"I'm going to bust you up, Dragon!" |
Not actually a Takarazuka Revue production |
Today's whether is partly cloudy with a chance of sorcery |
Big pointy double pauldrons is...a choice |
This group of adventurers need a better armor smith |
Thoughts, musings, ideas and occasionally short rants on the past, present and future of electronics entertainment
Starting with something new to me, the code name "HUNK" is actually an acronym for "Human Unit Never Killed." However, the character is usually mentioned in-fiction by his nickname, "Shinigami". That's the Japanese version, which directly translated to English means "God of Death". It's important to note that there is such a deity rooted in Japanese folklore and Buddhism, but in a classic case of Capcom doing poor translation/localization work the most accurate term in English would simply be "The Grim Reaper" or more colloquially "Mr. Death". This actually has interesting implications when you consider his first appearance as the "4th survivor" of the Racoon City incident. "Four" in Japanese being "Shi" which is also the root word for "death". It's sort of like how the Fatal Frame series in Japan is called Project Zero since the word "zero" in Japanese is "Rei" which can also mean "ghost". Anyway...what else do we know about this deuteragonist of sorts?
As it turns out, not much. HUNK apparently trained on a private island owned by the Umbrella Corporation. There he was cited as being a highly capable individual who eventually earned his nickname due being the sole survivor of several missions. I heard it suggested that HUNK may not actually be one individual, but an amalgamation of several people. The few times we've seen his face it appears that he's a rather nondescript short-haired, clean-shaven Caucasian adult. So, it's hard to say definitively one way or the other. Personality-wise, he is very pragmatic and mission-focused. He rarely speaks and when he does it's only ever about the task-at-hand. Personally, I like to think that he might have been a chiropractor at one point since he's sometimes called "Dr. Death" rather than "Mr. Death". At the very least he seems to know how to manipulate spines (or more specifically other people's necks). Of course I don't have any real evidence to back that up, but I think HUNK's appeal comes from the fact that he is such an enigmatic character - you instinctively fill in the blanks with whatever seems like a good fit to you. If nothing else, he's the only playable character in the mainline Resident Evil games that is dressed appropriately for the situation.
So, I have to wonder if Capcom will ever flesh out this character's backstory the way Disney did with Boba Fett? It could be interesting. Certainly there have been rumors of a game in the Resident Evil franchise centered around HUNK. One wonders though if they will turn him into a villain or more of an anti-hero. Either way, I look forward to playing as him again.
Begun, this cheese war has... |
The idea of fighting a conventional war on the moon presents some unique factors that could make for an intriguing strategy game. For one thing, Luna's gravity is only 16.6 percent that of Earth's. This means a M1 Abrams tank only weights about as much as a fully-loaded F-16 fighter jet. Additionally, the diameter of the moon is only about a quarter that of Earth so the horizon is roughly twice as near assuming you are standing on a flat plain. The lack of an atmosphere means providing adequate cooling/heating for vehicles is tricky and would almost certainly involve highly vulnerable radiators (A.K.A. glowing weak points). Guided munitions would require some alterations to implement effectively as well though, oddly enough, more conventional weaponry like guns and rockets would work mostly the same. Perhaps because of that last factor, Nectaris (despite being a game about Lunar warfare) has a fairly bog-standard lineup of combat units. There are two types of armed moon buggy, two anti-aircraft vehicle configurations (flak and missile), three types of infantry (light, heavy, and motorbike), seven kinds of tank (running the gamut from light to heavy with the biggest able to engage flying targets), two types of unarmed transport (one flying and the other ground-based), three dedicated aircraft (fighter, bomber, and a hybrid of both) and two types of mobile artillery (rocket and gun). Other than that the only other units are mines and fixed gun emplacements. Mines are a bit out-of-the-ordinary in that they only serve to block enemy movement until cleared away by concentrated weapons fire. Tanks lack scoops on their treads which seems strange considering how silty Lunar soil is. That's a minor quibble though compared to the aircraft which (aerodynamic appearance and all) look out of place to me. Considering the aforementioned battlefield conditions, the line between moving on the ground and through the sky should be much blurrier. There's no reason why infantry or even certain vehicles couldn't be outfitted with jump jets to hop or skip across the surface, though using them too liberally could entail certain risks such as being out of cover and more easily detected by radar. On the plus side, popping up could provide units with better line-of-sight given the short horizon...not to mention a temporary height advantage.
"Robbie" infantry in the foreground engage "Bison" tanks in the background |
I know it seems like I'm being unfairly down on Nectaris, but it's because there are a lot of squandered opportunities that could have helped make it standout. I think the lack of creativity and unwillingness to apply real science kept this IP from achieving much in the form of distinction from mechanically similar Japanese strategy games out at the time like Hybrid Front and the Daisenryaku series. Hopefully, someone will come along and tackle the premise with a bit more gusto in the future. As for the Nectaris IP, it's held by Konami so don't expect them to do much with it anytime soon.
