Thoughts, musings, ideas and occasionally short rants on the past, present and future of electronics entertainment
Saturday, October 28, 2023
Tuesday, August 8, 2023
Indiana Jones and the...
When it comes to video game adaptations of everyone's favorite archeological adventurer, there have been a few. I'm of course referring to Lara Croft...no, wait...I mean Nathan Drake...just kidding! Jokes aside, what makes Indiana Jones special is the time period in which he thrived. Unlike more contemporary characters like Croft or Drake, Dr. Jones is a man of the interwar years. Honestly, I feel like the setting makes the character since he is archetypal and very much a product of that era. The original trilogy did an excellent job of cementing the format and serial nature of his adventures. A quick rundown might look something like this:
- The bad guys are Nazis, cultists or criminals of some kind
- Indiana Jones has allies and acquittances who help him (including a love interest)
- There are a bunch of action scenes including fist-fights, shootouts and chases
- He gets captured at least once
- There's a McGuffin artifact that has some sort of real world tie-in with supernatural qualities
I've embedded images of box art from several original stories found within the franchise. The thing is, the overwhelming majority of Indiana Jones video games are action-driven experiences which (paradoxical as it might sound) aren't the best fit for the source material. Oddly enough, the one original title that fits the Indiana Jones formula is a point-and-click adventure game - The Fate of Atlantis. It's actually a direct sequel to the movie tie-in game The Last Crusade, and about three times as long. It was Lucas Arts first "talkie", the studio's first video game to feature a fully voiced cast (for the CD-ROM version). Developed using the SCUMM interface, Indiana Jones and the Fate of Atlantis has beautiful pixel art similar to Maniac Mansion, Monkey Island and The Dig. What really makes the game standout though is the three different paths players can take; "team", "wits" or "fists". Each path features events that may or may not happen in a different path, which (in turn) provides a degree of replayability typically lacking in these kinds of games. Regardless of the player's chosen path, the story adheres closely to the formula. It features a love interest (Sophia Upgood), bad guys (Nazis again), various action sequences, and our titular hero getting captured at least once. The McGuffin is (as implied by the title) a location - the lost city of Atlantis. Rumored to have been a treasure trove of extraordinarily advanced technology, the Nazis obviously want to obtain its secrets for their own nefarious ends. In particular, Orichalcum beads thought to have come from Atlantis seem to hold vast amounts of non-radioactive energy. While not explored in detail, the backstory for Atlantean technology is the byproduct of a visit by ancient aliens. The various devices powered by these beads are bronze-age knock-offs of the alien's tech, making the people of Atlantis a long-vanished cargo cult of sorts. Funny how a lot of these ideas got recycled in Kingdom of the Crystal Skull (along with a few more from an unmade video game-turned-comic-book, Indiana Jones and the Iron Phoenix).
On top of checking all the boxes typical associated with an Indiana Jones adventure, Fate of Atlantis also has a couple of callbacks. The golden idol from the beginning of Raiders of the Lost Ark can be seen in Indy's office at one point. Looking at a statue of a falcon in the college museum will prompt Indy to say "it's the stuff dreams are made of," which is a reference to the 1941 film The Maltese Falcon. Similarly, looking at some scribbles on the the stone walls of Atlantis will lead Indy to comment "Atlantean Graffiti." Younger me thought this was an attempt at verisimilitude specific to real archeological discoveries made at the ancient ruins of Pompeii, but it's far more likely a world play joke referencing the George Lucas' film "American Graffiti". Another similar example is a street in the Monte Carlo section of the game named "Rue des Guerres des Étoiles", a rough French to English translation being "Star Wars Road". One last language related joke comes from some of the controls for a German U-boat. Three, in particular, are labeled "Ausgeschnitzel", "Flugeldufel" and "Krauskefarben". These words have no meaning which I suppose is a good way to keep it from being too easy for people fluent in German (or those who happen to have a German-to-English dictionary on hand).Of course, it's not a perfect game. The keystone puzzles are somewhat tedious and were part of the copy protection for the original disk-based version. The music is also a bit bland though the Indiana Jones theme does come through at the appropriate moments. Obviously, Harrison Ford would have been prohibitively expensive so they had to hire someone with a different, albeit, appropriate sounding delivery. Some of the other characters drift a little bit more toward Saturday morning cartoons in terms of delivery, but overall the cast ranges from good to competent.I sometimes wonder what it would have been like had we gotten a live-action version of Indiana Jones and the Fate of Atlantis. Considering the lackluster reception Kingdom of the Crystal Skull and Dial of Destiny got, I doubt it could have faired worse. Sadly, we'll never know, but at least we have the video game to enjoy.
