survival is only challenging so long as the player voluntary limits their options. Feedback on moves is near impossible to read because the chain is just a giant swath that hits eight enemies at once and conflates all their states (plus might have different effects based on distance). Who fucking knows how much damage anything does. Not to mention every combo looks like the exact same noisy mess. Then dial-a-combos for button mashing heaven, but also free interrupts (dodge) because it started to get hard. Stuff like "there's a launcher" is typical "we don't understand what is happening in the combat and why it isn't fun, what's something else that Devil May Cry has?" I couldn't tell you exactly from game to game within the series, but I believe the launcher is completely useless almost always. You can dodge to get out of combos, why would you need to be in the air? 1D game space. I think the toughest the game ever gets is when there's a boss that has an attack you're supposed to block, and you have to remember what button is block again.

But all that is totally beside the point, because God of War doesn't expect the player to take initiative and explore offensive capabilities within the combat. God of War is a game about having violent semi-realistic animations applied to spectacular mythological creatures. Everything else about the game flows from that. You can contend that Devil May Cry is a game about having a cool anime guy do stylish sword swings at demons; granting that this is of course wrong, the difference is that Dante's "style" is his offense, it is the sequence of moves he performs and that the player controls. God of War is centered on the baddies. This is why its primary novelty is extended cutscene kills, and why executions are the only thing it bothers to incentivize. It's why the boss fights aren't even beat-em-up style half the time. It even kind of explains why grab is so OP (it has a unique animation). The button mashing is just there to connect the dots.

I've played a few dozen 3D beat-em-ups at this point, and I can fairly confidently say that God of War is the worst. The only thing giving me pause is that I can't clearly remember the story mode from Tekken 6. But I don't think God of War wants to be compared to Devil May Cry - in its mind, it belongs to the same genre as Uncharted. To be clear, I don't think it's successful as a cinematic experience either. There's no excuse for filler, and it has especially arbitrary quick-time events (on part with RE4). Asura's Wrath is basically the same idea done correctly, though I think GoW2 and GoW3 are a lot better too.

Tuesday, February 19, 2019

A thought on strategy in Armored Core / Daemon X Machina

at 7:00 AM
It occurred to me in considering Dick Terrell vs. Daemon X Machina that an appealing, if uselessly vague, way of describing strategy games is "puzzle games with statistics instead of rules". Decisions are weighted and evaluated in parallel rather than binary in series. 

Armored Core is in a sense the apotheosis of that idea, since there are so many decision points (equipment) weighted across so many variables (the stat sheet for a mech has a dozen or so parameters in the first game and probably 50ish by AC5), yet they are all codependent (since there's only one mech per mission). If you think about buying/loading gear as the fleet-building stage of Sins of a Solar Empire, with the choice of arm/leg/missile/etc corresponding to choice of frigates/cruisers/carriers/etc, I think they line up fairly well in terms of what the player ought to be calculating and trying to predict. There's more pressure in the action phase of Armored Core because the player is in full control of the mech, which is the advantage (design-wise) of unifying all the statistical parameters. The player needs to design a mech that they are also capable of piloting, and some decisions will be based on accomodating that (for instance, a novice might prefer a slow machine with higher armor because they find the controls clunky and can't take advantage of the ability to dodge). On the flipside, there's more pressure in the decision phase of Sins, because the entire game is played out in real-time. The action itself is almost completely automated, sheer number-crunching.

It makes me wonder what a mech game with real-time mech building would play like. Probably similar to a traditional RTS (StarCraft), since Sins and AC are kind of sitting at two extremes. StarCraft does have full unit control, it's just - there are so many independent elements that the technical bar for maximizing strategic efficiency is incredibly high, and the casual level of play relies on a lot of Sins-style automation. For the real-time element (in this theoretical mech game) to make sense, there'd probably need to be some kind of resource race, and the mech would need to be upgradeable on the fly (since there would be no additional/replacement units to build - otherwise resources would become irrelevant as soon as combat began).

Actually, if you took the standard RTS model (building drones and exploring a map to gather materials), this starts to look a lot like a MOBA. MOBAs after all were built from an experiment with WarCraft 3, asking what would happen if the player controlled just one powerful "hero" unit instead of a bunch of disposable little ones (the original Defense of the Ancients, if I'm not mistaken). MOBAs just tend to have really boring/convoluted combat, since they use an action model designed and for decades optimized for controlling dozens of independent units in parallel. They don't do nearly as good a job as Armored Core at taking the aforementioned advantage of unifying your parameters. The Dynasty Warriors/Musou games are somewhere in the middle here - only a few player units and combat more complex than League of Legends, but much simpler than Armored Core. They don't have much of a prep phase, though, and therefore play more like tactics-action than strategy-action.

Huh. So what really obvious game am I forgetting about that does exactly what I'm describing? What about if we add a metroidvania backtracking structure, roguelite procedurally generated encounters, and soulslike boss battles? Tune in tomorrow to find out. 

Monday, February 18, 2019

Back in the CCCR New Mario Revisited

at 10:04 AM
you can turn off the jump/twirl dual mapping by holding in the left control stick for a few seconds on the title screen

what the fuck

Monday, January 28, 2019

MYASS in the meantime: 2018 in movies

at 12:00 PM
Brief reviews of movies you already should've seen, and ones I have. End of year 2018.

TOP FIVE:
1.) Pastoral, to Die in the Country
2.) Nashville
3.) Annihilation
4.) In Bruges
5.) Nightcrawler
Nightcrawler and Get Carter were tied for 5th, then I remembered the music from Nightcrawler.

