Showing posts with label mark of the ninja. Show all posts
Showing posts with label mark of the ninja. Show all posts

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. 

Monday, May 13, 2013

What I'm Playing, Mid-May '13

at 5:29 PM
In this feature, we commemorate games I have for the first time started and finished in the last few highly variable time units.

I intended to do this in the last week of April as a month-summary, but I'm now half a month behind, have finished some of the games I started then, and don't exactly remember the difference between April 31st and May 1st. So, as ever, this is really just "what I've started/finished since the last time I did this feature". Oh shit! It's Monday the 13th! What is this, bizarro world?

Special Recognition for Starting and Finishing:

Retro Game Challenge (DS)

I've already talked quite a bit about this one, so there shouldn't be much need for introductions. As per usual, this wasn't a 100% completion - I made it through the challenges, but that didn't entail visiting every last nook and cranny of Challenge. This is a fantastic game, especially considering how completely off-guard I was caught. Challenge set out to make games that feel classic, not old, like homages, not knock-offs. This is a path laden with pitfalls, as many wannabe-retro games overstep their bounds in trying to "upgrade" classics, in the process destroying what originally made the games worthwhile. RGC doesn't do anything that would feel out of place in the '80s, and while that leaves its games vulnerable to the same flaws that ran rampant back in the day, it allows us to evaluate them from that baseline. They don't demand comparison to every other game in 2013.

Crimson Shroud (3DS eShop)

Shroud is an awesome little mini-RPG from Yasumi Matsuno that throws back to pen-and-paper, dice-and-figurine tabletop role-playing. This nostalgia angle was meaningless to me, but I got a lot of mileage out of the superbly balanced turn-based combat. As a matter of fact, this is one of very few turn-based game of which I could say that I would return for the combat alone. Every character has a huge variety of abilities, every ability has a unique function, there's a combo mechanic to reward macro-strategy, and battles are lengthy standalone affairs. The entire seven-hour game probably only had about 20 enemy encounters. Maybe less. And there's no stupid experience points, thank god!
The rigid character-figurines have a certain charm in the way they hop, spin, and topple, providing a coherence to the art-style similar to Paper Mario. In a lesser game, I'd be perfectly content with this faithfully executed vision, but Shroud sits so close to greatness that this presentation comes across more like a lack of ambition and (obviously) budget-cutting strategy. With character concepts this solid (pardon me for loving the look of Vagrant Story and Final Fantasy XII) and battles so expertly crafted, a few flashy attack and spell animations to keep my eyes dazzled would threaten to elevate Crimson Shroud to the sublime. In some sense it's neat to see what my brain comes up with in the absence of visual stimuli, but more often than not I simply zone out and the game becomes nothing but number-crunching. It'd be a neat experiment elsewhere, but come on - we only get a Yasumi Matsuno game every seven years, and the least they could do is take it to the maxxx.

Games Started:

Red Dead Redemption (Xbox 360)

This is a Rockstar Game through and through, chocked full of pointless subplots, cynical worldviews, tedious gameplays, nonexistent difficulty, garbage interfaces, and terrible never-played-a-game-before controls. It's also drop-[red]-dead gorgeous, perhaps the most stunning realistic-graphics game I've ever seen. It's sad to see such a crappy game overlaid on what had the potential to be the best realization of the Wild West this side of ever, but I've yet to count it out completely. The gunplay is fun and there are some promising hints of adventure elements - hunting wildlife to collect pelts, side quests (versus typical open-world side missions, which lock you into an objective and don't let you don anything else til it's been completed), an economy - so I can't discard it out of hand. Let's remember that I somehow made it through Max Payne 3, and this is the same third-person-shooting in a far superior architecture. And heck, I'm a sucker for poker minigames.

Mark of the Ninja (XBLA)

This is the last one I'm writing and boy are my arms tired. Mark is off to a good start by emphasizing platforming over stealth - realizing that stealth is a modifier to existing gameplay, not an interesting driving challenge in and of itself. Mark is all about navigation, requiring ninja-like dexterity to pull off stealth tactics.

Just Cause 2 (Xbox 360)

I dunno I bought this because it was on sale for $10 and I've only heard good things and it's supposed to be about open world exploding and so were Red Faction: Guerilla and Prototype, which I really liked, but so far it blows. Why are the controls so bad. Why is the jump so sluggish and awkward. I dunno. It could turn around. My hopes have at this point jumped off a cliff.