Wednesday, August 2, 2023
Remake Request
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There is a novelization of the game though it differs somewhat in terms of scope and plot |
I used to think the correct pronunciation was "eye-ko" or "ai-ko", but based on the original Japanese spelling it appears to be "ee-ko". Anyway, it's the first in a spiritual trilogy of sorts. The second entry is Shadow of the Colossus, a game that has been remade three times (on PS3, PS4 and PS5), while the final entry is a PS4 exclusive called The Last Guardian. ICO, on the other hand, came out not long after the PS2 launched. It also has some truly abysmal box art for the North American version. As for the game itself, ICO is a 3D puzzle platformer with some light combat sprinkled in. What makes it stand out from games made in the same vein is the attention paid to movement and animation.
The game director for the entire trilogy, Fumito Ueda, has (in his own words) had a life-long fascination with kinesthetics. As such, the protagonist (a boy with a pair of horns sprouting out of his head) moves in an unusually realistic manner. He will throw up his hands to stop himself from slamming in to walls. He'll slide and stumble if he suddenly tries to change his direction of movement. Even pushing, pulling, lifting and falling has a weightiness that the boy clumsily exudes in a believably adolescent way. Of course, all this has been done in other titles such as Prince of Persia, but what really makes it special in ICO is the addition of a second major character.
As the fairytale-like story goes, all horned boys born in the region are taken as prisoners under escort to a massive mist-shrouded castle on an ocean coastline. Here they are transported by a small boat to a sea cave entrance and brought up through tunnels to a sacrificial vault. Fifty-four stone sarcophagus-like containers line the sides of the chamber. The boy is placed in one, but not long after being sealed away an earthquake sets him free. His captors have already made a hasty exit so he's presumably all by himself in the castle. However, after doing some exploring he happens upon a taller (and probably older) girl locked up in a metal cage. After freeing her, he finds that she seems to be only half-aware of what's happening...like she is being held partially in a magical trance or daze (more on that later).
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The Queen claims that Yorda is her daughter, but it is unclear if this literal or metaphorical |
At first these foes only appear small in size and few in number. They are shadows of dark vapor given form, each with a pair of pale glowing eyes. The horned boy only has a stick, or (or later on) a somewhat more formidable sword with which to fend them off. Blows from weapons don't seem to hurt them so much as dissipate their physical presence until they vanish, eyes and all. Their appearance is always heralded by the opening of one or more dark portals in the floor which they seek to drag the girl through. The boy, to them, is only ever a mild annoyance, avoided or swatted aside (by the larger shadow monsters that come later). As their numbers increase so does their size, and some begin to have bat-like wings, tails or even horns of their own. Later in the game it is reveled that these creatures are the spirits of previously sacrificed horned boys. They have been enthralled by the ruler of the castle, a sorceress-queen. She too lacks a physical form. Nonetheless, there's some interesting implications regarding her appearance.
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The ending of ICO is fairly ambigious to the point that Fumito Ueda doesn't consider his interpretation strictly canon |
So, after spending all that time reminiscing on ICO we finally come to the question of a remake. The game was given a slight upgrade on the PS3 with higher resolution, a steadier framerate and some improvements to the AI. A few puzzles were also modified. Obviously, all that is well and good, but what benefit would a full-on remake bring? Simply put, the environments could receive a massive visual upgrade both in terms of textures and set dressing. The castle could also be shown more fully and explored seamlessly, rather than having to be somewhat divided into self-secluded mini-areas. One thing I hope any would-be designer leaves well alone is the stone sofas. They act as save points, but can only be used if both Ico and Yorda sit side-by-side on one of them. The music accompanying the save menu is also quite nice and, in a way that is hard for me to describe, embodies the overall vibe of the game. Hilariously, loading in a saved game from the main menu shows that these two have been taking a nap (presumably in the player's absence). Personally, I have a hard time imagining a couch made of stone being comfortable enough for sleeping, but I suppose if you are tired enough just about anything will suffice.