BOTTOM FIVE :
64.) AVP: Requiem
63.) A Nightmare on Elm Street 5: The Dream Child
62.) Popeye
61.) Band of Outsiders
60.) City Hunter
If we were talking pure objective quality, Exorcist II and God's Not Dead would be here, but I'd rather rewatch them than any of these five.

STATISTICS
Total - 64
Writer/director ("auteur") movies - 27
Documentaries - 3 and 3/8 (of Ken Burns' Vietnam)
Most frequent director - Boorman/Altman/Herzog (4)
Most frequent writer - Werner Herzog (4)
Most frequent franchise - A Nightmare on Elm Street (3)
2018: 4
2010s: 10
2000s: 14
1990s: 10
1980s: 16
1970s: 9
1960s: 2
1950s: 3

SUPERMAN RETURNS (2006)
Bryan Singer / Michael Dougherty, Dan Harris, Bryan Singer
"Much more even and likable than Man of Steel, with some fantastic saving-people (rather than punching-stuff) superheroics and a real mix of great, terrible, and fan-filmy casting"

CITY HUNTER (1993)
Jing Wong / Tsukasa Hojo, Jing Wong
"Too weird to miss, it goes more than all-in on being a live action manga, even if it ends up wasting Chan. Severely not funny for a comedy (terrible editing for punchlines), but whatever."

TAMMY AND THE T-REX (1994)
Stewart Rafill / Gary Brockette, Stewart Rafill
"Though hard to say whether this is a moronic children's comedy with way too much violence and sex or the dumbest erotic revenge thriller ever made, it's actually funny when it's supposed to be, even if largely by virtue of insanity."

GODZILLA: PLANET OF THE MONSTERS (2018)
Koubun Shizuno, Hiroyuki Seshita / Gen Urobuchi
"Builds a surprisingly robust world without much direct labor, quietly lacing in concepts forged in the '60s series while feeling entirely new, with a great primal setting for what limited monster action we get"

HORROR OF DRACULA (1958)
Terence Fisher / Jimmy Sangster
"Very easily the best version of Dracula I know, still just kinda alright. Transfixing performances from Lee and Cushing, but neither man is present frequently enough, leaving everything else to wither under overwrought production design and violence more melodramatic than scary"

THE QUATERMASS XPERIMENT (1955)
Val Guest / Richard Landau, Val Guest
"Between an unusually outre space invader and a magnificently suspenseful opening scene, this easily coasts past some awful performances to instill genuine terror in rote genre material"

FEAST (2005)
John Gulager / Marcus Dunstan, Patrick Melton
"For direct-to-video horror, it has a nice grungy aesthetic and solid natural passing-of-day lighting, the practical effects are great, and the cast makes a lot out of underwritten dialogue (Henry Rollins). It also has exactly as formulaic an Alien structure as one would expect, something that goes a long way in counteracting any puckishness in the choice of deaths. Not to mention it wasn't direct-to-video."

THE ROOM (2003)
Tommy Wiseau / Tommy Wiseau
"tbh not that funny, the highlight reels are all you need"

DEADPOOL (2016)
Tim Miller / Rhett Reese, Paul Wernick
"The gore's good, the humor's pleasant if not laugh-out-loud, and the characters are better developed than expected. Solid fanservice too - I'd forgotten all about Blind Al and Weasel and both get plenty of screen-time. The plot doesn't diverge too far (or at all really) from superhero boilerplate, but by god is it refreshing to have a purely personal hero/villain conflict and stakes as low as one human life."

THE DARK CRYSTAL (1984)
Jim Henson, Frank Oz / David Odell
"If the central characters weren't so off-putting and unemotive, maybe the standard fantasy beats would have some identity, but the whole thing feels in such a hurry to get through the formula that there's nothing else to attach to, and it winds up boring. The dialogue is awful too, though we learned on this viewing that's because the film was originally intended to include no intelligible language!"

ANNIHILATION (2018)
Alex Garland / Alex Garland 
"If cancer's this fun, sign me up for chemo!"

IN BRUGES (2008)
Martin McDonagh / Martin McDonagh
"A fairy tale of conflicting moral systems, men who can't stop being boys, and calmly precise spiritual metaphor"

ANNIHILATION (2018)
Alex Garland / Alex Garland
"The characters make a lot more sense the second time, and the declamatory dialogue cliches play as charmingly inept rather than hackily terrible"

PONYO (2008)
Hayao Miyazaki / Hayao Miyazaki
"Inventive action, beautiful animation, lovable characters, and a sleepily comfortable incarnation of childhood nostalgia. At the same time, a simple, nice, and pleasant story with a deeply insufficient final third that makes the experience feel largely without substance or pathos"

BLACK PANTHER (2017)
Ryan Coogler / Ryan Coogler, Joe Robert Cole
"High fantasy moreso than superhero story, just political enough to prove it isn't stupid, and the best cast of characters in any Marvel movie short of Guardians OTG. Definitely bloated with at least an unnecessary aerial battle, but makes the most out of the requisite car chase as penance."

DUNE (1984)
David Lynch / David Lynch, based on the novel by Frank Herbert
"David Lynch? More like David Crynch, because this story is so violently smashed into a 2-hour filmic suitcase as to completely lack even the slightest hint of momentum; the classic case of the film that is so busy that it can't see farther than one scene ahead, and never really starts the plot as a result."

JURASSIC PARK (1993)
Steve Spielberg / Michael Crichton, David Koepp
"The 'bergian chase scene is effective, but how many of them do we need in a single movie? And the hand-holding endless tension and sentimentality ratcheting is annoying beyond belief - fine stuff for kids' film, but I don't know how adults don't go nuts slogging through. Fun fact: the famed T-Rex Jeep attack scene is about 8 minutes long, starting from where the T-Rex is first heard approaching. The T-Rex doesn't appear for 4 minutes, and then after a minute disappears for another two."