Games Finished:

Zeno Clash (XBLA)

I started Zeno Clash what seems like an age ago, back when I was writing about FPBs (first-person brawlers) on my personal website. The brawling is mechanically solid and diverse, offering fair competition to top FPBs like Red Steel 2, but it's the art and story that stick around in your head once the credits roll. The setting is bizarrely gorgeous, conjuring a sort of prehistory-gone-wrong: what if mammals weren't the only ones to evolve into humanoids? The atmosphere is overwhelming, supported by freaky instrumental music and grotesque visual details like a beached whale with teeth on the outside of its mouth. The only gripe I have about the audio-visual presentation is that it could use a few more musical tracks. While the main 'creepy' background piano piece is beautifully unsettling, repeating it for 2/3 of the game detracts from its effect.

Something that should be a complaint but somehow isn't is the HORRENDOUS voice acting. It's so weird and bad, like none of the readers can speak English or understand their lines (this is possible - the game was developed by a Chilean indie team). A great deal of the voices are also supplemented by a handful of electronic effects. My sole complaint here is the same as for the music - for such a short game with only a dozen or so characters, should I really be hearing the same voice actor playing so many parts (in the same voice, no less)?

More on Zeno Clash later though. Very clever game. Grab it now if you haven't already - it's on Steam too.

Monday, April 15, 2013

The Bad, the Good, and the Ugly: Ninjas

at 1:41 PM
The Bad, the Good, and the Ugly takes a look at a character archetype and breaks down where it's gone right, wrong, or just plain weird. While the effort may seem perfunctory, we hope to examine the consonance (or dissonance) between high-level concepts and their practical execution. 

The ninja is a difficult concept to execute. While the Genji biopic 3 Ninjas made the profession a popular favorite world-round, it's since become famously misrepresented. Historically, ninjas (the correct plural is "ninja", but I don't fucking care) were the feudal Japanese version of assassins, their famous vestments and weaponry as much an exaggeration as peg-legged swashbuckling pirates and cowboy shootouts at high noon. It's not exactly clear why an assassin would need to wear a pitch-black shozoku (yes I just looked that up on Wikipedia) to duke it out in broad daylight against towering dinosaur demons, but at this point we've accepted that "ninja" is just another synonym for "action hero". The ninja is virtually the definitive "just because" protagonist; BGU doesn't take "just because" for an answer. If a ninja is supposed to be silent and lethal, let's see some silent lethality.

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The Bad: Ryu Hayabusa (Ninja Gaiden)

Ryu is impressive in that he's starred in such a wide variety of games, each equally successful in misappropriating the ninja archetype. His debut came in the arcade Ninja Gaiden (the first of three completely different games to use that title), a textbook Double Dragon-cloned beat-em-up. Why a ninja in full stealth garb would be strolling the streets in broad daylight, beating down goons with only his fists and feet, is anyone's guess. Perhaps that's why it's a "gaiden" (side-story): this is what Ryu does on his days off from stealth. His next appearance was in Ninja Gaiden (NES), assuming the demon-hunting role which would define him for the rest of his game career. Again, the clothing is baffling, but we also have to ask what the hell a ninja is doing battling the hordes of Hell (or whatever version of the netherworld is used in this mythology). Open combat isn't really their specialty. Did you ever see James Bond piloting a tank to defeat the Soviet army? I guess I finally understand why I so frequently hear that Ninja Gaiden is the Goldeneye of ninja games.

The Good: Mark (Mark of the Ninja)


Mark is one of the few properly stealthy ninjas we've seen outside of the Tenchu series, and provides accordingly precise violence to skilled players. One of the first rules introduced by Mark of the Ninja is that the ninja only draws his sword to deal the death blow, never sooner. As such, the level design entices the player to mold the environment in such a way that he can quickly and silently pounce on each oblivious (or terrified) foe. This won't be new to players of Arkham City or Splinter Cell, but Mark of the Ninja is particularly successful in making the player feel like a supernatural specter, capable at any point of vanishing into even the most insignificant shadow. Mark has his share of tools to blind and unhinge the enemy, but at the core of the game is the notion that he alone is a weapon, materializing only in the moment that life is extinguished. Also, I don't know his actual name, I just inferred from the title that it would be Mark.