Friday, July 21, 2023
16-bit Mazes and Monsters
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Oddly enough the Japanese name of the game is "Shining and the Darkness" |
The art style for the early entries in the the Shining IP are distinct in that they subtly blend 1980s Disney with a bit of an anime aesthetic. In terms of setting it's more Narnia than Middle-earth when it comes to demi-humans. To this day, I must admit centaur knights (complete with armor and lance) look pretty dang cool and are something you don't see a whole lot of in fantasy settings these days. Unlike some dungeon crawlers, players only go it alone during the early stages of the game. After defeating a giant crab (and mini-boss of sorts) the hero of the story gains two companions (Milo and Pyra) who can help him on his quest. At first glance this team of three seems like a fairly standard warrior-healer-mage combo, but in truth the lines between them are a bit blurrier than say...Dungeons and Dragons. While it's true that the meat-shield warrior protagonist never gains the innate ability to casts spells, his pious looking companion (Milo) hits pretty hard and has magic that overlaps a bit with Pyra the mage. Meanwhile, she can deal out decent damage while still having a repertoire of AoE and utility spells. She's also the fastest of the three when it comes to turn order. Monsters vary quite a bit - ranging from the simple (bats, wasps, slimes, and slugs) to the standard (goblins, ape-men, skeletons, and minotaurs); all the way up to slightly weird foes like ax-beaked ostriches and "clodhoppers" (hat-wearing puppet-like enemies that consist of a head with a pair of legs sprouting from underneath).
The variety is much appreciated, but it isn't enough hold my interest. As far as old-school dungeon crawlers go, Shining in the Darkness is very well made example of its genre. It's just not the kind of game I can really get into. Still, there are plenty of worse ways to spend your time, and if you are the kind of person that enjoys titles like the Bard's Tale Trilogy or the original Wizardry then this Sega classic might be right up your alley...or maybe I should say up you subterranean corridor? Actually, never mind...that sounds kind of gross.
Saturday, July 8, 2023
Inspirational Failure
Trespasser is one of many games in the Jurassic Park franchise. Released in 1998, it was a commercial failure and winner of Gamespot's worst-game-of-the-year award. Disappointing to see considering that it spent three years in development with a very talented team of designers. Just to stress that last point, Austin Grossman (the writer for Deus Ex and Dishonored) along with Seamus Blackley (father of the Xbox) both worked on this game. So, what happened? In a word - "overscoping".
As is all too common in game development, the team behind Trespasser bit off way more than they could chew. There were a lot of ambitious "firsts" such as large open outdoor environments, a diegetic interface, a physics engine, and a complex AI to give the dinosaurs life. That last point is especially noteworthy because all of the half-dozen or so dinosaurs species (as well as sub-types) found in the game move and act in strange ways due to them literally being puppets on strings. It's kid of surreal to see in action and hasn't been emulated since (the one exception being the creatures found in Rain World).
The physics engine also ties into this due to how players interact with the environment. Much like the mannequin dinos controlled by the AI, the main character has a single working arm that they use to pick up, manipulate and throw objects with via the mouse. Again, it's kind of weird and not a game mechanic you really see outside of quirky indie titles like Octodad and Surgeon Simulator. Nonetheless, Gabe Newell cited the physics engine in Trespasser as an influence on a similar system Valve used in Half-Life 2.
Not having any kind of HUD was hardly a new concept in 1998, but doing so in an action-oriented FPS was courting disaster. To work around the lack of a health meter the protagonist has a visible heart tattoo that indicates their status based on how full it is. Ammunition for guns is tracked by the player character vocalizing how many shots they have left after each pull of the trigger. Weird as these ideas are, they eventually popped-up in games much later on. Dead Space for example has a life bar on the back of Issac's suit. Meanwhile Alyx (from Half-Life: Alyx) sometimes comments on her ammo supplies. The official game for "Peter Jackson's King Kong" movie features a particular button that (when pushed) causes the player character to exclaim how many bullets they have left. In truth, it kind of makes sense in that game since King Kong features a lot of teamwork. Maybe you'd want to let your allies know how you're doing ammo-wise from time to time...?Lastly is the outdoor areas which were quite expansive for the time. For the most part, FPS games released around that era were of the corridor shooter variety. Obviously, Trespasser was brutally difficult to run on 1990s hardware because of the sheer amount of geometry on-screen at any given moment. Even so, the idea of wide open environments was a direction that game development would expand toward; Halo: Combat Evolved and the original Far Cry being two big steps the industry took that way later on.