EL MARIACHI (1993)
Robert Rodriguez / Robert Rodriguez
"Sing us a song, you're the mariachi man"

THE SILENCE OF THE LAMBS (1991)
Jonathan Demme / Ted Tally, based on the novel by Thomas Harris
"The best episode of X-Files never recorded, with a dash of Cape Fear here and a dash of Friday the 13th there, laced with some great face-to-face close-ups and stitched together with noticeably great editing."

BAND OF OUTSIDERS (1964)
Jean-Luc Godard / Jean-Luc Godard
"This is probably pretentious meta-schlock made for film enthusiasts who can point out all the weird techniques and rule-breaks Goddy uses along the way, and I don't really object to that any more than to horror schlock or romance schlock - the odd thing is, when it's at its most self-congratulatory and confrontational is when it's most entertaining, like a minute of silence imposed on the audience or the awkward layout of the credits that turns out to be setup for a joke where the director is credited as "Jean-Luc Cinema Godard". I audibly chuckled at the student in English class whose only purpose is to ask the camera "How do you say 'a big, one million dollar film'?" But, like, it's also terribly boring, with barely glimpsed superficial characters whose petulant personality shifts play like more schoolyard antics rather than recognizably human intricacies, and drama that isn't given even the faintest air of gravity, with characters playing dead (or actors playing dead????, I'm probably supposed to ask), nighttime scenes shot during the day, and an escape to South America that very obviously terminates 12 inches left of frame. Is it all worth it for those few excitingly surreal moments, like the trashy plot of a Godzilla movie is worth it for the few minutes of monster rampage? Am I missing literally everything? Maybe at 29 I'm just too old for this shit."

DESPERADO (1995)
Robert Rodriguez / Robert Rodriguez
"Like El Mariachi, great for its means, but not particularly high impact. Heavily leaning into the cartoonish / spaghetti western side of things now. Very fun and inventive action scenes, but hurts that the movie starts at its peak and slides down (the bar) from there."

SUNSET BOULEVARD (1950)
Billy Wilder / Charles Brackett, Billy Wilder, D.M. Marshman Jr.
"A pair of titanic, one-of-a-kind character portraits paired with a pair of rote, generic ones, almost more Gothic than noir"

THE GRAND BUDAPEST HOTEL (2014)
Wes Anderson / Wes Anderson
"Delightfully precise and frothy, yet hang on I'm not using the word 'frothy'. Is this the origin of critic-speak? Artificial brevity? Even 'delightful' is pretty bad. I gotta stop writing things that I would never say in real life. Anyway, GBH is sorta like an imaginary period piece, a salute to the passing of an era that didn't really exist, one glorified but not exactly praised. It's really the perfect use for Anderson's dollhouse aesthetic. Dollhouse aesthetic. Dollhouse aesthetic!"

PORCO ROSSO (1992)
Hayao Miyazaki / Hayao Miyazaki
"Pigzapoppin'"

NAUSICAA OF THE VALLEY OF THE WIND (1984)
Hayao Miyazaki / Hayao Miyazaki, based on the manga by Hayao Miyazaki
"As much as I enjoy Miyazaki's typical fairy tales, his fantasy epics seem more like the point, channeling the flood of dreamlike detail into boundless vessels far exceeding the scale of a motion picture, too visionary to qualify as anything as prosaic as 'world-building'"

ED WOOD (1994)
Tim Burton / Scott Alexander, Larry Karaszewski
"Good enough to warrant a review!"

DOCTOR WHO vs. GENESIS OF THE DALEKS (1974)
David Maloney / Terry Nation
"It's definitely a BBC genre show from the 1970s, and exactly as exciting as that sounds, but there are just enough unique ideas and suspenseful situations to keep your attention, with Davros naturally transcending genre expectations and Tom Baker getting enough lines to remember he exists"

ED WOOD (1994)
Same
"Greg said he's not impressed, and after I was so nice to 'Genesis of the Daleks' too"

X2: X-MEN UNITED (2003)
Bryan Singer / Michael Dougherty, Dan Harris, David Hayter
"Pretty clunky in the script department and not focused on any character well enough to feel like more than a TV episode, still does good service to the X-Men notion of gods among men, and even half-decent for riffing on The Once and Future King (if you know the plot of that novel. Just like the Phoenix stuff is decent if you know the plot of that comic arc - if you don't, it's like whaaat?)"

GORILLA INTERRUPTED (2003)
Mike Stoklasa / Mike Stoklasa with additional material by Garrett Gilchrist
"Going into this, I was perfectly aware - based on 1.) the remarks of the filmmakers and 2.) every other RLM film trailer or short - that it would be absolutely terrible. I also knew from those two sources that it came about very similarly to the movies my friends and I would make as teenagers, right around the same early '00s final pre-Youtube era, and that therefore it would make for a very potent injection of nostalgia. And it did. It even had a single, solitary funny joke! Perhaps the best and nostalgiaiest bit was That One Friend who obviously no one likes, no one even pretends to like, but you let them hang around because they have the camera or their parents don't care if you trash their house or whatever it may be in this case."

NIGHTCRAWLER (2014)
Dan Gilroy / Dan Gilroy
"A human experimentation project moreso than a character study, squeezing a weird near-psychopath to see what comes out. Simultaneously a black comedy exploring the evil side of Pursuit of Happyness-type rags-to-riches fables, though often more unpleasant (in a groaning, sickening way) than funny because of its hate-boner for newsmedia."

THE GRAND BUDAPEST HOTEL (2014)
Wes Anderson / Wes Anderson
"Lot of rewatches this year. Sharing is daring."