"Nectaris" is Latin for "Nectar", but the name comes from the "Mare Nectaris" region of the moon in which the game takes place |
Now that the new "Super Mario Bros. Movie" is in theaters, I think it's a good time to dredge up that age-old question, "what video game films are worth watching?" There are a surprising number to choose from. Off the top of my head I can think of adaptations of the following: Wing Commander, Resident Evil, Alone in the Dark, Silent Hill, Mortal Kombat, Street Fighter, Tomb Raider, House of the Dead, Hitman, Postal, Max Payne, Warcraft, Assassin's Creed, Sonic the Hedgehog and Doom. Some are closer to the source material than others. A few (mostly stuff Uwe Boll directed) have next to nothing to do with their respective video games outside of the name. To me though none of these motion pictures are objectively very good examples of the medium and rather than trying to find the least worst of the bunch to recommend, I think it's better to look further afield. Specifically, how about movies that aren't about a particular video game, but instead true to the spirit of playing video games? Let me show you three examples that I think stand out from the rest.
"Edge of Tomorrow" was originally based on a Japanese novella (or "light novel" as they are called in Japan). At the end of the science fiction war story featured in those pages, there is a brief disclaimer by the author in which he mentions how his inspiration for the book came from playing old and very hard 8-bit games as a child. To summarize, he basically states that because he could essentially continue or restart indefinitely, every enemy and boss in the game (no matter how challenging) was ultimately doomed to defeat because they must always follow the same patterns and present the same weak points. It's certainly true, as long as the player is willing to refine their skills and learn from mistakes. It's a viewpoint that is prominently featured in the film's tagline "Live. Die. Repeat." Sometimes I look back on games I completed years ago such as Golden Eye on the N64 and wonder "how did I manage to unlock every last bit of content and clear every challenge?" Well, it turns out practice, patience and basic muscle memory can take you a lot farther than you might think possible...and applying that principal to reality could very well net similar results."Scott Pilgrim vs. the World" actually did get a side scrolling "beat 'em up" adaptation after hitting the big screen. So I suppose you could say it retroactively is a movie about an actual video game. That technicality aside though, the film is really based on a series of graphic novels. The story is about rock music and romance as much as it is about gaming, but at it's core the character of Scott Pilgrim is a boy who has been immersed in video game experiences for so many of his formative years he views life through the lens of video game mechanics. Every rival is a boss to be defeated (who then bursts into coins), every successful action awards points along with chiming sound, when he says he's "getting a life" he grabs a spinning pixilated image of a 1UP out of the air. It's all very referential (I think a theme from The Legend of Zelda: A Link to the Past plays at some point), but unlike "Ready Player One" the references aren't there simply to be nostalgic. Instead, they serve as a way to communicate a particular feeling or idea to people who have played those games and had those experiences."The Last Starfighter" is an interesting case of wish fulfillment. I'm sure some of us can remember times when a family member or acquaintance told us that playing games had no real-world benefit. The question this film postulates and then explores is "what if it did?" It's an odd mix of old meets new. The author of the screenplay openly admits that he got the inspiration for the script based on Arthurian legends except instead of a sword-in-a-stone, it's an arcade game machine. In a case of fiction meets reality, there was a prototype made of the "Starfighter" arcade cabinet which has since gone on to become the Holy Grail of arcade collectors everywhere. For better or worse though winning the game doesn't get you "recruited by the Star League to defend the Frontier against Xur and the Ko-dan Armada." However, reality marches ever on and with the rise of drone warfare in places like Ukraine, one wonders if there is a dark truth to the notion. Gunstars aren't drones and drones aren't Gunstars...yet, but maybe someday the two will meet after a fashion.There are more examples I can think of..."Ender's Game" the movie actually dovetails nicely with "The Last Starfighter" in some respects (the novel that predates the film actually features some truly surreal passages involving the titular main character playing a video game during his free time at Battle School), but I think that's enough for this blog entry. Hopefully, my point about video game movies doing their best when not drawing from a specific IP has been made clear. No offense to those who enjoyed seeing Mario on the big screen though...
El Residente Malvado 4! |
Specifically, the thing that always draws me into the survival horror subgenre is the need to harbor resources while still trying to complete objectives. In the RE4 remake, that aspect of game design is in full effect. Even the most basic weapon at the player's disposal, the knife, has a finite amount of times it can be used before it breaks. Everything requires resources whether it be ammo for guns, herbs for health, or pesetas for repairs and upgrades. Carefully stockpiling those items for when they are needed most is very much front-and-center here. Having stated that, the gameplay isn't all that different from the original.
Some noteworthy changes have been made to level layouts and, by extension, encounters. In particular, there are some fun side missions that the player can engage in at their discretion. Enemy types are largely unchanged. Boss encounters, on the other hand, have been improved significantly. A few things have been cut, such as the gondola ride, one minor out-of-left-field mini-boss battle, and the QTEs. Overall, the changes represent welcome improvements over the original, but where the remake really shines is in terms of story.
While seen here as a mod for the RE2 remake, I kind of like Ada's tactical outfit more than the iconic red dresses she is known for wearing |
How the heck did that wrench ended up in there? |
I think a good way to wrap up this mini-review is with the question "what's next?" I'm not talking about DLC for the remake of RE4, but rather which game the team is going to tackle next. Resident Evil 5 would be the natural progression while Resident Evil: Code Veronica is the next biggest old game in the franchise that would benefit the most from the remake treatment. The thing is though both of those games were conceptually not very good and as such might not be worth the effort. Personally, I prefer the third-person perspective Resident Evil games over the first-person ones, so I hope that Capcom keeps making new games along the lines of the RE2, RE3 and RE4 remakes. Maybe it's time for an original story? Who knows...only time will tell.