While it certainly deserves to be called a very flawed game, Trespasser ultimately attracted a cult following of sorts in the form of mod makers and bug fixers. These individuals actually poured in a considerable amount of effort in order to make the game run with fewer issues and even significant improvements. In some ways the fan updated (i.e. current) version of the game feels like a VR title. Incidentally, someone is working on a mod for that. There's also an unofficial pseudo-remake of sorts in the works, but it's anyone's guess if the DNA of the original can be revived or if it will simply live on as little bits and pieces in games that have come since.
Saturday, April 29, 2023
Old Japanese PC gaming Box Art
Saturday, April 15, 2023
War on the Moon
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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.
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"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.
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"Nectaris" is Latin for "Nectar", but the name comes from the "Mare Nectaris" region of the moon in which the game takes place |
Wednesday, March 22, 2023
Tuesday, February 21, 2023
Beaten to the Punch (Part 2 of 2)
There are more games I could cover. Meridian 59 (the first MMORPG to feature three-dimension environments) comes to mind, but I think I have written enough for now about humble trend setters. It's also worth mentioning that one can always dig deeper. Back at the beginning I mentioned Sweet Home being the starting point for the survival horror genre. In truth though one could go back further to Project Firestart in 1989 or even Haunted House way back in 1982 (for the Atari 2600) and claim that either of them is where it all really got started. Of course that can lead to very reductive statements like "all games are based on the first distributed game ever - Space War!" Tempting to declare, I'm sure, but the fact of the matter is game designers are influenced by things outside the realm of video games too. The same holds true for other kinds of media as well. One could claim that the 1982 film TRON was inspired by electronic entertainment, but if you sit down and watch the movie you'll gradually realize that it was based on Frisbee, handball, tennis and motorcycle racing as much as Pacman or Pong.
Tuesday, February 14, 2023
Beaten to the Punch (Part 1 of 2)
Sweet Home is an NES title that was never ported and, as such, failed to receive much recognition outside of Japan. Nevertheless, it is often thought to be the origin of the survival horror genre. While some claim the roots go back even further, there is no denying that this game along with the original Alone in the Dark were the primary inspirations for Resident Evil. RagnarRox, of Youtube fame, goes into extensive detail about the Sweet Home and how the original Resident Evil was going to have a very similar story. Some of the details remain in the final product; in particular, thematic elements such as a mansion and multiple playable characters, each with their own unique abilities. Ultimately, part way into development the story was modified to include the idea of a zombie/monster creating virus and the elite crime-fighting unit (S.T.A.R.S.) that we all know and love. Unlike Alone in the Dark, which spawned several sequels and a soon-to-be-release remake (as of the time this blog entry), Sweet Home is largely unknown outside of collectors and gaming historians. Next is Daisenryaku. Translated to English the title means something like "Great Strategy" and features gameplay that would seem strangely familiar to fans of the Advanced Wars series. Originally it began on PC, but saw ports as well as exclusive titles on a variety of consoles and operating systems. All told it has been on over 22 different devices with something like 70 titles in the series. However, the vast majority of these games were never released outside of Japan. As such the IP has never really gained traction the way its more cartoonish predecessor has. Kind of crazy to think, considering it was the first game to feature the split screen combat scenes which are a hallmark of numerous Japanese strategy war games that followed. If I had to wager a guess, I'd say that Daisenryaku might have scared a lot of potential players off due to its use of a hex grid map. As stupid as it sounds making the zones squares might have made it more palatable to a wider audience.Speaking of games like Advanced Wars, there are a few fantasy-themed equivalents that have come out over the years. Wargroove is one of the most recent and is based on the much older Warsong (also known as Langrisser: The Decendants of Light). Even older still is a prequel of of sorts to that series called Elthlead. The ur-example when it comes to SRPGs, it was only released for the Japanese PC market. That, along with the previously mentioned aversion many gamers had toward hex grids at the time, might have kept it from gaining wider acclaim. Elthlead also lacked the large cast of distinct hero characters that has since become a pillar of the genre. Overall, the game feels closer to a table-top wargame than those titles which followed. Nonetheless, far more widely recognized games such Final Fantasy: Tactics, Shinning Force and the Fire Emblem series have roots stretching back to this obscure game from 1987. People will often point to the original Legend of Zelda (or The Hyrule Fantasy: Zelda no Densetsu in Japan) as the starting point for the classic hero's action/adventure genre. What they don't know is another game came out two years before it by the name of Hydlide. Released in 1984 for PC only, it was ported to the NES two years later. Then, three year after that, it was finally localized for the western market. By that time though Zelda had a gained a considerable lead in popularity. As such, Hydlide never really caught up despite trying to innovate in its own ways. An awkwardly named sequel, Hydlide: Shine of Darkness, was released exclusively for the Japanese market. In addition to that, plans for a Sega Genesis (Mega Drive) port of the original under the name "Hydlide Special" were made, but this was abandoned in lieu of an all new entry in the series entitled Super Hydlide (or in Japan Hydlide 3: The Space Memories) followed by Virtual Hydlide for the Sega Saturn...honestly, I think the naming conventions for this series leave something to be desired. "Link the Adventurer" might not sound like the most inspiring name for a protagonist, but it's still better than Hydlide's "Jim the Knight".