Here begins the oft-interrupted Summer Directrospective, in which we take a decades spanning summary tour of the works of John Boorman, Robert Altman, and Werner Herzog.

DELIVERANCE (1972)
John Boorman / James Dickey
"Like Sorcerer, it's tempting to describe this as just a really great thriller, but it's also working with the same kind of primal self-destructive masculine energy that whatever"

A NIGHTMARE ON ELM STREET 4: THE DREAM MASTER (1988)
Renny Harlin / Brian Helgeland, Ken Wheat, Jim Wheat
"Well, things aren't completely terrible yet. A couple of the kills are kinda okay, not yet dragged into the elaborate 80-minute set pieces of the next couple movies, but the Dream Magic is now officially hardcore stupid, and the 'daring' decision to copy Psycho's mid-film twist completely destroys the story's momentum and ability to function"

A NIGHTMARE ON ELM STREET 5: THE DREAM CHILD (1989)
Stephen Hopkins / Leslie Bohem
"Just the fucking worst: screechingly loud, purely redundant, moronic in concept and execution, overplotted, and nothing at all like a horror film"

FREDDY'S DEAD: THE FINAL NIGHTMARE (1991)
Rachel Talalay / Michael DeLuca
"Like The Final Friday, the '90s hurt this series bad, dragging it down to television production levels in script, scope, cast (featuring cameos by Tom Arnold and Roseanne!), and all but a handful of effects shots. Still, it's funny enough here and there to easily surpass part 5."

GODZILLA: CITY ON THE EDGE OF BATTLE (2018)
Kobun Shizuno, Hiroyuki Seshita / Gen Urobuchi
"Like Part 1, the ideas at play here are great, passing far beyond what we could ever expect to see in a live-action Godzilla (such as the bizarrely evil city of the title). Unfortunately, once this stuff is all up on screen, it fails to DO anything, feeling simultaneously uninspired and cheap, with Godzilla barely showing up on screen and M. City mostly just a bunch of gun emplacements. The third movie will have a lot to make up on the action front to compensate, and given that we know the always-tedious Mothra will be involved, it's hard to be excited at this point."

FATA MORGANA (1971)
Werner Herzog / Werner Herzog
"It is mostly just a bunch of landscape photography, but carefully selected and edited not to suggest an actual geographic space"

THE ROCKETEER (1991)
Joe Johnston / Danny Bilson, Paul De Meo
"A pretty fun movie, though somewhat ironically the airplane stunt sequences are much more engaging than the unfortunately dated rocket-pack effects. Jennifer Connolly is still the hottest actress ever, so there's that."

MCCABE & MRS. MILLER (1971)
Robert Altman / Robert Altman, Brian McKay
"A genre-typical story that's all weird in the details, from cases of anti-farcical mistaken identity to whores with hearts of drug addiction, despondent if not entirely hopeless, all shot with stand-up-and-notice cinematography shifting from smudgy realism to bleary-eyed nostalgia to neon lust. Not really ruined by the presence of Leonard Cohen songs, but harmed in some fairly irrevocable ways."

EXORCIST II: THE HERETIC (1977)
John Boorman / William Goodhart (rewrites by John Boorman & Rospo Pallenberg)
"The weirdest thing here isn't that the movie is patently insane or hilarious, which is plain enough to see just reading the fact-sheet, but that many of the takes, bar bad acting, are genuinely well-done, from the soaring locust cam to the harrowing cliff face exorcism. It's just that there is no such thing as a good version of locust cam or a cliff face exorcism - 'made by a demented mind' indeed."

GRAVE OF THE FIREFLIES (1988)
Isao Takahata / Isao Takahata
"It's hard to call a movie like this brilliant or perfect. Sorta feels like it's so effective on an emotional level that it would be counterproductive or disempowering to turn that off to look at how it's creating that effect. Focus too hard on why things make you sad and you raise the cynicism water level. Idk, I don't feel that way about all emotionally challenging films. Either way, to describe GRAVE OF THE FIREFLIES as 'a movie that makes you sad' is violently insufficient. Gonna have to go with consensus that everyone ought to see this, especially kids."

NASHVILLE (1975)
Robert Altman / Joan Tewkesbury
"The documentary-ish, 'cross-section' style of the film lends a great deal of weight to both its darkest moments and its ultimately optimistic outlook - each event is a sort of surprise at the same time as being a lightning strike"

TOKYO DRIFTER (1966)
Seijun Suzuki / Yasanori Kawauchi
"Real light on incident and character, but to my eyes the style is hard to distinguish from a lot of what was going on in the '60s, except maybe the overlapping music and impatient editing. Uh it's kind of like Band of Outsiders, so there's that - though that's an interesting comparison, because Tokyo D. is garishly fake and set-bound (in one particular scene the stage lights change from white to red to yellow, with no internal motivation), yet carries the same who-gives-a-fuck attitude. Maybe pop art just really sucks?"

PASTORAL, TO DIE IN THE COUNTRY (1974)
Shuji Terayama / Shuji Terayama
"Painfully lonely and personal, a dream-drama that never strays from its simple, infinitely complicated theme of owning one's identity. Not to mention the pretty obvious origin point of David Lynch's entire career."

EXCALIBUR (1981)
John Boorman / John Boorman, Rospo Pallenberg
"A perfect story for Boorman to tell, with his lusty bombast and skepticism of humanity, symbolic characters, and episodic structure"

ALIENS VS. PREDATOR: REQUIEM (2007)
"The Brothers Strause" / Shane Salerno
"A pointlessly terrible film with a moronic setting, cringey human drama, and shit for brains. Good Predator scenes though, makes the character seem cooler and more competent than the previous film. Surprisingly, I'd rewatch Covenant far sooner than this, but it's too insubstantial to stoop to Prometheus levels."