The Ugly: Ebisumaru (Legend of the Mystical Ninja)

Yikes. Ebisumaru is one weird d00d. Most of the ~dozen Ganbare Goemon games never made it out of Japan, due to being so goddamn motherfucking Japanese as hell, but a few managed to pass the sanity filter and land in my SNES or N64. Dr. Yang, as Ebi is known in the NA version of Legend of the Mystical Ninja (aka Ganbare Goemon), makes a first impression as an updated, '90s version of ninja. Fat, bald, uncouth, and of ambiguous sexuality. Put Jason Alexander in a lavender shozoku and you've got a pretty solid casting for the live-action film adaptation. If the defining goal of a ninja is to make sure everyone is unaware of his existence, the defining goal of Ebisumaru is to make sure everyone wishes they were unaware of his existence. Let's recall the two adjectives I chose to describe ninjas in the introduction: "silent" and "lethal". Keep those in mind while watching this demonstration of Ebisumaru's weapon of choice:
Yes, party horn. I suppose it'd be the last thing a shogun's bodyguards would expect. I wonder if there's a reason Goemon always tries to leave Ebi behind?


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So what lessons can we take away about the serene and noble ninja in its natural habitat? Well, one common theme seems to be anachronism. No one knows where to place ninjas in time. More importantly, the feeling of a ninja is derived not through strength, speed, and body count, but lethality. A ninja is by definition a killer, and slapping around a bunch of falcons and mummies isn't his territory. Without slumped corpses and pooling blood, you may as well be playing as a plumber. 

Wednesday, September 12, 2012

Mark of the Ninja, or Has 3D Become Irrelevant Revisited?

at 6:13 PM
Yeah yeah blah blah blah I know we all like playing games in 3D. Everyone knows that. Oh shit hang on a second.

No I do not mean 3D as in stereoscopic glasses-wearing COMICALLY irrelevant 3D. No one ever cared about that. Are you some kind of nerd or something? This ain't the nerd taxi. Why would you assume I meant that?

Good lord. Now that we're beyond your frighteningly misguided conceptions about modern technology (I'm sure you thought N-Gage was going to be the next big thing too), let's get back to the 3D that I'd already be discussing if I had readers. The Super Mario 64 kind, the Mega Man X7 kind, the Ocarina of Time kind. Less so the Bubsy 3D kind, because the less said about Bubsy 3D, the better. Ask Golem if you want to know about that; kid has a weird thing for mentally challenged cats. Some would call him a mentally challenged cat. It's not bullying if it's completely warranted.

Let's get you introduced to Mark of the Ninja. This is an XBLA game that came out just last week, developed by Klei with the budget-enhancing and exclusive-ensuring help of Microsoft Studios. Klei is a relatively new studio mostly known for Shank, a gory 2D hack-and-slash that almost could have passed for a The Behemoth game if not for the Samurai Jack art-style. Mark of the Ninja takes almost the exact same style and renders it in black ink on black paper colored entirely in black. It's a black game, and no I don't mean [some racial zinger that will feel cliched]. I mean that the entire time I couldn't tell what was anything because it is literally ALL black. Not figuratively, not hyperbolically. Literally. Turn on the game and you will think you turned off your TV.
Screenshot of Mark of the Ninja
That was a risky play by Klei, but in the end it works pretty well. The game is full of derivative if satisfying Splinter Cell stealth-assassination action, peppered with reactive QTEs that tone down the feeling of "press X to watch kill". The presentation restrains itself to the senses of the avatar, presenting the player with a familiar selection of routes: crawl above the room in a duct, grapple across gargoyles (a la Arkham), or take the creeping floor route.

Point is that when you hold it in comparison to SC: Conviction or Arkham City, it's exactly the same. There's no 3D/2D barrier. Or that is to say that there's no 3rd D. But then, there never was.

Since the days of Super Mario 64, or Wolfenstein 3D, or Star Wars (Arcade), every avatar-based game has run on a series of curves, rails, paths, whatever you want to call them, so they're really 1D. And I'm gonna say some more but I really need to get a post up now and I really need to get some sleep so I will be back later.