Since we still have three more examples to go, I'm splitting this blogpost entry into two parts. In the next and final installment, we'll go over three more games; starting with something more contemporary and ending with a game that inspired not one, but two whole genres. Stay tuned until then!
Saturday, January 14, 2023
Bad VO
Doing good voice-overs is a much harder challenge than one might initially think. Acting itself requires a particular set of skills that don't always come naturally, and to get good at it (in a broad sense) one must hone their craft. Voice acting is no exception to this and, in fact, comes with its own specific challenges. On one hand the actor doesn't need to worry about things like makeup and wardrobe, but on the other they often have to create a performance essentially through imagination alone. Even other actors are unlikely to be present, forcing the person whose voice is being recorded to essentially do it all solo.
There are many great examples of people who have risen to this particular challenge; both in animated films and shows, as well as video games. I'm sure anyone reading this can think of a few, and if not a cursory internet search will provide some thoughtful lists. Instead of that though, I want to touch on the bad...but not just in general. I want to break it down into three categories of bad; each with their own example.
Phoning-it-in:
Super Wing Commander was (surprisingly, given the title) not a SNES port of the original Wing Commander. The Nintendo version kept the exact same title and visual assets as the original aside from a slight fidelity downgrade. The "Super" version of this game was made for the 3DO and Mac. It featured all new portraits for the characters as well as redesigns of all the spacecraft. Content from expansion packs were seamlessly integrated into the campaign and even a few unique bonus missions were included to better tie the original to its sequel. What it didn't receive was improvements to the voice acting. The SegaCD version had competently done VO, but for some strange reason Super Wing Commander had it's own separate recordings done with different actors that were shockingly flat and dull. One character in particular, "Iceman", has such a lifeless way of delivering lines I couldn't help but chuckle...overall, it seems like the cast were in large part made up of people who happened to be doing other jobs in the studio offices since most have very few, if any other, acting credits to their names.Nails-on-a-chalkboard:
Shadow of the Comet (later repackaged as one of two Call of Cthulhu point-and-click adventure games) was an early adopter of the CD-ROM format. As such, voice acting was used to improve the game's marketability as well as justify all that extra storage space. For the calmer parts of the game, it isn't bad. In fact, some of it could even be considered decent for the standards of the time. However, there are a number of scenes in which things become "heated". In these instances the actors rightfully intensified their performances to match what is occurring on-screen. Sadly, their enthusiasm for the material didn't translate to the final product. As RagnarRox of Youtube fame puts it, "I highly recommend playing this game text only. It makes it much more easy to take the game seriously and you avoid both the cringey voice acting and syncing problems with the subtitles." In addition to that, I would like to add you are less likely to suffer ear/speaker damage due to people blowing their mics out during audio recording sessions.So-bad-it-is-actually-good:
Tenchu: Stealth Assassins reminds me a lot of that goofy comedy film "Kung Pow! Enter the Fist" in that it pokes fun not at the culture from which the media came, but rather the shoddy job in which it was localized. Roles such as the narrator and Rikimaru are played straight, but most of the supporting cast are incredibly over the top in terms of delivery. Some especially egregious examples include the corrupt merchants Bizenya and Echigoya. The latter of which has a bodyguard who sports an outrageous Japanese accent. "Rooks rike you picked the wong pah-tee to clash." It doesn't stop there though the Manji cult leader is on a whole other level of cheese. Combine that with Ayane's deadpan snark, a pirate captain that only speaks Spanish and whatever the heck Onikage (plus his boss "Lord Mei-oh") are trying to channel, and you have a recipe for comedy gold.
Sunday, January 1, 2023
Starting with a BANG!