POPEYE (1980)
Robert Altman / Jules Feifer
"Excruciating to sit through, though good evidence in Altman's (over)confidence in his own style, something that can't even casually be fitted to high-energy slapstick comedy. Shelley Duvall deserves an Oscar, though."

GIMME SHELTER (1970)
Albert and David Maysles, Charlotte Zwerin / (documentary)
"The 'peace and love' ethos receives a challenge and shatters live on stage"

WERNER HERZOG EATS HIS SHOE (1980)
Les Blank / Werner Herzog (documentary)
"A lot less shoe-eating than could be desired, but Herzog's off-the-cuff musings about capitalist apocalypse, Coke ads, and the utility of garlic would make a lovely podcast"

FITZCARRALDO (1982)
Werner Herzog / Werner Herzog
"Kinda burns an opening hour without much to show but light comedy (and this ain't no Altman), but gets great once it arrives at the centerpiece stunt. Popol Vuh's noodling has never felt more appropriate and more unwelcome than atop the ethereal realism of the ascending steam vessel"

BURDEN OF DREAMS (1982)
Les Blank / (documentary)
"Interesting but incomplete - again, Herzog is a fascinating man to watch, but the glimpses we get of Kinski and others around him hint at parallel stories too tantalizing to ignore. The climax too skips off unobserved, leaving a giant hole in history and Herzog's story"

HOPE AND GLORY (1987)
John Boorman / John Boorman
"Boorman bends well to comedy, even if it's more often cheery than exactly funny. The dark edge of his primal obsession surfaces in teen pregnancies, destruction-happy boys, and despised senile grandfathers, but the whole thing wraps up with way too many bows on top (not unlike Deliverance, really)"

LAND OF THE DEAD (2005)
George A. Romero / George A. Romero
"Well goddamn if Romero doesn't follow his convictions. A much-needed 15-minute edit is the only thing keeping us from a zombie protagonist this time, and the weird, savage world is again something to behold. The bad news is the leads are too many and too shitty, and the crumbly action highlights just how threadbare the plot is."

GOSFORD PARK (2001)
Robert Altman / Julian Fellowes
"Really interestingly structured around a weekend in the country in a way that situates us as part of the events, susceptible to the same longings and boredoms and suspicions and melancholy of each of the characters, without losing how specifically this time lapse affects each of them"

DAWN OF THE DEAD (2004)
Zack Snyder / James Gunn
"A decent action flick with a few really clever ideas (the birth, the billboard friendship), very solid lead performances (and very weak supporting ones), and a lot of unfunny matzoh balls in the dialogue. It's not really less scary than Romero's movies (it's tenser than any but Day), but the horror (after the opening) feels watered down, not least due to the (comparative) absence of (practical) gore. ()"

RETURN OF THE LIVING DEAD (1985)
Dan O'Bannon / Dan O'Bannon
"Never gets old"

POLICE STORY  (1985)
Jackie Chan / Jackie Chan, Edward Tang
"A deathmatch between Chan, half a dozen cars, a mall, a shanty town, and all the plate glass money can buy."

BAD LIEUTENANT: PORT OF CALL NEW ORLEANS (2009)
Werner Herzog / William F. Finkelstein
"Great first half with an oddly Evangelical second half. It is somewhat too effective at selling salvation through the grace of God and ends up at offputting, where the unsettling black humor of e.g. torturing and blackmailing senior citizens was working a lot better"

End Directrospective. And what a weird way to go.

LITTLE SHOP OF HORRORS (1986)
Frank Oz / Howard Ashman, based on a stage show by Howard Ashman
"Feels incredibly rinky-dink and stagebound, like 120% of the budget went into the monster. The dentist song is great and the (DC) ending is highly correct, otherwise there isn't much to grab onto except grating performances and obnoxious humor"

ENTER THE NINJA (1981)
Menahem Golan / Dick Desmond
"Ninja Gaiden '04 starring Luigi"

GODZILLA: TOKYO S.O.S. (2003)
Masaaki Tezuka / Masaaki Tezuka, Masahiro Yokotani
"Pretty good explosions and overall somewhat better than X Mechagodzilla"

GET CARTER (1971)
Mike Hodges / Mike Hodges, based on a novel by Ted Lewis
"Fantastic and brutal, a revenge mystery that sets up the pieces with mathematical precision and then annihilates them point blank with a shotgun"

THE DARK KNIGHT RISES (2012)
Christopher Nolan / Christopher Nolan, David S. Goyer
"Even less a superhero movie and even less good than the usual Batman, although Bane is kind of hilariously weird and terrible in a mostly good way"

GOD'S NOT DEAD (2014)
Harold Cronk / Chuck Konzelman, Cary Solomon
"Hercules time travels to the future to prove that God wasn't really there, he was just always listening"

-------------------------------------------------------------------------------------------------------

Movies you already should've seen:

Monday, January 14, 2019

Back in the CCCR returns again: New Mario Wii U Luigi Deluxe

at 6:00 AM
Back in the CCCR, aka Control Customization Reviews Revisited, is a column where we review control customization options in video games. 

It's been many long winters since we've been Back in the CCCR, but I thought I'd buy a Mario with my Christmas money and got exactly what I deserved. If there's anything that fires me up to write, it's muddled and overmapped controls with duplicate buttons that offer no customization whatsover.