They have their own variations on the technique which I'm not going to try to explain in abstract detail. Instead, I want to take this line of thought in a slightly different direction by selecting a standout game from each console platform that really tries to sink it's proverbial claws into the player before they even engage with the game's mechanics. Here's the list I came up with:
For the NES, there aren't a whole lot of choices. In fact during the 8-bit era the concept of a strong narrative arch hadn't developed much yet. That said, Ninja Gaiden has one heck of an opening with the classic sword duel in a moonlit field. That, along with some brief snippets of accompanying text do an excellent job of setting up the stakes and story that follow.
For SNES, I would have to go with Super Metriod. There's so much to like about this game even before you push the start button; tight panning shots of a lab in disarray, plus a zoom out to the title card demonstrate excellent use of the consoles mode 7 graphics capability, but it's the haunting musical cue (filled with apprehension and dread) that really sells the introductory scene.
For the Sega Genesis (Mega Drive), I initially wanted to go with Phantasy Star 2 with it's mysterious yet strangely upbeat music playing over the setting intro (which in itself is an interesting blend of science fiction and fantasy). However, I ultimately decided on Castle of Illusion because of its fairytale-style intro combined with a slick use of letterbox formatting to introduce the title card, hero and titular castle all in one framing shot.
For N64 Conker's Bad Fur Day takes the prize. The goofy 4th-wall-breaking intro wherein everyone's favorite red squirrel chainsaws the N64 logo in half only to replace it with the Rareware logo contrasts so sharply with the game's incredibly downer "how did I get here?" beginning-at-the-end has got to be a first for console gaming (not to mention a bold move from a design and presentation perspective).
For PS1 the choice is obvious - Metal Gear Solid. The amount of techno-thriller gobbledygook this game throws at the screen in the first couple of minutes is kind of insane, but it also sets a new standard in that the original MGS showed games could introduce a fairly complex plotline right off the bat. Your mileage may vary (obviously), but it opened the floodgates in terms of the future of storytelling in video games.
I could keep going, but I think these examples from the 3rd, 4th and 5th generations of console hardware have served my purposes. As the saying goes in life "put your best foot forward"...and since games often imitate life the same holds true for them as well.
Thursday, July 28, 2022
Saturday, April 23, 2022
Tom Clancy's Tom Clancy
As far as I can tell, Tom Clancy's contributions to the world of video games really began with Tom Clancy's SSN. Released in 1996 as a (then) modern day sub-sim, players control a Los Angeles-class attack submarine across 15 missions in a limited war between the USA and China. The game featured quite a bit of FMV, but the actual sim aspect of the game was fairly simple. A tie-in novel of the same name was also published, but suffers from perfunctory prose...possibly because it was co-written by Martin H. Greenburg. This sort of thing begs the question, "what (if any) contributions did Tom Clancy make to his games?"
About the same time SSN came out Clancy co-founded Red Storm Entertainment (which later became a subsidiary of Ubisoft). In the years since then more than forty games have be released with the "Tom Clancy" label. The single most famous one is probably Rainbow Six, but it only marked the beginning of one franchise. There are more; such as Ghost Recon, Splinter Cell and most recently The Division. Going back to Rainbow Six for a moment, the series starter was an adaptation of a novel bearing the same name. Some of the scenarios in the game are taken from the book. Even so, the game fleshes out the content quite a bit by adding more variety (as well as a slightly different ending). True to the Clancy spirt of meticulous detail, the game allows for precise planning and execution right down to the assigned equipment and actions for each individual agent. In a time when FPS games mostly consisted of run-and-gun DOOM clones this was innovative stuff and marked the emergence of tactical shooters into the mainstream market. While this might sound like Clancy made major contributions to the game, it's important to note that the concept of a black ops FPS had been in the works at Red Storm Entertainment before he began writing the Rainbow Six novel. This leads me to believe that his label was more akin to "Tony Hawk" or "John Madden" than "Sid Meier."In truth, I think Tom Clancy struggled to find proper antagonists for his stories once the U.S.S.R. collapsed and the Cold War ended. He would return to that time period in some of his works, but for his stories set in the present day he had America doing battle against terrorists, drug lords and Japan...yes, you read that third one correctly. To say Clancy jumped the shark with his novel "Debt of Honor" would be an understatement...particularly with Jack Ryan turning into a Gary Stu by not only becoming the President, but the best one in United States history. Personally, I can't quite figure out why anyone would read "Hunt for the Red October" when they could just read "Blind Man's Bluff" and get the real story with better characterization to boot. If you want a sci-fi version of Tom Clancy there are those too...John Lumpkin being the first example that comes to mind. Most of all though why read "Rainbow Six" when you can play the far more entertaining game?