I should be honest, though, and admit that New Super Mario Luigi U Deluxe Wii Brothers does have one option, and it's quite a pickler. The face buttons of the Switch controller (A, B, Y, X in the SNES diamond layout) are mapped in pairs to two functions - run and jump. Actually, it's a whole lot more functions than that, but hang tight. By default, A/B jump and Y/X run. If you'd like, "Controls 2" will swap the functions of B and X. However, A must remain as jump and Y must remain as run. This doesn't bother me so much as that I just don't get it*. Why not also swap the other two? Or just put the same-function buttons opposite each other (B/X run, A/Y jump) so that the player can get any configuration just by laying their thumb differently. Isn't that the point of dual mapping anyway?

Anyway, am I the only one that feels like Super Mario controls are getting kind of crappy? First of all, after playing various 3D Mario games, pressing down midair to ground-pound feels awful, especially on the already subobtimal non-gated analog stick or C-buttons. It's a dual mapping of actions that for maximum precision need to be synced - a ground-pound is a targeted action, and the targeting is performed by moving the stick while Mario is midair. So there's a moment when the player has Mario in position and now needs to swing down to actually trigger the action, meaning there will always be a delay. Compare to 3D Mario, where the L/R button is an independent input and frame-perfect timing isn't all that hard.

Then there's spin jump. Oh, the terrible spin jump. The default mapping on R/ZR is sensible enough if you're going to dual-map the face buttons like described above. Pressing R/ZR in mid-air performs a mid-air twirl for a bit of extra air-time - this is even more sensible, since there will be situations when a player needs to hold run, hold jump, and be ready to twirl, and all three on face buttons would preclude this. But then they start throwing wrenches in the gears. As is, this was too simple? complicated? so pressing jump again in midair ALSO performs the twirl, I guess for when your elderly grandfather is over for Toadette co-op and can only remember one button. This is a problem, because holding A midair has a different function - it extends jump height and puts Mario into enemy-bounce state. And these too functions are occasionally at odds: for instance if the player wants to do a short hop onto an enemy and bounce off (a common setup for jumps just out of normal reach). The correct button input for this would be tap A (short jump) then press and hold A (bounce state) before landing on the enemy. In Nu Luigi Mario: Two Deluxe Wii Brothers, this input sequence will trigger a midair twirl, slowing Mario's descent and fucking with the timing of the landing. This point, you could argue, is not inherently bad. It's just increasing the technicality of the gameplay. If you want to short hop and bounce without a twirl, you now need to time the second A to exactly the landing on the enemy. But didn't we just get through discussing an example where the gameplay has become less technical? We can't go both these directions at once. And the short hop and bounce has been in Mario Brothers since day one - for over 30 years - so I don't know why it needs to change now**. Just leave twirl on the other input you already established for it.

As usual, this stuff wouldn't be so frustrating if it wasn't done correctly right next door. It shows, or reinforces, that their focus with these games isn't solid action, but loosely sorta getting the right idea so you can play with your newborn baby and dog. Why does it matter if you can't get a frame-perfect ground-pound? asks Miyadumbo. We made it so that you can set a controller on your pregnant wife's stomach and the baby can kick Mario through the levels! And if your child was born with no head they can still beat the game without looking at the screen! More than anything, what makes Nintendo weird isn't so much that they pick weird targets, but that they refuse to broaden their aim just by adding in some very simple configuration (which I suppose does fit into the mentality of not considering your customers adults - we're having peas for dinner because I said so). I mean, is it really going to fuck with kids' heads so terribly if you let them put spin jump on a face button? You don't even write manuals for your games anymore.

*Actually, it does grate an extra 50% because the same exact "swap B and X" was the only control option in Zelda: BoW, and was substantially more pointless and obstructive there.

**I can't be fucked to remember when in the New Mario canon twirl was introduced - I don't remember it before this, but these games are designed with forgettability in mind.

Monday, December 10, 2018

America ***IN REVIEW***

at 8:00 AM
The following is a review of a road trip I took in September of 2017. I think I wrote it in September of 2017. It is not to be taken at all seriously.

we drove through 13 states and visited 10 cities (and 4 sec schools)

virginia
just drove through
roads: B, good shape, most southern drivers know how to use a two-lane highway
food: n/a
sights: D, rural highways
people: C, chatty but genuine

tennessee
we visited knoxville and vanderbilt then stayed two nights in nashville
roads: B, see above
food: A, brisket at sweet ps, biscuits & gravy at biscuit love, smoked meatloaf at pucketts, hot chicken & pecan divinities, all fuckin great
sights: B, broadway is a lot of fun with great music but wasn't sure what else to do other than eat. saw some confederate monuments possibly for the last time ever!
people: B, really nice and fun to talk to

alabama
stopped to eat in birmingham and visited university of alabama
roads: D, get some fukin asphalt idiots
food: B, smoked turkey w/ white bbq at saw's
sights: F+, birmingham is genuinely depressing, 90% burnt down buildings and derelicts, but uoa was real nice
people: n/a, didn't really talk to anyone

mississippi
visited msu but mostly drove through
roads: A, great for driving 120mph
food: n/a
sights: E, slightly more interesting scenery than trees, i was asleep for the msu drive-through
people: n/a

louisiana
stayed 2 nights in new orleans. the hurricane hit the day before we arrived so there was a bit of flooding out in the country, but nbd.
roads: C, the fuckin bugs that smash on your windshield in the bayou are such a pain to get off
food: A+, best meal of the trip was jambalaya/red beans/shrimp creole at gumbo shop. also beignets.
sights: A, french quarter is just weird as hell, like time travel. great music & chicks on frenchmen street. only disappointment was missed an airboat tour bc winds were 30mph.
people: A+, locals go out of their way to help you out and are hilarious

texas
stayed 3 nights in austin. austin was unaffected by harvey. i got bronchitis at this point in the trip.
roads: D, insane amount of trucks and ppl not observing fast lane rules (maybe this was bc hurricane? idk)
food: C+, kind of a mix with texmex at chuy's, pizza at home slice, voodoo doughnuts (not local), nothing really outstanding. whataburger best fast food of the trip.
sights: A, apparently there's a great local punk/metal scene so that gave me plenty to do. ghost wolves rule and caught a surprise gbh show.
people: B, polite, tbh didn't interact with people a ton bc i was hoarse from coughing all night

colorado
we actually flew from austin to denver and then did a day there before driving the rockies overnight
roads: B, some winding roads in the rockies but no traffic since it was overnight
food: B+, awesome apps and pizza at bar dough
sights: B, went to a barcade with great selection (1up) and obviously the rockies are massive and impressive
people: B, lots of chicks at the arcade

utah/arizona/nevada
this was one long 14-hour day drive
roads: A, desert driving so you just blast it
food: B, tasty hole-in-the-wall hawaiian bbq in nv, carl's jr. also good
sights: A+, gorgeous scenery and it's constantly changing, so many photo ops. we drove through vegas but didn't have time to stop.
people: n/a

socal/yosemite
spent a night in fresno as a staging area for yosemite where we did a day driving/hiking
roads: D, concrete like alabama and fucking awful drivers, then winding as all hell in yosemite
food: C, got good jew york bagels but that was it
sights: A, i mean, yosemite is incredible, don't need to say that, but too bad about all the smoke in the air
people: E, what am i in fucking mexico?

northern california
stayed two nights in san fran & visited with friends, then drove the pch and wine country
roads: E, highways still a mess, driving in sfc is a joke, and the scenic routes take forever to drive
food: B, sushi way better than east coast, chinese food exactly the same as everywhere else, and this sour beer that i can't remember the name of but was great. in n out is the most overrated burger in america.
sights: C, kinda disappointing tbh. 49-mile drive was cool and there are some beautiful parks, but the beaches may as well be jersey shore and there apparently isn't a nightlife? sadly we got a foggy day for route 1.
people: D, the number of homeless in sfc is absurd and a major turnoff

oregon
stayed a day/night in portland then flew out in the morning
roads: B, fine, only time we got pulled over the whole trip was doing 80 in a 65 here, but nice cop / no ticket
food: B, solid cheap prime rib @ clydes, coco's donuts not as good as voodoo
sights: A, very nice and attractive city, stayed in a house from 1880, botanical gardens, lots of live music and punk scene
people: A, friendly and all white/asian, proof you can interact with people without politics mattering

trip overall
A, honestly it's hard to say i'd change anything within the two-week limit. after a couple 10-hour drives you get used to it, and so much scenery out west can only be seen by car, so i'm glad we drove. probably would fly from nashville to nola to save some time, that drive through the south was pretty boring and a waste of a day (except alabama bbq). new orleans was the highlight of the trip in most ways, but portland/denver seem like the places i'd want to live. san francisco wasn't great and in retrospect i'd have rather spent a day at sequoia or grand canyon, but there was no way to know that going in.

Wednesday, December 5, 2018

A brief consideration of tells in shoot-em-ups

at 10:46 AM
I was considering the application of "show &" tells to shoot-em-ups the past few days while playing Raiden IV, Mushi-F, and Lightening* Force; the idea that enemies should visually indicate when an attack is about to happen (e.g. Bowser sucking in air before breathing fire). It should be taken into consideration that I have not cleared any of the three games I'm about to discuss, although I'm on the final stages of Raiden IV and Mushi-F. Lightening Force I've played for like 3 hours so take that with a grain of salt.

As I said before, Raiden is so positionally-oriented that precise shot timing doesn't really matter. If there's a group of enemies above me that I know fire single tracking bullets, I also know that I will be safe sweeping left until I clear the bullets. I can start the sweep any time before the first bullet reaches me and end it any time after the last one fires. If there's also an enemy left of me, then I should probably sweep up-right to get away or down-left to get under it and fire. These scenarios are pretty static across runs. Timing doesn't really matter that much - what matters is doing these movements in such a way as to sync up with targets while also setting up the next dodge. Which is quite enough to make it more complicated than "sweep left". I did think it would be helpful on a few enemies who shoot starburst or static patterns - and I also noticed these enemies do have animated tells (e.g. a mine blinking faster before it explodes).

Mushihimesama Futari yeah nah. It's all sight-dodging. I'm looking at the bullets for paths through them, or for enemies under them to shoot and consume them. Also, everything pretty much shoots immediately as it comes on screen and doesn't stop til it's destroyed. Herding is a pretty big deal in situations where aggression fails - essentially, you can treat enemies as though they are firing at all times and this would not significantly change the strategy.

Lightening Force I can definitely see the applicability. Not for bullets so much, but the game is plagued with enemies that blast on screen and smash into you so fast there's barely a second to react. Some of them do have foreshadowing, swooping across the background or burrowing through the desert sand, but not nearly enough. Blazing Star solves this in the simplest way possible, with "incoming" arrows where enemies are about to emerge. Crude, but effective. The bosses desperately need tells for everything they do, because they move around jerkily without pattern and again fire extremely fast bullets without warning. Maybe need is too strong - they'd be altered, for sure. As is, playing it safe and staying completely out of their targeting zone is pretty much the only road to success. The anxious fidgeting makes sure that even that isn't particularly easy.

So yeah, I'm inclined to think something is wrong with Gradius if it would really benefit from visual tells, and I'm starting to question if it actually would. The most troubling factors seem to be malingering enemies like the footbots who hang around for 10 or 20 seconds and can mostly be ignored except for those three random times they shoot, and the crowded spacing that means sustained motions like I described re:Raiden lead to constant collisions (I've said in the past I don't care for walls in shmups). It's like the series carves out a weird space between Thunderforce, where you always have to play it safe, and Mushihimesama, where you always have to wait and see, but without having the elegant level design of Raiden IV which realizes that it's in that space.

*light·en·ing
/ˈlītniNG/
noun
noun: lightening; plural noun: lightenings
  1. a drop in the level of the uterus during the last weeks of pregnancy as the head of the fetus engages in the pelvis.

Monday, November 19, 2018

2018: The worst year yet? in video games?

at 9:00 AM
I started 41 new games this year and finished 43. As the uneven numbers suggest, among the 43 completed were quite a few being cleaned up from previous years, and among the 41 started, many remain in progress. The ratio remains on track from the past couple years*, demonstrating that I'm doing a good job keeping to my one-in/one-out rule. Given that the list is expanding more slowly now, I was hoping to finish at a higher advantage, but a couple factors kept the completion total in check.

First is that I binged on a lot of Switch arcade games. I'm guessing I bought nearly 20 NeoGeo / Arcade Archives titles over the spring and summer and finished nearly none of them. Arcade games are arcade games - good for repeated 10-20 minute bursts, but unlike platformers, you can't count on the brute force Arino-clear.

Speaking of sidescrolling platformers, I barely touched the staple genre this year, less because of disinterest than because the well is drying up. Sonic Mania led to a cleanup on aisle Chaos Emerald, and Donkey Kong Tropical Freeze was fantastic, but I really didn't have much else to pick from. A dozen years and dozens of games later, I've whittled Wii's Virtual Console down to scraps, with remaining options the caliber of New Adventure Island and Kirby's Dream Land 3. And Rayman, over on PS3. Unless the contemporary trend of adventure-platformers abates or I find new patience with PC emulators, this looks to be the start of a long winter. A real shame - for many years there's been no safer bet than grabbing a random 16-bit sidescroller on a Saturday night and playing til the credits roll or the sun rises.

Run-and-guns at least seem to have retained some popular support beyond the plague of 'roguelite' and 'metroidvania', and the aforementioned arcade libraries are only helping. Beyond the many hours of Super C loops, Alien Soldier, Bleed, and (the final release version of) 20XX were among those I finished, with a few more newly underway. Mega Man X7 and X8 were more... rewarding... than expected, enough so that I intend to revisit both on the re-anniversary collection. 3D platformers provided plenty of substance too, with Rayman Revolution being the highlight, Rayman 3 being the lowlight, Jak & Spyro as pleasant surprises and Jak II an ill-forgotten curse. Sonic and the Black Knight happened too, and like X7, doesn't really deserve its awful reputation.

But the main story of the year is of course the shift in taste that has left me spending the majority of my time with racing games and shmups. I've always enjoyed both on a seasonal basis, but 2018 was an endless chain of both genres in parallel (though Raiden V did aggravate me off of shmups for a couple months). Nine 1CCs nearly doubled my lifetime total, and I'm still hoping to make Raiden IV the tenth before the new year. Deathsmiles was a clear favorite, though Axelay is close behind and only Forgotten Worlds caused any pain (well - any bad pain. All shmupping is pain). This was the other big detractor from the ratio - the length of shmups is hard to predict, and for each of the nine I beat, I started another, nearly none of which got finished (goddamn Ikaruga). Put a lot of hours into Mushi-F without much to show, but Akai Katana won't last much longer.

Fuel may be the best driving game and the best open-world game I've ever played, combining a huge world of Skyrim-like terrain with simulation-nuanced physics and as wide a range of vehicles as can be fitted with tires. The races are fucking hard and the landscape is complex, complicated further by the free-range navigation imported from the continuous overworld. It's hard to express how many light-years more interesting this is than something as precious and decompressed as GTAV, but it's buggy, doesn't have side-quests, and the netcode was weak (forget the hundred hours of single-player gameplay), so it tanked in ratings and sales. Burnout 3Hydro Thunder Hurricane, and ExciteTruck provided some arcade counterpoints, though Burnout got hairy at points with insane AI and arbitrary traffic creating challenges too reflex-dependent to be especially satisfying - still, it's close enough to working that three times out of five you can see the great game underneath. It'll be interesting to check out Paradise. Crazy Taxi snuck in there too, but I wasn't feeling the alien technical maneuvers that seem fundamentally cabinet-bound. Ultimately I've wrapped back around to Codemasters with GRID 2, strapping the mechanical range and dynamism of Fuel to more traditional level design. So far that's a go.

A few action-adventures and RPGS filled the adrenaline troughs, but not many made the clear list. It did feel good to finally retire Darksiders II after many years of prolongation, and my feet are starting to sink into the mud and muck of Ys VIII. Yakuza 3 is a really neat River City Ransom sequel which, unexpectedly for a beat-em-up, would probably win story-of-the-year if I'd finished it (actually, no, Wolf Among Us). 60 hours into Final Fantasy VII I am STILL on disc 1. OCD and materia are a dangerous mix.

That's about it for the year. Greg and I partner-played six games, all distinctly unnotable: Resident Evil 2, Resident Evil 6, Munch's Oddysee, Rayman 3, Pikmin 2, and Metal Gear 2. The dual themes of the series were A.) solid foundations spoiled by overfocusing on one stupid element (dungeons in Pikmin, combat in Rayman, etc.) and B.) going on for way longer than necessary. I pretty much disliked all of them, though RE2 is more boring than bad, Munch is a promising alpha, and RE6 was shallow incredibly trashy eye-rolling fun. I mean RE6 was definitely the best one. That's how good a collection of games we're talking about.

* 2015: 74/54, +20
* 2016: 55/55, +0 (I may have tracked 'started' differently for 2016)
* 2017: 60/59, +1